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#OGAM Invasion-month 1

OGAM... One Game A Month...January 2015
I had planned to re-use some existing assets but I ended up following a tutorial for Space Invaders, chiefly because I needed to understand how the Corona SDK composer API works, and this tutorial was one of the few recent tutorials covering that... partly because the theme for January's OGAM was 'resolution', and I thought a nice low resolution 8 bit style game was appropriate.

The composer API is the Corona scene manager, which creates a scene object which listens for certain events...and I'm still not entirely happy how it all hangs together. 
Luckily the composer API is the topic of the last couple of CoronaGeek Hangouts have been discussing composer.

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Beta Beater

The Google Developer Console is really very very good.
It's logically set out, and makes it super easy to run a Beta test.
I'm on the tenth iteration of the final draft, and think I've got to a point where I can actually promote the app to Production.
The latest revision changed the icon set, and removed a load more cruft, slimming the app down to just 12.14Mb. I could strip out the iOS icons and lose a few more bytes but the original aim way back when I started on this project was to build a simple game that could be deployed cross platform, so I think I'll try and maintain just one codebase... as I really should submit this to the iTunes store too, to close the project.

Spine again - animating game assets

Laura Tallarday gave a neat demo of how to build an animation in Spine on the CoronaGeek Hangout, so I had a bash at chopping up an image and animating it.
The plan is to add some more sophisticated animations to the new game "Duck sized horse".. but as was discussed in the show adding a whole bunch of spine animated objects might hammer a mobile device... and as the aim is to have 100 tiny duck sized horses, I'd best choose another approach for them.

anyway here's a swaying viking...