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


We're now caught up on understanding the important aspects of using audio files in the Corona SDK. Now you can go off and add your own sound effects and music to your games or even add them to any of the samples we have made in the previous chapters. In doing so, you add another layer to the user experience that will draw players into the environment you created.

Up until now, you have learned how to:

  • Pre-load and play sound effects and music using loadSound() and loadStream()

  • Control audio functions that pause, resume, stop, and rewind a music track under the Audio System API

  • Dispose audio from memory when it is no longer in use

  • Adjust the volume in your audio files

In the next chapter, we will be combining everything we have learned thus far into creating our final game in this book. We'll also be going over other ways to implement physical objects and collision mechanics that are popular in mobile games in the market to date. More exciting information to learn awaits us. Let's power...