Introduction to Mobile Game Programming for Beginners
OVER 1,000 SUCCESSFUL STUDENTS HAVE ALREADY TAKEN THIS COURSE
NEW FEATURE! Full Source Code Shared Lesson-by-Lesson so you can follow along easily!
LATEST: Course Updated Again On October 31st 2014
Start programming your own games, with no outlay and no experience whatsoever, immediately – just like my current 1,000+ students! Nothing to pay out at all.
No expensive software is needed – and nothing else is required.
About this course:
- Over 1,000 very happy students
- No expensive software is needed – and nothing else is required.
- Full, free lifetime access
- All future extra lectures and upgrades are always included for free
- Unconditional Udemy 30 day money-back guarantee – that's my personal promise of your success!
- Regular free surprise bonuses to increase your income even more!
- Now includes image files and place-holder sounds so you can implement the course right away!
- You also get full, free access to the entire source code of the game we build together in this course! That is a $499 value!
WATCH OVER MY SHOULDER AS I:
- Set up a Corona SDK project from scratch
- Design, Program and Tweak a fun and challenging mobile game (YOU GET ACCESS TO THE SOURCE CODE!)
Today, you can start programming your own mobile game so you too can cash in on this amazing growing industry, with no outlay whatsoever – and with ZERO prior experience!
We'll start with your first game, and the sky is the limit with the knowledge you'll acquire in this course.
This complete course has been taken by over 1,000 students already – see the amazing reviews below!
Indie developers such as Dong Nguyen (Creator of Flappy Bird) have reportedly generated over $50,000 per day in earnings from their mobile games (that's $350,000 dollars in a week!).
Now you can get a piece of that pie and you will need no prior programming knowledge, no super-computers, and you won't need to spend a penny on additional software.
I stress that you need no prior experience and there's nothing to buy or pay for. Nothing!
What you will learn in this course:
In Section 1we go over a quick introduction to Corona SDK and we will set up your very first project.
In Section 2 we dive right into programming by making your first "Hello World!" program. (No programming course would be complete without one!) We then continue to introduce variables,tables,storing tables within tables and more!
Section 3 is all about Control Structures. In this section we cover if blocks, while loops, repeat loops, for loops, functions and we also go over the importance of scope.
Section 4 is where the magic happens and the fun part begins. You will get to program your very first game in this section! You'll learn how to display images on the screen, make the images move and respond to touches, and you'll learn how to create a menu and game mechanics. THIS STUFF IS FUN!
… and much, much more!
You've taken the time to read this far down, and hopefully you've watched some of the preview lessons. Now it is time to take action and get started with the course so you too can be part of this exciting and developing mobile game industry.
Click the "take this course" button, top right, now …every hour you delay is costing you money…
In this video we go over the Corona SDK welcome screen as we prepare to create our first project.
If you haven't yet, please download Corona SDK by clicking the orange 'Download Corona' button at:
To download a trial of Lua Glider visit: http://www.mydevelopersgames.com/Glider/
To download Notepad++ visit the download link over at http://notepad-plus-plus.org/
In this lecture we will set up our first Corona SDK project and we will learn how to import it into Lua Glider so we can begin programming.
No programming course would be complete without a "Hello World!" example. In this short lesson you will learn how to display text in the Corona SDK console.
In this lesson you will learn how to declare variables and how to use variables to store strings and numbers that you can later manipulate in your code.
In this lesson we discuss tables. You will learn how to declare tables and we'll go over some of the ways you can populate tables and use them within your code.
Now that we understand the basics about tables we take things a step further. By learning how we can supercharge tables and use them to store other tables, we now have a grasp on a very powerful programming tool.
In this short quiz we'll check for understanding of the basics of programming.
Up until now our code has been very linear. By using control structures we can structure our code to execute lines of code only if a certain set of conditions are met. In this lesson we will cover if statements.
In this lesson we discuss while loops. While loops allow us to repeatedly execute blocks of code as long as a condition is met.
In this lesson we discuss repeat loops. Repeat loops allow us to repeatedly execute blocks of code as long as a condition is met much like while loops.
The main difference between repeat loops and while loops is that repeat loops will execute the code inside them at least one time because they check for the condition after they excecute.
In this lesson we discuss for loops. For loops allow us to repeat a chunk of code a set number of times by using a counter.
In this lesson we utilize a for loop to cycle through the values inside a table and we print them out to the console.
This video wraps up a loose end in the previous lesson.
Functions are a sequence of statements that are executed when called by other sections of the code.
In this lesson we discuss the importance of scope. We also learn the difference between global and local variables in Lua and Corona SDK.
This quiz should help check what you learned about control structures.
This simple exercise will help you start thinking like a programmer by writing pseudo-code of your morning routine.
DO NOT move forward if you haven't completed the previous exercise.
Programming Our First Game: Virus Infection
In this lecture we leave the boring world of the console and display our first graphic on the device screen!
In this lecture we structure our code better by utilizing functions to draw our viruses onto the screen.
In this lecture our game starts taking shape as we add a background graphic to the screen. We also improve our virus factory function.
Our virus comes to life as we implement a function to make it move around the screen.
Up to this time we were creating our viruses in a very 'manual' way. In this lesson we create a level-builder function that will make creating new viruses a breeze.
Our viruses are now moving around the screen, it is time that we set up some interaction by making them respond to touch events. In this lesson we explore touch events and event listeners.
Virus are living organisms, so they must grow! Right? In this lesson we take our moving viruses and make them grow over time from babies to full-grown adults.
In this lecture we make our viruses dispatch an event when they are touched.
Once our viruses get touched they need to be removed off the screen. In this lecture we begin the removal process by stopping the viruses from moving and growing.
When removing display objects it is important to make the distinction between removing an object from screen or removing it from memory. In this lecture we ensure our viruses get cleared out of memory so we are not wasting resources in objects we no longer need.
In our game, viruses will respond to touch differently depending on their age. In this lecture we set up the older viruses to spawn younger ones when clicked.
In this short housekeeping lecture we use Lua Glider's Memory Timeline to check our game's performance. We also comment out unnecessary print statements that were slowing our game down.
As we begin to wrap up the development of our first game we start developing the GameEnd function. This function allows our game to recognize when the game has been lost or won.
We continue to develop our endGame function.
In this lecture we finish the implementation of our endGame function.
In this lecture we implement the first part of the restartGame function that will allow us to restart our level if we fail it.
Now that our player has beat the level we set up a function to move them on to the next level of the game.
In this lecture we'll cover the basic steps to add music and sound effects to our game.
In this lecture we create a basic start menu by implementing Corona's storyboard functionality to our game.
In this lecture we create a function that detects the player has beat the game and shows them a screen to restart the game from scratch.