Corona SDK Mobile Game Development Beginner's Guide
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 – playing audio
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 – 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