Corona Geek #162 – Creating a Visual Game Editor

On today’s Corona Geek Hangout we wrapped up our “Monsters Need Coins”, game development series with a look at how to create a self-contained visual editor to quickly design game levels. Ed Maurina walked us through the editor’s user interface, showed us how to go from an 8×8 grid to a working game level in less than a minute, and walked us through the roughly 1000 lines of code used to create the editor. Download the full source code for the game and the visual game editor to see who everything works.

Corona Geek #161 – Crystal, iOS 9 Ad Blocker, Developer Interview

On today’s Corona Geek Hangout we talked with Dean Murphy, developer of Crystal, a popular iOS 9 ad blocker. Dean talked about why he decided to create an ad blocker and what kind of response he has seen from consumers. We also discussed ad blocking from the perspective of the consumers, advertisers, and content creators. Dean shared some interesting stats and insights into why consumers are deciding to block ads and what Crystal is doing to give consumers more control.

Hangout Highlights – Laser Dog, HoPiKo Game, and Desktop Apps

Last week on Corona Geek Hangout 157, we talked with special guests Rob and Simon from Laser Dog about Hopiko, their latest action packed mobile game. We also discussed their plans for publishing Win32 and OS X desktop games with controller support. If you missed the Hangout, here are clips to help you catch up. […]

Corona Geek #158 – Building Game Objects and Reloading Levels

On today’s Corona Geek Hangout we continued our “Using Gravity In Games” development discussion with a look at building game objects, restarting and advancing to new levels. This was part four of our ongoing look at developing a game similar to the popular mobile game, They Must Be Fed 3. The project’s source is available. If you haven’t already, download the updated code to see how everything works.

Hangout Highlights – Implementing Levels In Games

Last week on Corona Geek Hangout 156, we continued our “Using Gravity In Games Series”. Ed Maurina showed us how to implement levels into our game. With even a simple understanding of the level file, you can create hundreds of completely custom levels using the concepts discussed. Here are clips from the hangout, along with a link to download the code.