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Multiplayer Game Development using AppWarp Cloud

Posted by dhruv.chopra, Posted on October 8, 2013

GitHub URL: 
https://github.com/shephertz/AppWarpLua/

Corona Color Move Walkthrough

We will walk through the integration of AppWarp Lua SDK with a simple Corona application which allows user to move objects in realtime across multiple client.


Project Setup and Running

Follow these steps and get your key pair and a room id - http://appwarp.shephertz.com/game-development-center/Using-AppHQ
Download the color move sample code from our git repo - https://github.com/shephertz/AppWarpLua/

EndlessScroller

Posted by funkyvisions, Posted on September 9, 2013

GitHub URL: 
https://github.com/csddavies/EndlessScroller

Corona SDK example showing how to create and endless scroller type game. It does this by splitting up a spritesheet into multiple segments and scrolling them from right to left. As an old segment moves off the screen a new segment is created on the right.

See the video at: http://youtu.be/UZjt6b4k7Io

Heartbeat

Posted by funkyvisions, Posted on September 9, 2013

GitHub URL: 
https://github.com/csddavies/Heartbeat

Corona SDK example showing how to use a beating heart as a life meter. Also shows how to change the pitch of a backing track and keep the animation in synch with it. If you want to learn more about bitmaps masks this is a good example.

See the video at: http://youtu.be/EZD8wJNCAxc

Easy way to pass arguments to an event handler

Posted by emi, Posted on June 5, 2013

Hi,

A ugly way to pass arguments to an event handler is doing this:

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function printVars(event, var1, var2)
    if event.phase == "ended" then
        print(var1)
        print(var2)
    end
end
 
local button = display.newRect(0, 0, 100, 30)
 
button:addEventListener( 'touch', function(event) printVars(event, 'foo', 'bar') end )

To avoid this mess of code, I've written a wrapper function named 'curry' that simplifies this code:

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function curry(...)
        local func = arg[1]
        local args = arg
        table.remove(args, 1)
        return function(event)

Structuring your display objects and their transitions/timers for easy removal

Posted by BeyondtheTech, Posted on April 2, 2013

When building a display object, structure the timers and transitions under it. So, when it comes time to destroy the object, any timers and transitions you've used regarding it will be properly canceled, preventing any memory leaks or crashes due to unresolved tweens. With the two functions below, you can destroy a single object, an object in an array, or an entire array of objects.

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local function destroy( ... )
    local i, j  
    if #arg > 0 then
                for i = 1, #arg do
                        local obj = arg[ i ]
                        if obj ~= nil then
                                if #obj.timer > 0 then
                                        for j = 1, #obj.timer do

Sweeping through a table of display objects

Posted by BeyondtheTech, Posted on March 25, 2013

Perhaps some of you know this already, but it wouldn't hurt to post, since it can help bring everyone up to speed.

Let's say you create a table of display objects, like gems, or missiles or enemy ships, and you want to sweep through the entire table to do something with them, like making them all explode or disappear instantly.

CBResources

Posted by Caleb P, Posted on March 20, 2013, Last updated August 17, 2013

GitHub URL: 
http://www.github.com/GymbylCoding/CBEffects

CBResources complements CBEffects, containing valuable resources like samples, tutorials, the most recent versions of CBGadgets, and more. CBResources has now been melded into the CBEffects GitHub repository, so you can download it there.

Contribute to it's development, aid in the creation of the wiki, report bugs, or just download CBEffects to use at the GitHub page.

Enjoy!

Caleb

loadSoundLibrary: a quick way of structuring and loading your sound effects

Posted by BeyondtheTech, Posted on March 8, 2013

If your code (and your build files) are getting a little discombobulated with all the sound effect files you have to load, this little code snippet can make loading sounds a lot easier with a lot less code.

As your development progresses, many of you might notice a growing list of sound files sitting in the same folder as your image files as well as your lua code, so having a long directory could get a little messy to sift through when you need to. This snippet also takes that into consideration and allows you to put it in a separate subfolder for a little more peace of mind.

Thumbprint Scanner

Posted by croisened, Posted on February 5, 2013

GitHub URL: 
https://github.com/Croisened/ThumbScanner

This project I created for several reason and I’m pleased to share it with all of you. If anyone has used my Corona Shell Project (A starting point for any project) based on Director 1.4 you know how handy it is to get a jump start on a new project when you already have some plumbing in place. I created this Thumb Scanner as a fun aspect to “secure” scenes from users until they put in the proper code and “scan” their thumb on the thumb scanner. it is completely revamped to used Corona SDK Storyboard and Widgets as opposed to Director and the historic ui.lua

NeonPong - Complete Pong Sample Game/Template

Posted by Caleb P, Posted on January 17, 2013, Last updated January 30, 2013

I made a complete version of Pong for a demo/sample code example. I commented all of the code (heavily) and it wasn't all that complicated in the first place, so there should be no trouble with understanding it :)

There is a CPU, different difficulties, (easy, medium, hard, and endless), and it does collision checking and moving of the ball without physics.

It's also quite fun ;)