You are previewing Corona SDK Mobile Game Development.

Corona SDK Mobile Game Development

Cover of Corona SDK Mobile Game Development by Michelle M. Fernandez Published by Packt Publishing
  1. Corona SDK Mobile Game Development
    1. Corona SDK Mobile Game Development
    2. Credits
    3. About the Author
    4. About the Reviewers
    5. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
    6. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Time for action – heading
      6. Reader feedback
      7. Customer support
    7. 1. Getting Started With Corona SDK
      1. Downloading and installing Corona
      2. Time for action – setting up and activating Corona on Mac OS X
      3. Time for action – setting up and activating Corona on Windows
      4. Using the simulator on Mac and Windows
      5. Time for action – viewing a sample project in the simulator
      6. Choosing a text editor
      7. Developing on devices
      8. Time for action – downloading and installing Xcode
      9. Time for action – creating a Hello World application in two lines of code
      10. Time for action – modifying our application
      11. Time for action – applying a new font name to your application
      12. Testing our application on an iOS device
      13. Time for action – obtaining the iOS developer certificate
      14. Time for action – adding/registering your iOS device
      15. Time for action – creating an App ID
      16. Time for action – creating a Provisioning Profile
      17. Creating the Hello World build for iOS
      18. Time for action – creating an iOS build
      19. Time for action – loading an app on your iOS device
      20. Testing our application on an Android device
      21. Creating the Hello World build for Android
      22. Time for action – creating an Android build
      23. Time for action – loading an app on your Android device
      24. Summary
    8. 2. Lua Crash Course and the Corona Framework
      1. Lua to the rescue
      2. Valuable variables
      3. Types of values
      4. Time for action – printing values using blocks
      5. Expressions
      6. Strings
      7. Time for action – getting our hands full of strings
      8. Tables
      9. Objects
      10. Images
      11. Time for action – placing images on screen
      12. Runtime configuration
      13. Time for action – scaling display objects on multiple devices
      14. Time for some shapes
      15. Functions
      16. Optimizing your workflow
      17. Summary
    9. 3. Building our First Game: Breakout
      1. Breakout—bringing back old-school gaming
      2. Understanding Corona physics API
      3. Configuring the application
      4. Time for action – adding build.settings file
      5. Time for action – adding config.lua file
      6. Building the application
      7. Time for action – creating variables for the game
      8. Understanding events and listeners
      9. Transitions
      10. Creating menu screens
      11. Time for action – adding the main menu screen
      12. Creating the gameplay scene
      13. Time for action – adding game objects
      14. Time for action – building bricks
      15. Red alert!
      16. Time for action – displaying game messages
      17. Summary
    10. 4. Game Controls
      1. Moving in the up direction
      2. Let's get even more physical
      3. Time for action – starting physics for the paddle and ball
      4. Paddle movement
      5. Time for action – dragging the paddle in the simulator
      6. Time for action – moving the paddle with accelerometer
      7. Ball collision with paddle
      8. Time for action – making the ball bounce against the paddle
      9. Removing objects from the scene
      10. Brick by brick
      11. Time for action – removing the bricks
      12. Directional changes
      13. Time for action – updating the ball
      14. Transitioning levels
      15. Time for action – resetting and changing levels
      16. You win some, you lose some
      17. Time for action – making win and lose conditions
      18. Activating event listeners
      19. Time for action – adding game listeners
      20. The results are in!
      21. Summary
    11. 5. Animating our Game
      1. Panda star catcher
      2. Let's get everything moving
      3. The value of timed functions
      4. Movieclips or sprite sheets. What's the difference?
      5. Movieclips
      6. It's sprite mania!
      7. Game time!
      8. Time for action – setting up the variables
      9. Let's start the round
      10. Time for action – starting the game
      11. Poof begone!
      12. Time for action – reloading the panda on the stage
      13. Earn some points
      14. Time for action – tracking the score
      15. When the game ends
      16. Time for action – displaying the game over screen
      17. Background display
      18. Time for action – adding the background elements
      19. Heads up!
      20. Time for action – displaying the timer and score
      21. Time after time
      22. Time for action – setting up the timer
      23. It's so glowy
      24. Time for action – making the power shot
      25. Pandas!
      26. Time for action – creating the panda character
      27. Starry skies
