I’m working on an update to Froggy Went A Hoppin’ and want to make some things generic that I hardcoded in the first version. One of those is being able to see the “neighbors” of a given lily pad in the pond. One reason for that is when the frog on a lily pad is […]Read More
Free Corona SDK Tutorials
Video tutorials for Corona SDK game development!
All of the Corona SDK tutorials below are free of charge, although the ones marked “Premium” require registration.
Registration on the site is free and also gives you access to the Game Development Crash Course, which is the best way to get up to speed with Corona SDK.
While the Corona SDK tutorials shown below are free, registration on the site is required. It just takes a moment and after that you can view the following free tutorials as well as ones coming in the future.
Plus, as a registered user you will have access to the Game Development Crash Course video tutorial series.
After you submit your registration you will have to click a “verify” link in an email that will be delivered to your in-box (usually within 30-60 seconds). After your registration is verified you will have access to the tutorials.
Raycasting Robots (free, but signup required)
Not too long ago the Corona SDK framework switched from using setReferencePoint() for display objects to using anchorX and anchorY properties. Unfortunately, a lot of the tutorials around use the old style — including some of the videos on this site (the sample code here has all been changed, however). Watch this video (part of […]Read More
In games there are often limits put on your abilities — maybe you can only cast a spell once every minute or two. Maybe the cannons in your ship start running red hot and you have to allow them to cool or they’ll explode. Cool downs are commonly seen in games, so let’s take a […]Read More
Using transition.to() for animation is one of the most awesome things about Corona SDK. 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 distances but at the […]Read More
In the Corona Labs forum someone was wanting to add an extra life every time the player gained another 5,000 points. One way to add a new life every so many points is just keep track of the score and also a “life counter” like this local currentScore = 0 local lifeCounter = 0 local […]Read More
I’m working on a puzzle game where the player can walk off the screen and wrap around to the other side. That effect is also see in arcade games like the classic Asteroids where the asteroids and space ship wrap around the screen. While my first try at writing that code worked, it turned out […]Read More animation, collision, physics, table
Moving Multiple Objects – Video & Sample Code – 12:40 Carl sent me an email with a great question — when creating multiple objects in a loop using the same variable name, how come the first object still exists when you overwrite that variable name when creating the second, third, etc., object? And even though […]Read More animation, cards, display, group, variables
In the current version of Corona SDK there’s a bug that allows touches and taps to “fall through” a storyboard overlay, even if isModal is set to true. This video shows how to fix the bug and at the same time creates a “screen” that dims the main scene while your storyboard overlay is active. […]Read More events, ismodal, overlay, storyboard
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 […]Read More display, graphics, touch
On the Corona SDK forums someone asked about creating a Simon-like game where the computer highlights a color and the user touches the same one, then computer highlights two colors and user does the same, etc. Simon was one of the top games in the 80s. The question on the forum was along the lines […]Read More color, display, game design, sequence, simon, table