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.
AdMob is Google’s ad service, built on top of the Google Play service. Today’s tutorial discusses the AdMob plugin and its various features in Corona.
As a follow up to the Understanding “build.settings” tutorial, we’d like to notify the developer community of a new feature in Corona: the ability to exclude certain files from your app builds! Read further and learn how to utilize this new feature.
Some developers struggle with the settings and parameters which are necessary to successfully build an app for localized testing and deployment to market. This tutorial aims to help you understand the “build.settings” file and its significance.
When organizing your code into separate Lua files, handling callback functions can be challenging. This tutorial outlines a simple solution for this process and illustrates how to elegantly get data from modularized callback functions.
Today’s tutorial is a brief overview of how to handle collisions between LiquidFun particles and Box2D rigid bodies, allowing for more advanced implementation of the LiquidFun system. Read further to learn how.
When submitting apps to the App Store, there are many rules and settings which need to be “just right” before Apple will approve your app. This article discusses some of the common reasons for rejection and how to avoid them.
When creating large blocks of text in Corona SDK, some developers stumble with the issue of max texture size on devices. This tutorial outlines one way to work around this limitation. Please read further to learn how.
While developing an app, you often have to load an image whose dimensions are unknown. The question of how to scale the image is frequently asked, so let’s look at a simple function that will scale any image to fit in an arbitrary box.