Hot answers tagged corona-sdk
5
No. The device has an entirely different hardware than your PC and testing your App solely on the Simulator isn't going to be enough.
You might hit problems in the simulator that won't occur on the device and vice versa. The simulator also doesn't simulate memory constraints of a device.
I know that getting a Mac and an iPhone can be rather expensive, but ...
3
First off, I assume you've already seen Lime but don't want to buy it, since its entire purpose is to incorporate Tiled maps in Corona:
http://www.justaddli.me/
In your searches of the Corona forums, did you find these threads?
http://developer.anscamobile.com/forum/2011/01/29/object-culling-render-process-when-not-content-area
...
3
Network Architecture is difficult. The problem is your never going to get "Instantaneous" clicks on both sides. There will be some lag, and most games get around this by accepting it and building the architecture around it.
For example, most first person shooters use prediction. They keep the entire game state and logic on both ends, but the server sends ...
2
Let me describe a bit how I do specific-height physics jumps in my current Corona game:
Both the hero as well as the platforms are physics objects
I put my own non-physical functionality and data on top of every sprite in the game, where needed (as I have a sprite object which mixes physics and manual behavior)
When the hero runs right, I apply constant ...
2
You write code in Lua when developing in CoronaSDK. That information is definitely on their site, although it's not as prominent as it used to be (I haven't looked at the front page in a while).
For example, here's the page under the "Games" heading: http://www.anscamobile.com/corona/games/
First sentence: "Built on top of OpenGL, OpenAL, Box2D, and Lua"
2
You will probably have to adjust parts of your application for the different platforms, but you won't have to do much because very little will change. Technically you can directly deploy unchanged an app created for Android onto iOS using Corona, but you will probably want to tweak a lot of things in the app in order to optimize for the different platform. ...
2
It works with more than just circles and rectangles. To be more specific,
[physics.addBody()] Allows you to turn any Corona display object into a simulated physical object with one line of code, including the assignment of physical properties.
The full explanation, along with examples including a rectangle, circle, and polygon, can be found here.
2
I have worked with Corona Labs (creators of the Corona SDK) as a contractor for almost 2 years now and I can safely tell you that the majority of these issues have been resolved - Android performance has taken a lot of work to improve but it is at the stage now it's very, very solid and the threads from 18 months ago, 12 months ago and even 6 months ago can ...
2
I don't think this is possible, since apps are built only via the Corona client application - your source actually gets sent to Corona's server where it is built, then sent back to you as a packaged application. See Building your App using Corona for more info.
2
From my limited knowledge and research, you seem to be incorrect in application of the force from the explosion. My above comments discuss this further, but put simply, you should not be applying a uniform force of {300, 300} to all bodies, unless you want to hurl them at a 45-degree angle with the same amount of force. If you want a realistic explosion, you ...
1
No. You have two options.
Firstly, you can remove the image and then request the next one.
display.remove(itemImage)
itemImage = nil
local myOtherImage = display.newImageRect()
If you call the old image again later, this is fine as the images are cached by Corona.
Secondly, you can use an image sheet:
display.remove(imageItem)
itemImage = nil
local ...
1
Well, is difficult to answer you question because is too wide. But here are the basics on each framework, as far as i know at least xD
SDL - no idea, never used
cocos2d-x - is basically a c port (has other options) from cocos2d-iphone. The main feature is cross platform, and they take this seriously, trying to provide support for every mobile OS out ...
1
If you are using any features exclusive to iOS (like Game Center) then you would have to modify that code accordingly, however that is the extent of any real modifications.
In config.lua you could specify the scaling, however "letterbox" is the default and usually works the best across all devices, so you can ignore this unless you would like to use a ...
1
These are 100% tiles/sprites or whatever. Noone draws that kind of detail with code.
Also it is not isometric, this is isometric:
The grid in your example seems to be a simple top-down square grid.
Here is another example of a 2D top down square grid:
Do you see the difference?
Here is a great tutorial series to creating a game in that style: ...
1
Aha! Figured it out! The problem has to do with the collision event being thrown multiple times as things balance out physics wise (as it should be). My collision handler being what it was, the "prepare" step would keep getting called, setting the animation to the first frame, until the collision events stopped firing.
My fix was to write a little state ...
1
When you call obj:removeSelf(), it removes corona metatable from object and remove it from display hierarchy. But the object is not completely removed after this, it becomes a simple lua table {}. So you must set it to nil, to the garbage collector deleted it completely.
You can change your listener to this:
local function showTextListener(event)
if ...
1
If do1 and do2 are in a display group they appear in the order you insert them as:
local group = display.newGroup()
group:insert(do1)
group:insert(do2)
Groups are also numerically indexed and the objects are in display order based on the index:
assert(group[1] == do1) -- do1 is on the bottom
assert(group[2] == do2) -- do2 is on the top (front)
If you ...
1
Try this:
function acc:accelerometer(e)
boy:applyLinearImpulse(e.yGravity, .5, 0, 0)
end
This huge if statement looks terrible and is definitely the wrong way to be handling your problem, whatever that is. However, you don't describe your problem at all, you don't explain this code (would like to know what exactly are the parameters for ...
1
I have never used Corona before but reading through the documentation I believe you can't easily retrieve these coordinates back from the generated display object. From what I read, display.newLine returns a vector display object to which you can append as many vertices as you want, but there's no way to access those values.
I guess you could use ...
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