This tutorial discusses tips on how to optimize image sheets and use them for multiple sprites with variation on the same core animation.
Tuesday Tutorials are back! Today’s tutorial is from Brent Sorrentino, a Corona Ambassador based in northern Colorado. Brent has been an active part of the Corona community for almost two years. He is a freelance travel photographer, Corona developer, and graphic designer. In addition to using Corona to develop his own apps, he regularly lends a hand in the forums, helping other developers solve coding issues.
The iPhone 5 is looking like it will be the fastest-selling gadget of all time. So let’s talk about what you need to do to prepare your Corona apps for the iPhone 5 and iOS6.
One of the biggies we’ll cover is what you’ll need to do to make your Corona app handle the new 16:9 aspect ratio, or what we’re calling “tall apps” (as opposed to the shorter “traditional apps” designed for the iPhone 3 and iPhone 4).
There’s often confusion as to what exactly happens when external modules are “required” into your code, which leads to further confusion and unexpected behavior when it comes to things such as Storyboard Scenes or even custom modules of your own.
Today I’m going to guide you through a series of exercises (with explanations) that should illustrate exactly how modules work in Lua, so you get a full understanding of when the code in your modules is executed, including what code is not run when you call the built-in require() function.
Whenever your app is taking too much memory, the OS will first issue what’s called a “low memory warning” to give you a chance to do something—such as free up memory—before your app is forced to quit. If your app is forced to quit, from your user’s perspective, your app will have crashed and quit (possibly causing a great deal of frustration).
In today’s tutorial, I’ll show you how to respond to these low memory warnings, and recommend things you might do to prevent crashes from occurring (and possibly even preventing low memory warnings altogether).
NOTE: Low memory warnings are currently unreliable on the Android platform, so this tutorial will focus mostly on iOS, though the preventative measures will apply to all platforms.
One of the most confusing aspects of Corona’s storyboard API is the purging and/or removal of scenes. What’s the difference between purging and removing? What does it mean to “purge” a scene anyway? Those are just a few of the many questions we receive often.
Today, I’m going to attempt to clear up the confusion by first giving you a high-level overview of what’s going on behind-the-scenes when purging and removal goes on, and also show you a few examples along the way.
Something that’s becoming increasingly popular is the ability to “pick up where you left off” or stop and resume with hardly any friction. More and more, apps are starting off exactly how you left them—and that doesn’t exclude mobile apps (in fact, mobile is arguably what inspired this behavior).
Having your apps start off where your user left them is also known as “state saving”, and that’s exactly what I’m going to cover in this tutorial. As with any tutorial that’s posted here, I encourage you to take what you learn and build upon or modify the code to suit the specific needs of your app.
Something that isn’t clear by studying Corona’s included SampleCode or any of the other examples and tutorials on this website is the concept of organizing projects. We’ve sort of just let you know that everything goes into your project folder and sent you off on your way—and oh, sub-folders are supported. That’s about all we’ve said on the subject up until now.
However, as your projects get bigger, that may not be quite enough. With more and more resources are being added to your project, such as audio files, images, videos, Lua modules, etc. it can add a whole new layer of complexity to the development process—complexity that isn’t at all necessary.
This tutorial is by no means the end-all to Corona SDK project organization techniques, but it will introduce you to an effective one that you can tweak at your heart’s content to suit your needs perfectly.
Removing objects and getting rid of unneeded variables may seem trivial, but it’s actually common question among Corona newcomers and veterans alike.
The potential consequences of doing this simple-but-important task incorrectly can lead to memory leaks, app slowdowns, and even crashes (which you don’t want, obviously).
A little over a year ago (in June of 2011), I went over the Corona Event Model, and explained exactly what events are in Corona, when they occur, and how you can “hook” into them to take advantage of some of Corona’s best features.
However, in the previous article, I kept the subject-matter focused on the built-in events associated with specific API’s that are provided out-of-the-box in Corona. What I didn’t mention is that you can define your own custom events, and have objects listen for when those events are dispatched (which you have complete control over as well).
This tutorial will walk you through defining and dispatching custom events, so you can begin applying the knowledge to your own games and apps.