Mario's Corona Coding

September 15th, 2012 Hex pathfinding!

This entry is part 3 of 3 in the series Hex Map

Spectacular! After running into some issues, I found out that they were all code blunders on my part. Now the path solver works fine in all situations. Very complex solutions, to very simple ones! I’ll be posting some test code shortly with the newly fixed code.

 

Here it is: https://github.com/mroberti/HexMapCorona and Roland’s original code: https://github.com/Yonaba/Jumper

August 29th, 2012 Hex Map: Draggable map

This entry is part 2 of 3 in the series Hex Map

Continuing from our previous entry on HexMaps, we’re adding the ability to drag the map. We achieve this by Read the rest of this entry »

August 16th, 2012 Code Snippet: Parsing

This entry is part 1 of 1 in the series Code Snippets

I’m a huge fan of code snippets. Whether you store them in a code snippet file, or have a helper module that you just dump all the helpful code snippets into that you’ve come across in your coding journies, the important thing to remember is

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December 6th, 2011 Battlemaps for Corona with SVG LevelBuilder – Let’s get started

This entry is part 1 of 1 in the series RPG Maps

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November 23rd, 2011 Part 0: Battlemap editor redux: Corona SVG Level Builder!

I’m a big fan of not reinventing the wheel.

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July 17th, 2011 iPad RPG BattleMap editor in Corona

Step 1: Be an awesome artist like the guys over at www.cartographersguild.com and make an awesome map. Read the rest of this entry »

May 20th, 2011 Hex Map Creation using Corona

This entry is part 1 of 3 in the series Hex Map

Many of you may be interested in hex map creation using Corona. I can show you how to do a simple implementation of it. There will be a few techniques for the actual graphics to go through, but the main issue is usually how and where to put the hex images you’ll be using. Let’s get started!
 

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April 30th, 2011 Using SQLite in Corona SDK

The usefulness of SQLite far exceeds the ability to merely save out player data, high scores, etc. to the device you’re deploying to. You can use a database for the actual mechanics of your game. Read the rest of this entry »