      28. Time for action – creating star collisions
      29. Screen touches
      30. Time for action – launching the panda
      31. Organizing display objects
      32. Time for action – reordering layers
      33. Create stars
      34. Time for action – creating stars in the level
      35. Starting the game
      36. Time for action – initializing the game
      37. Summary
    12. 6. Playing Sounds and Music
      1. Corona Audio System
      2. Time to play
      3. Time for action – playing audio
      4. Time to take control
      5. Time for action – controlling audio
      6. Memory management
      7. Alterations to audio
      8. Performance tips
      9. Summary
    13. 7. Physics: Falling Objects
      1. Creating our new game: Egg Drop
      2. Time for action – setting up the variables
      3. Time for action – moving the character
      4. Time for action – setting the score
      5. Time for action – drawing the background
      6. Time for action – designing the HUD
      7. Time for action – counting the lives
      8. Time for action – creating the character
      9. Time for action – creating the egg collision
      10. Time for action – adding the egg object
      11. Time for action – making the egg drop
      12. Time for action – calling game over
      13. Time for action – activating the game
      14. Summary
    14. 8. Operation Storyboard
      1. Continuation of Egg Drop
      2. Data saving
      3. Time for action – saving and loading the high score
      4. Pausing the game
      5. Time for action – pausing the game
      6. Storyboard API
      7. Time for action – altering the game file
      8. Organizing the game
      9. Time for action – adding the new main.lua file
      10. New game transitions
      11. Time for action – changing screens after the game is over
      12. Creating a loading screen
      13. Time for action – adding the loading screen
      14. Creating a main menu
      15. Time for action – adding a main menu
      16. Creating an options menu
      17. Time for action – adding an options menu
      18. Creating a credits screen
      19. Time for action – adding a credits screen
      20. Summary
    15. 9. Handling Multiple Devices and Networking your Apps
      1. Return to configuration
      2. Networking your apps
      3. Time for action – adding Twitter in your apps
      4. Time for action – adding Facebook to your apps
      5. Facebook Connect
      6. Time for action – posting scores using Facebook Connect
      7. The wonders of OpenFeint
      8. OpenFeint in a jiffy
      9. Time for action – setting up OpenFeint leaderboards and achievements in Egg Drop
      10. Summary
    16. 10. Optimizing, Testing, and Shipping your Games
      1. Understanding memory efficiency
      2. Distributing iOS applications
      3. Time for action – setting up your distribution certificate and provisioning profile for the App Store
      4. iTunes Connect
      5. Time for action – managing your application in iTunes Connect
      6. Building an iOS application for distribution in Corona
      7. Time for action – building your application and uploading to Application Loader
      8. The Google Play Store
      9. Time for action – signing your app for the Google Play Store
      10. Time for action – submitting an app to the Google Play Store
      11. Summary
    17. 11. Implementing In-App Purchases
      1. The wonders of In-App Purchase
      2. Corona's store module
      3. Create an In-App Purchase
      4. Time for action – creating the In-App Purchase in iTunes Connect
      5. Time for action – using the Corona store module to create an In-App Purchase
      6. Testing In-App Purchases
      7. Time for action – testing the In-App Purchase with the Breakout In-App Purchase demo
      8. Summary
    18. A. Pop Quiz Answers
      1. Chapter 1, Getting Started With Corona SDK
      2. Chapter 2, Lua Crash Course and the Corona Framework
      3. Chapter 3, Building our First Game: Breakout
      4. Chapter 4, Game Controls
      5. Chapter 5, Animating our Game
      6. Chapter 6, Playing Sounds and Music
      7. Chapter 7, Physics: Falling Objects
      8. Chapter 8, Operation Storyboard
      9. Chapter 9, Handling Multiple Devices and Networking your Apps
      10. Chapter 10, Optimizing, Testing, and Shipping your Games
      11. Chapter 11, Implementing In-App Purchases
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Time for action – creating the In-App Purchase in iTunes Connect

We'll be implementing an In-App Purchase through iTunes Connect and create a scenario in a sample application that will call a transaction. Let's create the Product ID that will use in our In-App Purchase.

  1. Log in to iTunes Connect. On the home page, select Manage Your Applications. Select the application you plan to add an In-App Purchase to.
  2. Once you're on the app summary page, click on the Manage In-App Purchases button and then click on the Create New button on the top-left corner.
    Time for action – creating the In-App Purchase in iTunes Connect
  3. You will be brought to a page that shows you a summary of the type of In-App Purchases you can create. ...

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