In this guest tutorial, Corona developer Mark Steelman discusses the implementation of local area networking between two devices using LuaSocket and UDP/TCP. Read further to learn how.
In this tutorial, we discuss how to use a basic touch handler and swipe motions to move an object between a set of fixed points. Read further to learn how.
If you want to move an object from point A to point B, the simplest approach is to use a transition, but what if you need to move it along a curved path generated by a bezier algorithm or the user’s “drawn” path on the screen? This tutorial outlines how to achieve both methods and set an object to follow the resulting path.
In this tutorial, we discuss how to print out the contents of tables and sub-tables to help you debug your Corona apps. Read further to learn how.
In this tutorial, we’ll discuss how to create Android app builds and how to use the keytool utility, along with how to generate a keyhash or SHA1 signature for various services like Facebook and Google Play Game Services.
In this tutorial, we discuss how to create a simple sliding menu of items for inventory displays, lists of game power-ups, a mode selection interface, or more. Read further to learn how.
Today’s tutorial illustrates how to build a level select scene for a game. Level select screens are common in games which are divided into levels from which the player can resume play or choose to replay for maximum score. Read further to learn how.
Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. This tutorial continues from part 1 and aims to clarify the five remaining joint types.
When you complete a level in a video game, it often shows your score in an animated fashion. Sometimes this involves the numbers “spinning” in such a way that they count up from the 1s column to the 10s column and so on, like an odometer of a car but much faster. Today’s tutorial shows how to easily accomplish this.
Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. While the most basic joints are easy to configure, others are more complex and require a very specific setup. This tutorial aims to clarify some of these joints, along with their properties and methods.