[Updated Jul 30, 2020] Using transition.to() for animation is one of the most awesome things about Solar2D. It makes simple animation quick and easy. However, it’s based on time — move the object from Point A to Point B over a specified amount of time. Which means if you want to move something different distance […]
Moving Multiple Objects in Solar2D
[Updated August 4, 2020] There’s a cool tutorial video (and sample code) on the Three Ring Ranch video course site. It’s free (although requires you register on the site) and talks about managing display objects that are “mass created” and don’t have variable names attached to them. For example, in a loop like this:
Display Object Reference Points
Every time you create a new display object (image, rect, circle, etc.) in Corona SDK a “reference point” is attached to that object behind the scenes. That point determines exactly how the object is positioned on the screen. Here’s a videos showing what that’s all about and then there’s a bunch of variables afterwards you […]
Free Game Development Crash Course
There’s a new video tutorial course for people just getting started with Corona SDK. It covers the basic concepts of animation, tap events, and audio. Which means it will show you enough for you to be able to make a simple game on your own. The course is free, although you do have to register […]
Drifting Text – A Utility Function
[Updated August 2, 2020] This is a utility function for Solar2D called makeDriftingText() that creates text on the screen that slowly drifts up (or down) and vanishes. You can use it when the guy in your game grabs a coin to show how many points it’s worth, you can show a message on screen when […]
animation, function, parameterLock/Unlock Game Levels in Solar2D
[Updated August 3, 2020] Reading the forums I see the same questions come up again and again – which is fine, because everybody’s new at the beginning. But there are some questions that frustrate me because while the question is valid, the thinking behind the question is based on assumptions that make me think the […]
director, levels, simplicity, storyboardBillions of Stars
Everybody has to start somewhere and if you had to write code that was perfect none of us would be developing mobile games. Or any other kind of software, for that matter. 🙂 Fortunately, the most important thing is to WRITE SOME CODE and worry about making it perfect later. And while I won’t claim […]
graphics, tutorial