Corona Blitz 2017.01 (April 1-8, 2017)

It needed a system.pathForFile() to get to the .json… All fixed.

Hey

so I have published my work.

https://krstn.itch.io/brave

It took me around 5.5h [around 3.5h coding] including the search for assets, preparation of animations etc.

I have to admit, it’s been quite a while since I’ve done something like this in Corona, but it was fun :slight_smile:

I wish I could have spent more time searching for assets, as this could have become much nicer.

Well… anyway, I just wanted to complete the game. I’m not a quitter :slight_smile:

As I was getting closer to 4h I decided to just leave it as it is :slight_smile:

It’s a bit of a shame, as some of my colleagues decided to drop out even though they have had some nice ideas [Paweł, talking to you mate ;)], but I’m happy others did it [Łukasz, Bartosz, nice!], and I hope rest will follow as time was extended.

Thanks

Krystian

Well, I just barely squeaked by (thanks in part to reclaiming my 25 minutes from “art”, itself made in a rush), but more or less got what I wanted in. If planning had counted in the time I might have gotten a half hour’s coding done at most.  :stuck_out_tongue: In theory I guess I could revise the art tomorrow, but I doubt I will. Will do the various submissions stuff in the next day or two.

Anyhow, in case anybody’s interested and assuming I didn’t miss anything, here’s the project: Vir Tiw et Lupus Fenrir Aside from some input code in utils.lua , all from scratch and / or memory.

@StarCrunch, interesting stuff you got there. Are you planning on uploading a build to itch.io? I got to see it through GitHub with physics.debug and all but I would love to see a final, downloadable version if you got the time.

@bgmadclown Yep, that’s the “next day or two” bit.  :slight_smile: (Too tired now. Time to play some Xenoblade.)

Naturally, I recalled the physics flag on my way out the door on an errand. :smiley:

I said I wouldn’t but I’ve knocked up an entire game in under 3 hours after a night @ the pub (so prob only about 2 hours of real-time if I hadn’t had quite so many beers!). All within 200 lines of code in a single lua file and only 2 pngs…

It will probably not be so great tomorrow… but hey… it’s the thought that counts right? lol

Now to figure out how upload it… 3am for me so maybe… not definitely… a job for tomorrow and a more sober mind I think.

No luck for me, though i did create two sheets of demon drink characters which was fun, and played with the ponywolf template, which worked fine running in sublime, but conked out on my Nexus 7, and i was reminded why i like lua and Corona…Which I haven’t touched in a year or so. Well worth it. Also the patience game with the sliding symbols is genius Rob

tidy UP

_ “Cleanliness is a virtue…” _

_ In this fast-paced arcade game you have to clear up the mess in 20 seconds. Simply swipe the rubbish into the correct bin to clear up the room! Be careful though, putting the wrong colour rubbish in a bin just makes more rubbish. Can you clear the room before the timer expires? _

 

From concept to fully tested game in 3 hours using  ONLY  Corona SDK… no fancy graphics, no libraries, no plugins, just 200 lines of pure Lua code!  My goal was to deliver a fully-finished game that put playability first.

 

Download and Play

Pretty impressive work team Corona Blitz!  

Rob

I submitted my app, does it need to be approved before it shows up or did I do something wrong?

I figured it out.  The last setting said “Draft” so I switched it to public

Well I shot past the 4 hour limit by 1.5 hours so I may be disqualified, but here is my game:

https://roaminggamer.itch.io/virtue-in-game-design

Here is a video of the ‘completed’ (marginally playable game):

https://www.youtube.com/watch?v=BphV_IXqbMo

Here is the game at the 4-hour mark:

https://www.youtube.com/watch?v=afr5I_7Wqxw

Note: I think I could have gotten this done in 4-hours but not being able to use SSK really slowed me down. :frowning:

I forgot how much work it is to long-hand code everything and not to use ready-made solutions.

Note: Coding in Corona is still super easy and much faster than any other engine/SDK I have ever used, so don’t misunderstand the comment above.  I am simply saying I am accustomed to using SSK and it really does give me a huge speed boost on top of Corona.  It include a lot of builders, shorthand notation for long function names, debug utilities, etc.

Ed, you could use SSK if I understood the rules correctly.

  • You  CAN  use any assets, libraries and plugins (except “Remove Splash Screen” plugin) that you create, rightfully own or have the right to use it with appropriate licenses but you have to state the corresponding licenses in your game page and your binary.

I used SSK in my app.   All the camera panning is courtesy of SSK - easy camera.

Nuts!  I was sure I saw a note saying no external libraries.  Sigh…

Oh well, what is done is done.  It was still a fun exercise. :slight_smile:

Cheers,

Ed

PS - Lesson learned: “Re-read the rules before starting to be sure you have them right!”    :blink:

Yes, originally there were to be no external libraries but it changed when the event went to itch.io and the final rules were listed.  It’s a little funny that I got to use a bunch of SSK in my app while the creator of SSK had to slog through arduous lines of raw code  :slight_smile:

Maybe the experience inspired some new SSK modules?

There is a certain irony there…

Hmmm… so I did put my submission out there. (https://graham-s.itch.io/virtue-tic-tac-toe) but I did run into a slight hiccup.

I did a build for MacOS, (no prov.profile) and it built fine. I tested it on 3 Macs. No problem.

Why do I NOT get a Corona splash screen? I don’t own the ‘remove splash’ plugin, so I didn’t take it away. Is it because it’s OSX? 

I didn’t get much choice other than leave it as is, but I’d like to know why it doesn’t show. (Or Corona might :stuck_out_tongue: )

zcGhOd.png

Edit: Most was up and running in about 3.25 hours. No external libraries. Some scary looking copy/paste code :stuck_out_tongue:

On the same topic, but a different aspect. I’ve written many apps in Corona but not many that I’ve needed to build and none away from Apple.

While stuff ran fine in the simulator I had a lot of trouble with the build version not looking right, sprites in wrong places etc. 

Eventually I abandoned the PC/apk effort as I was running out of time, but it was an eye opener. 

Lots more to learn. 

@graham07  I had similar experiences with Android builds and I realized that I wasn’t using

[lua]

display.viewableContentHeight 

display.viewableContentWidth

[/lua]

I was using one other display measures for object height and width.  Hopefully, it’s something that simple for you too.