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Moai Tutorials: Moai Cloud Basics

A tutorial series about Moai basics... Today in our Moai Basics Tutorial, we’re going to get started with the Moai Cloud by deploying a application to it and then we will create a client to pull information from that application.

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Moai Tutorials: Textboxes

A tutorial series about Moai basics.

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Moai Tutorials: Basic Prop Animations

A tutorial series about Moai basics.

Props TutorialFor today’s tutorial, we’re going to touch on a few of the types of animations that you can apply towards a prop; move/seek Loc, Rot, Scl, and Color. For consistency throughout this tutorial, we will just use the same base chunk of code while only editing the last line. Talk about this tutorial in the forums!

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Moai Tutorial: Rocket Lobster

Hello out there to everybody in the Moai world! My name's Andy, and I'll be creating and posting some basic game making tutorials for the Moai Platform. When Patrick asked me to create a good intro tutorial game, it took me about five minutes to come up with my concept. For simplicity's sake, I thought a game inspired by Atari's Missile Command would be the best way to showcase gameplay features like randomly spawning enemies, player input, explosions and a clear failure condition. Then at lunch that day we decided that it would be really funny if we used a lobster for the player's missile base. We were wrong about the comedy factor, but regardless, the lobster stayed.

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New Moai Beta SDK Release for May 31st

Our latest beta release is available for download. There were quite a few bugs fixed in this one and some internal refactoring around MOAIProp. A few features and changes I’d like to highlight:

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Thanks for a great Moai Boot Camp!

It was great meeting so many of you last night and walking through how to assemble games and game services with Moai. Thanks for all the questions too - we'll be sure to update the Moai documentation to covers them as we prepare for public beta.

Chronosaur Dev Diary #3: Art & Gameplay Evolution

Interview with Steven Rynders, Hillary Esdaile, and Jonathan Winkler from Chronosaur. Additional commentary by Patrick Meehan.

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New Moai Beta SDK Release for May 14th

We just pushed out a new beta release. There are a lot of small bug fixes and incremental changes in addition to integration with OpenSSL. The latter turned out to be a bit more involved than anticipated and wound up taking up a good chunk out of last week. There's more coming soon: we've been putting the framework through its paces with both internal and external projects. Of course, bug reports and feature requests are welcome as always.

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Wolf Toss Dev Diary #2: Working With Flash Assets

Interview with Josh Lytle, Game Director for Wolf Toss. Moai interview: Hi Josh. Why don’t you start by telling us how long you’ve been working with Lua?

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Chronosaur Game Play April 28-May5

Watch buildings break, people run, cars smash, and a sudden appearance by the helicopter!

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Robert Nay, Nay Games

Love the new Moai Cloud. How much simpler could it get?

Moai Basics Part 2

In this article I’ll talk about the Moai dependency graph architecture and the action tree. There's a lot to discuss on the way to fully understanding the best way to do animation and manage game objects in Moai. Please bear with me through this fairly under-the-hood discussion of how Moai works - I'll show you how to use that knowledge to organize your animation data next time.

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Join us for a Moai "Boot Camp" on May 26th in Seattle

Benn Bollay, who runs the Seattle Android Developers Meetup Group is helping us put on a Moai Platform Deep Dive for four hours the evening of May 26th.

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Meet us at Startup Weekend and LOGIN 2011

Just wanted to post here what we tweeted this morning: Todd and Mike will be building games this weekend at Startup Weekend in Seattle, and that several of us from Zipline will be at LOGIN 2011 from May 16-18th and would love to meet up. Reach out if you'd like to learn about Moai, join us at one of these events, or just hang out. Mike.