Guest Tutorial: Delta Time in Corona

Posted by & filed under Guest Post / Interview, Tutorials.

delta-time-feat

One method of animating, moving, and timing things in games is to programmatically change certain values on each frame update. However, If the frame rate fluctuates, the speed of this action may seem inconsistent to the player. To compensate for this, you can use “delta time,” a process which helps ensure that your game speed appears consistent on all devices and during processor-intensive periods. Read further to learn how delta time can be implemented in Corona.

Tutorial: Handling Cross-Scene Audio

Posted by & filed under Tutorials.

sound-module

In most apps, certain audio files are needed throughout the app while other audio files are only required in a specific scene. You may also encounter an instance where a particular audio file is loaded in one scene but “overlaps” into another scene, which can complicate the cleanup process. Today’s tutorial discusses how to overcome both of these scenarios with the use of a sound management module.

Tutorial: Goodbye Globals!

Posted by & filed under Tutorials.

globals-feat

In Lua, global variables are risky. We’ve been stressing the “avoid globals” stance for a long time, and today’s tutorial shows you how. In addition, we illustrate the dangers and pitfalls of using global variables without a thorough knowledge of how Lua handles them.

Tutorial: Using the Zip Plugin

Posted by & filed under Daily Build, Tutorials.

zip-plugin-feat

Today, we announced that Corona Plugins – codenamed “Project Gluon” – are live and available to Corona SDK Pro subscribers using recent Daily Builds. In this week’s tutorial, learn how to get started with our walkthrough of the “zip” plugin, convenient for compressing and uncompressing files within your app.

Sprites and Image Sheets for Beginners

Posted by & filed under Tutorials.

sprite-begin-feat

Today’s tutorial goes “back to the basics” of sprite usage and image sheets for both typical animations and image “swapping” as well. If you’re new to Corona SDK or simply need to brush up on sprite usage, read further as we discuss the benefits, the basic code, and some real world examples.

Physics Raycasting and Reflection

Posted by & filed under Tutorials.

raycast-feat

A few weeks ago, raycasting was added to Corona’s physics system. The core API is an easy-to-use function for casting a “sensor ray” into the physics world — and we didn’t stop with that. Soon after, reflection was added to the raycasting system. Today’s tutorial discusses both of these features and includes a downloadable demo project to assist with your own development.

New System Info Properties

Posted by & filed under Tutorials.

Corona logo

This week’s brief tutorial discusses some new properties that are available to Corona Pro users since Build 1086. In specific, Android users can now get the physical screen DPI and size of various devices, and iOS users have some new API properties related to Apple’s move away from UDID. Read further to learn more.

Tutorial: New Corona Cloud API Library

Posted by & filed under Corona Cloud, Corona SDK, Tutorials.

Corona Cloud

When we rolled out Corona Cloud, one of the key goals was to “Coronify” the cloud. Today, we announce the new Corona Cloud API Library, an easier-to-understand Lua implementation built around the Corona Cloud core. This library features new “callback style” event listeners, objects for the various Cloud features, and convenient new APIs which give you easy access to core Cloud functionality. Read further to learn more!

Tutorial: Lua String Magic

Posted by & filed under Tutorials.

string-magic-feat

Today’s tutorial features Lua string manipulation and parsing techniques which can be useful in several applications, especially business or database-powered apps where you need to check and confirm that text is formatted properly. Read further to learn about these string-related helper functions.