Learn Corona SDK Game Development Front Cover

Learn Corona SDK Game Development

  • Length: 288 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2013-04-24
  • ISBN-10: 1430250682
  • ISBN-13: 9781430250685
  • Sales Rank: #4147789 (See Top 100 Books)
Description

Corona SDK is one of the most popular app and game mobile development platforms in the world, and Learn Corona SDK Game Development walks you through creating a full-featured Corona game from scratch to the App Store.

You’ll learn Lua basics (the foundation of Corona), how to add and manipulate graphics, and how to use controls like multitouch, accelerometer, and gyroscope. You’ll also learn how to use Box2D (Corona physics under the hood), and how to add sound effects and music.
As you’re polishing your game, you’ll also learn about ads, in-app purchases, and OpenFeint and Game Center integration. Finally, you’ll learn the ins and outs of getting a game into the App Store or other app marketplaces.
Whether you’re developing exclusively for iOS, or whether you’re developing for Android or other platforms, Learn Corona SDK Game Development explains just what you need to launch your career as a mobile game developer.

What you’ll learn

  • Just enough Lua to get started with Corona
  • How to put your Corona code together
  • How to work with images and effects
  • Adding music and sound
  • Game physics and AI
  • Working with app stores and marketplaces

Who this book is for

Beginning mobile game developers, with a grasp of the basics of programming, who want a complete walkthrough of the Corona app and game development tool, or iOS or Android developers who want to learn about Corona SDK.

Table of Contents

Part 1: Get Ready… Get Set…
Chapter 1. Say Hello to My Little Friend: The Corona SDK
Chapter 2. The Pillar of Creation: Lua

Part 2: Go!
Chapter 3. Basic Application Structure
Chapter 4. Title, Menu, and Settings Scenes
Chapter 5. The Game, Part 1: Core Game Code
Chapter 6. The Game, Part 2: Main Loop
Chapter 7. The Game, Part 3: Player Control Input
Chapter 8. The Game, Part 4: Collision Events
Chapter 9. Wrapping Up

Part 3: The Postgame Show
Chapter 10. Odds and Ends
Chapter 11. Testing and Publishing

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