One problem that I ran into with my game was that my characters and images were not being properly z-indexed. For example, the dwarf in the image below looks like he’s pasted on top of the tree, even though his position on the map suggests he should be behind the tree.
Read More…Most mobile apps are developed to run across multiple devices, which means developers have to account for multiple screen resolutions. Image scaling is an important part of multi-device support because you want to use higher resolution images on modern, high-res devices, while using lower resolution images on low-res devices. That saves memory on the low-res devices while maximizing all of the pixel density goodness on the high-res devices. Lucky for Corona SDK developers, Corona makes image scaling a breeze with their dynamic image selection feature.
Read More…It’s common to see health bars attached to a characters in video games, and in this tutorial I explain how that can easily be accomplished in Corona SDK. And as an added bonus, the health bar also updates as the character takes damage.
Read More…I previously wrote a tutorial on how to create a square grid and implement pathfinding with Corona SDK and the Jumper library, but now we’re going to take things up a notch and do the same thing on an isometric grid. Isometric grids use rhombus, or diamond shaped tiles, as opposed to square tiles. The introduction of angled tiles adds the perception of depth and can dramatically change the visuals of your game without adding much complexity to your code.
Read More…If you’re making a grid based game and you need a character to move from point A to point B while avoiding obstacles, then you’re going to need some type of pathfinding. Luckily for us, Roland Yonaba utilized the power of A Star, a popular pathfinding algorithm, and made it even better with his open source Jumper library. Visually, what we’re trying to accomplish looks a little something like:
Read More…I’ve been experimenting with animation and recently ran into a little trouble with spritesheets, TexturePacker, Corona SDK and animation. The problem started when I wanted to animate some sprites from opengameart.org. The download included 89 animation sequences and each animation contained 8 individual character sprites, which looked like:
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Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.
It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.
Learn more about the competition