Corona SDK Mobile Game Development
Getting Started With Corona SDK
Downloading and installing Corona
Time for action—setting up and activating Corona on Mac OS X
Time for action—setting up and activating Corona on Windows
Using the simulator on Mac and Windows
Time for action—viewing a sample project in the simulator
Time for action—downloading and installing Xcode
Time for action—creating a Hello World application in two lines of code
Time for action—modifying our application
Time for action—applying a new font name to your application
Testing our application on an iOS device
Time for action—obtaining the iOS developer certificate
Time for action—adding/registering your iOS device
Time for action—creating an App ID
Time for action—creating a Provisioning Profile
Creating the Hello World build for iOS
Time for action—creating an iOS build
Time for action—loading an app on your iOS device
Testing our application on an Android device
Creating the Hello World build for Android
Time for action—creating an Android build
Time for action—loading an app on your Android device
Lua Crash Course and the Corona Framework
Time for action—printing values using blocks
Time for action—getting our hands full of strings
Time for action—placing images on screen
Time for action—scaling display objects on multiple devices
Building our First Game: Breakout
Breakout—bringing back old-school gaming
Understanding Corona physics API
Time for action—adding build.settings file
Time for action—adding config.lua file
Time for action—creating variables for the game
Understanding events and listeners
Time for action—adding the main menu screen
Time for action—adding game objects
Time for action—building bricks
Time for action—displaying game messages
Time for action—starting physics for the paddle and ball
Time for action—dragging the paddle in the simulator
Time for action—moving the paddle with accelerometer
Time for action—making the ball bounce against the paddle
Removing objects from the scene
Time for action—removing the bricks
Time for action—updating the ball
Time for action—resetting and changing levels
Time for action—making win and lose conditions
Time for action—adding game listeners
Movieclips or sprite sheets. What's the difference?
Time for action—setting up the variables
Time for action—starting the game
Time for action—reloading the panda on the stage
Time for action—tracking the score
Time for action—displaying the game over screen
Time for action—adding the background elements
Time for action—displaying the timer and score
Time for action—setting up the timer
Time for action—making the power shot
Time for action—creating the panda character
Time for action—creating star collisions
Time for action—launching the panda
Time for action—reordering layers
Time for action—creating stars in the level
Time for action—initializing the game
Time for action—controlling audio
Creating our new game: Egg Drop
Time for action—setting up the variables
Time for action—moving the character
Time for action—setting the score
Time for action—drawing the background
Time for action—designing the HUD
Time for action—counting the lives
Time for action—creating the character
Time for action—creating the egg collision
Time for action—adding the egg object
Time for action—making the egg drop
Time for action—calling game over
Time for action—activating the game
Time for action—saving and loading the high score
Time for action—pausing the game
Time for action—altering the game file
Time for action—adding the new main.lua file
Time for action—changing screens after the game is over
Time for action—adding the loading screen
Time for action—adding a main menu
Time for action—adding an options menu
Time for action—adding a credits screen
Handling Multiple Devices and Networking your Apps
Time for action—adding Twitter in your apps
Time for action—adding Facebook to your apps
Time for action—posting scores using Facebook Connect
Time for action—setting up OpenFeint leaderboards and achievements in Egg Drop
Optimizing, Testing, and Shipping your Games
Understanding memory efficiency
Time for action—setting up your distribution certificate and provisioning profile for the App Store
Time for action—managing your application in iTunes Connect
Building an iOS application for distribution in Corona
Time for action—building your application and uploading to Application Loader
Time for action—signing your app for the Google Play Store
Time for action—submitting an app to the Google Play Store
The wonders of In-App Purchase
Time for action—creating the In-App Purchase in iTunes Connect
Time for action—using the Corona store module to create an In-App Purchase
Time for action—testing the In-App Purchase with the Breakout In-App Purchase demo