Book Image

Corona SDK Mobile Game Development: Beginner's Guide

Book Image

Corona SDK Mobile Game Development: Beginner's Guide

Overview of this book

Corona SDK is the fastest and easiest way to create commercially successful cross platform mobile games. Just ask Robert Nay, a 14 year old who created Bubble Ball - downloaded three million times, famously knocking Angry Birds off the top spot. You don't need to be a programming veteran to create games using Corona. Corona SDK is the number one tool for creating fun, simple blockbuster games. Assuming no experience at all with programming or game development you will learn the basic foundations of Lua and Corona right through to creating several monetized games deployable to Android and Apple stores. You will begin with a crash course in Lua, the programming language underpinning the Corona SDK tool. After downloading and installing Corona and writing some simple code you will dive straight into game development. You will start by creating a simple breakout game with controls optimized for mobile. You will build on this by creating two more games incorporating different features such as falling physics. The book ends with a tutorial on social network integration, implementing in app purchase and most important of all monetizing and shipping your game to the Android and App stores.
Table of Contents (18 chapters)
Corona SDK Mobile Game Development Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Summary


Congratulations! You have completed making your very first game! You should be very proud of yourself. Now you have experienced how simple it is to make an application with Corona. It can take merely a few hundred lines of code to make an application.

In this chapter, we covered the following:

  • Added movement to the paddle with touch events

  • Introduced the accelerometer features

  • Implemented collision event listeners for all game objects affected

  • Removed objects from memory when they weren't needed on the game screen

  • Implemented movement of the ball as a physical object

  • Updated a scoreboard for every brick collision

  • Learned how to handle win and lose conditions

The past two chapters weren't so bad now were they? We're getting familiar with the workflow as we continue programming in Lua. It will definitely get easier to understand as long as you keep working with different game frameworks.

What the next chapter holds will be another game that will surely catch your attention. We'll be creating...