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© 2013

Learn Corona SDK Game Development

  • Authors
  • Start with an idea -- end at the App Store.

  • Learn Corona SDK Game Development walks you through the entire Corona game development process.

Book
  • 10k Downloads

Table of contents

  1. Front Matter
    Pages i-xxiii
  2. Get Ready … Get Set …

    1. Front Matter
      Pages 1-1
    2. Frank W. Zammetti
      Pages 3-18
    3. Frank W. Zammetti
      Pages 19-42
  3. Go!

    1. Front Matter
      Pages 43-43
    2. Frank W. Zammetti
      Pages 45-70
    3. Frank W. Zammetti
      Pages 71-101
    4. Frank W. Zammetti
      Pages 103-148
    5. Frank W. Zammetti
      Pages 149-166
    6. Frank W. Zammetti
      Pages 167-176
    7. Frank W. Zammetti
      Pages 177-190
    8. Frank W. Zammetti
      Pages 191-201
  4. The Postgame Show

    1. Front Matter
      Pages 203-203
    2. Frank W. Zammetti
      Pages 205-230
    3. Frank W. Zammetti
      Pages 231-256
  5. Back Matter
    Pages 257-262

About this book

Introduction

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.

About the authors

Frank W. Zammetti is a web architect specialist for a leading worldwide financial company by day, and a PocketPC and open-source developer by night. He is the founder and chief software architect of Omnytex Technologies, a PocketPC development house.He has over 12 years of "professional" experience in the information technology field, and over 12 more of "amateur" experience. He began his nearly life-long love of computers at age 7, when he became one of four students chosen to take part in his school district's pilot computer program. A year later, he was the only participant left! The first computer Frank owned was a Timex Sinclair 1000 in 1982, on which he wrote a program to look up movie times for all of Long Island (and without the 16k expansion module!). After that, he moved on to a Commodore 64 and spent about 4 years doing nothing but assembly programming (games mostly). He finally got his first IBM-compatible PC in 1987, and began learning the finer points of programming (as they existed at that time!).Frank has primarily developed web-based applications for about 8 years. Before that, he developed Windows-based client/server applications in a variety of languages. Frank holds numerous certifications including SCJP, MCSD, CNA, i-Net+, A+, CIW, MCP, and numerous BrainBench certifications. He is a contributor to a number of open source projects, including DataVision, Struts, PocketFrog, and Jakarta Commons. In addition, Frank has started two projects: Java Web Parts and The Struts Web Services Enablement Project. He also was one of the founding members of a project that created the first fully functioning Commodore 64 emulator for PocketPC devices (PocketHobbit).Frank has authored various articles on topics that range from integrating DataVision into web apps, to using Ajax in Struts-based applications. He is working on a new application framework specifically geared to creating next-generation web applications.

Bibliographic information

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