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The Cloud, 3D Worlds, and beyond!

Posted by Dr. Burton on December 31, 2014 in Uncategorized |

There are many exciting projects in the works here at Burtons Media Group.
We have been spending a lot of time in the cloud lately.
There are several books, apps, and games in development that are dependent on a strong backend service to handle the multi-player/multi-user aspects.  We have settled on Coronium.io and Coronium.GS for handling this important aspect.  You can expect to see tutorials and books on implementing cloud solutions in the very near future.
We are also working on some projects that require a 3D engine.  Originally we were leaning toward Unity 3D, but for a variety of reasons we have begun shifting toward HTML5 engines.  We are currently evaluating several tool sets.  We’ll post the direction that we settle on and of course post learning resources as we begin developing.

We continue to update our Corona and Unity eBooks and eTextbooks several times a year.  Be sure to update your copy by clicking on the Books tab above then selecting Book-Update.

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Corona Graphics 2.0: Composite.reflect

Posted by Dr. Burton on June 30, 2014 in Corona, Mobile |

While I have made an effort to document all of the composite, effects, and generators for Graphics 2.0 in my Corona books (see the Books tab above), there were a few that do not have a direct translation to a similar effect in Photoshop or other graphic editing tool.  Thus, I thought I would take this opportunity to provide a little bit of guidance for these effects.

In this post we will look at the composite.reflect effect.  To clearly see what was happening, I created a simple graphic to show the impact of light, dark, and grayed areas when the texture is applied to an image.
My base image is the book cover for Learning Mobile Application & Game Development with Corona.  The texture image is a simple png file that goes from red, to green, to blue, to grey.

LMGADCtexture2

 

 

 

 

The output of reflect is similar to using a colored light on an object.  The end product will show the color saturated with the texture color.

output

 

 

 

 

 

The Code Example

local object = display.newRect( 100, 100,600, 600)
object.x = display.contentCenterX
object.y = display.contentCenterY
-- Set up the composite paint (distinct images)
local compositePaint = {
    type="composite",
    paint1={ type="image", filename="LMGADC.png" },  -- bottom image
    paint2={ type="image", filename="texture2.png" }     -- top image
    }

-- Apply the composite paint as the object's fill
object.fill = compositePaint

-- Set a composite blend as the fill effect
object.fill.effect = "composite.reflect"
									

For more details about various composites, effects, and generators, check out Learning Mobile Application & Game Development with Corona!

 

 

 

 

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Corona Graphics 2.0: Composite.phoenix effect

Posted by Dr. Burton on June 30, 2014 in Corona, Mobile |

While I have made an effort to document all of the composite, effects, and generators for Graphics 2.0 in my Corona books (see the Books tab above), there were a few that do not have a direct translation to a similar effect in Photoshop or other graphic editing tool.  Thus, I thought I would take this opportunity to provide a little bit of guidance for these effects.

In this post we will look at the composite.phoenix effect.  To clearly see what was happening, I created a simple graphic to show the impact of light, dark, and grayed areas when the texture is applied to an image.
My base image is the book cover for Learning Mobile Application & Game Development with Corona.  The texture image is a simple png file that goes from black, to dark grey, to light grey to white.

LMGADCtexture

 

 

 

 

The resulting image for the phoenix effect shows that the composite reverses the image for the black portion, less so for the grey portions, while the white portion is not changed.

output

 

 

 

 

 

The code example

-- Create the object
local object = display.newRect( 100, 100,600, 600)
object.x = display.contentCenterX
object.y = display.contentCenterY
-- Set up the composite paint (distinct images)
local compositePaint = {
    type="composite",
    paint1={ type="image", filename="LMGADC.png" },  -- bottom image
    paint2={ type="image", filename="texture.png" }     -- top image
    }

-- Apply the composite paint as the object's fill
object.fill = compositePaint

-- Set a composite blend as the fill effect
object.fill.effect = "composite.phoenix"
									

For more details about various composites, effects, and generators, check out Learning Mobile Application & Game Development with Corona!

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Podcasting Microphones and Accessories for under $100

Posted by Dr. Burton on December 16, 2013 in Education, Technology |

Over the past couple of years my family and I have gradually been producing more and more podcast. Of course the primary element of any successful podcast is quality audio.

To achieve quality audio, a quality microphone is the most important piece of equipment. In this area you can spend a lot of money, but we have found a great deal of success with the very reasonably priced Blue Microphones Snowball USB Microphone

A second key piece of equipment is a 6-Inch Clamp On Pop Filter. For less than $15 (or less if you use a pair of pantyhose, a coat hanger and duck-tape) you can take the sound quality to an even higher level of quality. The filter greatly reduces pops and cracks that can happen as we speak.

If you are regularly interviewing others through your computer or just so that you can do effective editing, a good set of headphones is essential to avoid feedback.

If your interested in getting started with all of these items, you can get a nice set through Amazon:

We are getting ready to setup a second recording station at Burtons Media Group due to our increase in pod and vod casting.  We have been so happy the Blue Microphone Snowball, we plan to continue using them for our new station.

I have friends in the recording industry that have spent hundreds of thousands of dollars on equipment.  But they are recording for the music or movie industries.  Fortunately for the podcast/vodcast industries, we can get started for a lot less!

So, what do you use?  How happy are you with the equipment and cost?

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Corona SDK Graphics 2.0: Going 2.5D

Posted by Dr. Burton on November 24, 2013 in Corona, Education, Game Development, Mobile |

I can’t tell you how excited I was when I learned that Corona would support 2.5D or Isometric game development.  Now that the new graphics engine is available, I figured I would jump into it and start making games!

Of course there is a learning curve to making games.  The first thing I wanted to know was how to make a circle appear as if it were 2.5D.  Easier said than done.  For my first attempt I wanted to simulate an attack radius.  Sounds simple, right? Well after a night of coding, I had learned a great deal, which I have summarized in this 11 minutes tutorial!

Please note that all of the changes to the object are done to the objects path parameter, not the object itself. We are just changing it’s appearance, not the actual object.

 

Corona SDK Graphics 2.0: Making 2.5D or Isometric with Vector and Bitmap Graphics.
Runtime
10:50
View count
1,877

 

display.setStatusBar(display.HiddenStatusBar)
--Initially I tried vector based graphics.  Circles don't work since they do not have a path parameter (or corners).  Rectangles work fine.
--local circle = display.newCircle(display.contentCenterX, display.contentCenterY, 100)
--local square = display.newRect(display.contentCenterX, display.contentCenterY, 200, 200)
--So we moved on to bitmap, which work great!
local circle = display.newImage("circle.png")
circle.x = display.contentCenterX
circle.y = display.contentCenterY
circle.alpha = .8
circle:scale(2,2)
w= circle.width*.33
h=circle.height*.33
transition.to( circle.path, { time=2000, x1=w, y1=h,  x2 =-w, y2 = -h, x3=w, y3=-h, x4=-w, y4=h } )
									


 

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