Hangout Highlights – Creating Game Cameras That Follow Players

Last week on Corona Geek Hangout 167, we continued develop on our top down desktop shooter game with a look at the concepts and code behind creating game cameras that follow the player around the world. We learned how to make the background appear to move and we learned how to use a camera module to make our code easier to manage. Here are clips from the Hangout.

Corona Geek #168 – Simple Pathfinding And Working In Teams

On today’s Corona Geek Hangout we explored a simple method of pathfinding to make zombies appear to chase a player character. We also discussed in-depth what it is like to collaborate with others on a mobile game project, and we looked at a multi-player game that exclusively uses Coronium as it’s Lua based cloud backend. Download the source code from today’s demo.

Hangout Highlights – Creating Desktop Sprite Animations

Last week on Corona Geek Hangout 166, we continued develop on our top down shooter desktop game with a look at how to turn static images into moving animated sprite sequences by hand and using an automated “sprite maker” script. We implemented animation sequences for our player’s standing, jumping, walking, and fighting states. Here are clips from the Hangout.

Corona Geek #167 – Creating Cameras In Desktop Games

On today’s Corona Geek Hangout we dove into the concepts and code behind creating cameras that follow the player around the world. We learned how to make the background appear to move while keeping the player in the same place. We started with a look at the full code for manually creating cameras and then we looked at using a camera module to make our code more readable.

Hangout Highlights – Using Third Party Assets In Desktop Games

Last week on Corona Geek Hangout 165, we continued our desktop game development series by adding a player, spawning enemies, and adding sprite animations to a top down shooter game. We also looked at using third party art in our game and how that art affected our overall game design and user input strategy. Here are clips from the Hangout.

Corona Geek #166 – Sequencing Desktop Game Animations

On today’s Corona Geek Hangout we continued develop of our top down shooter desktop game with a look at how to turn static images into moving animated sequences of images. We implemented animation sequences for the player’s standing, jumping, walking, and fighting states. Download the source code for the demo.

Hangout Highlights – Making Desktop Development Project Decisions

Last week on Corona Geek Hangout 164, we continued with our new game development series focusing on desktop game development using keyboard and mouse inputs. We discussed desktop vs. mobile project configuration settings, aspect ratios, and screen redrawing. We cover what you need to know to set up your project correctly from the beginning. Here are clips from the Hangout.

Hangout Highlights – Using Keyboard and Mouse For Desktop Game Development

Last week on Corona Geek Hangout 163, we began a brand new game development series focused on creating desktop games using keyboard, mouse, and eventually game controller inputs. We discussed the various similarities and differences between mouse and keyboard inputs and how to remap inputs to create a unified user experience. Here are clips from the Hangout.

Corona Geek #164 – Desktop Game Project Configuration Decisions

On today’s Corona Geek Hangout we continued with our new game development series focusing on desktop game development using both keyboard and game controller inputs. We discussed desktop vs. mobile project configuration, aspect ratios, and screen redrawing. Download the demo code to see these desktop game concepts in action.