Thanks a lot. very cool. Any additional effects a very welcome
Thanks for sharing!
Actually, here are some snippets from my code. They won’t really work like this, but you can distill the exact values from this code for timing. Turns out it’s only two image on top of eachother!
newGlow.image = display.newSprite(enemiesImageSheet, enemiesSequenceData) newGlow.image:setFrame(enemiesSheetInfo:getFrameIndex("coin-glow")) newGlow.image.blendMode = "add" newGlow.image:setFillColor(0, 1, 1) newGlow.image2 = display.newSprite(enemiesImageSheet, enemiesSequenceData) newGlow.image2:setFrame(enemiesSheetInfo:getFrameIndex("coin-glow")) newGlow.image2.xScale = -1 newGlow.image2.blendMode = "add" newGlow.image2:setFillColor(1, 0, 1)
And the transition timing:
transition.to(self.image, {time = 2000, xScale = 4, yScale = 4, alpha = 0, rotation = -360, transition=easing.outQuad}) transition.to(self.image2, {time = 2000, xScale = -4, yScale = 4, alpha = 0, rotation = 360, transition=easing.outQuad})
thomas6 could you possibly upload those to Youtube.
I really don’t like downloading large files like this for obvious reasons
Thanks!
Hi MisterK.
Don’t know what the obvious reason is - it’s a .mov file so it’s not going to run any code when you open it with a movie player. Either way, I don’t have a YouTube account so this is the only way for me - sorry!
Youtube account takes 5 minutes to set up.
BB Flashback Express screen recording software is FREE and you can upload to Youtube directly.
I don’t like downloading any file blindly from fileshare client sites - even mov files. They too have been known to get corrupted with links to malicious sites.
NO offence intended
Hi Rene,
If you’d be willing to do that, that would be cool! I’m a bit too busy for the moment to create accounts and passwords for a one-time thing!
Thanks Rene!
How often do forum posts get highjacked LOL
Sorry about that - I just wanted to show that you can do a lot of cool animations like walk cycles without Spine or Spriter, and I thought a video would be easier than a verbal description. Trust me, if I ever finish my game you’ll be seeing more than this
Here’s what I’m using
IDE: ZeroBrane Studio
Graphics: Photoshop
Animation: Spine
Physics: PhysicsEditor
Particles: CBEffects
If you plan to use spritesheets a lot, I would also consider TexturePacker.
As IDE I can recommend Sublime Edit.
When using Photoshop, I recommend the Assets feature to automatically create assets for different resolutions (retina, non-retina etc.)
And maybe two tips regarding Corona and LUA:
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When I began with Corona everything went fine and progressed fast. But then I reached the point where I had to handle scene management: loading the menu, loading level, destroying a level, pause overlay etc. This is not trivial and you should think of a good strategy to clean your scenes properly. Which leads to the second tip.
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Use OOP like approaches. There are some good articles in the web that shows how to use an OOP like approach with LUA. Use “Classes” for all your objects. Use inheritance. The following was the very importatn to me: create a table for timers and a table for transitions in each Class. Every timer/transition you create in that class get stored in these tables. Write methods to pause, resume and remove these two tables and the object itself. This way you should be able to get scene management to work quickly.
Good Luck!
Thanks guys!
@_memo i will check those tools out. I was close to buying Spriter but i don’t think it’s as well supported as Spine. I have Photoshop CS3 - it’s old version but does all i need. I also like Inkscape and it has a powerful trace feature. Do you recommend Texturepacker, i believe it’s very popular. I also discovered an AIR app called Shoebox.
@Rene_Aye i will take a look at Sublime Edit. As a newbie with Lua but a little bit of AS 3.0 knowledge, i will make a note of your OOP tips and ways to use classes. I has assumed that Corona would have a way of doing all this anyway.
If there are any books you can recommend too, please let me know thanks.
This is a classic one:
http://www.burtonsmediagroup.com/books/mobile-app-development-with-corona-getting-started/
Thanks for the link Rene Aye.
Different types of projects require different tools, so I might be wrong, but I’m making a guess based on the info I’m getting from you.
I would say:
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You definitely need Photoshop, but CS3 will do perfectly
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A simple text editor like TextWrangler or better (e.g. with autocomplete for Lua)
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I’m doing a lot of fun and cool animations without Spine or particle-effects. If you’re good at basic math (sine, cosine and tangents) you can create a lot of cool effects with just simple trigonometry and transitions.
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I agree with Rene: make sure you have a really good grasp of OOP and scene creation and cleanup.
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Texture Packer is also essential.
All other things can be done perfectly well without other tools, or by writing your own simple code - especially if you get OOP.
If you’re not using Composer for scene management then you should have a *really* good reason why you’re not. It’s built-in to Corona, is the “official” way to do scene management, and works very well.
Jay
PS - I’ll also disagree about OOP. It’s not needed. Create a good library of functions and you have reusability without the wasted time trying to make Lua OOP when it just isn’t.
Nobody stated to not use Composer. You should use Composer but Composer does not do everything for you. Managing objects (pause/resume/remove) that do use timers/transitions and Runtime Events must be managed by the developer.
LUAs OOP approach is not real OOP, it’s more iike a design pattern which IMHO leads to better readable/maintainable/reusable code with the benefits that you can do something like inheritance which is very covenient. The bigger the project the more I recommend this pattern.