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

Creating the gameplay scene


Now that we have a menu system in place, we can start on the gameplay elements of the application. We'll start adding all of the main game objects that the player will interact with. One thing to think about when adding in game objects is their placement on the screen. Given that this game will be played in landscape mode, we have to remember that there is plenty of space available in the x-direction and a smaller amount in the y-direction. Based on the original design of the game, the bottom wall of the screen causes the player to lose the level or turn if the ball lands in that area. So if you were to pinpoint an area to place the paddle object, we wouldn't set it near the top of the screen. It makes more sense for the paddle to be as close to the bottom of the screen to protect the ball better.