Another game jam! After participating in the MeatlyJam in 2015, I recently created an itch.io account so I could enter the CoronaDefold Jam. I detailed the development process of Asteroid Blaster in the game devlog, which you can read here:
Voting is on now, but after looking at the other entries I don’t think my game is going to win any prizes. No matter, it was fun to enter and interesting to blog about the whole thing. I’m still making small changes to the game, and trying to decide if I should continue working on it, or wrap it up and move on.
The built-in terminal for Corona SDK is great for catching most errors, but some problems just don’t show up until you’re testing on a real device. Here are the steps needed to show the debug logs for Corona apps on Android devices (these instructions are for development on a Mac).
If you are developing mobile apps with Corona SDK that use volume controls, here’s a quick tip for implementing more natural feeling controls. Assuming that the control is a slider with values from 0 to 100, all it takes is one line of code:
volume = (math.pow(3,sliderValue/100)-1)/2
But since I really like seeing things work myself, I’ve built a very small demo project that you can download and run:
If you would like to read more on why this formula works or why it’s even needed, this page may be interesting for you: http://www.dr-lex.be/info-stuff/volumecontrols.html
I was excited about the arrival of Graphics 2.0 in Corona SDK, because it meant that I could improve the shadow and glow in my custom text module.
I was looking at the various mobile app stores and their ability to push apps out to countries all over the world and I thought that I needed to write an app that took advantage of this worldwide distribution. My reasons for doing so were two-fold: first, it was an exercise in learning, which I’m always up for; second, I thought it may actually help increase sales in foreign countries (or at least couldn’t hurt).