The Tapjoy Network has been a boon to mobile game developers for a long time now, and lately they've released exciting news about their focus on mobile, their $5 million fund for Android and their latest fundraising.

Moai SDK 0.4 Beta revision 11 is now available for download. The first version of the Apsalar Lua module is included. A few minor bugs were fixed as well.

We're thrilled to have Apsalar's analytics, behavioral targeting, and optimization available for all Moai games. They have a free service tier, and a rich feature set, so almost all Moai developers will want to take a look. Here's the formal announcement.

If you're working with the Moai beta, you may have noticed that Moai now includes a new open source audio library, UNTZ. We haven't posted a tutorial yet, but stay tuned.

On today’s tutorial, we’re going to make a game! Well, we’re going to make the base of a game at least. Today’s game is going to be “Bug Squish”. Several bugs are going to appear on the screen and it’s up to the player to squish them all. Download the image files here.

Revision 10 is now available for download. This one was mostly bug fixes and minor API changes. The first version of the Tapjoy Lua SDK is included. Expect a Lua implementation for Apsalar in the next release.

A tutorial series about Moai Basics Today’s tutorial is going to focus on the MOAITraits class and trait inheritance between props. Occasionally you will have the need to link two props together so that what affects one will affect the other ( color change, rotations ) or perhaps the locations are linked. This way, you only need to use one line of code to affect the parent object to have the changes happen to both the parent and the child.

We’re super excited to officially welcome Crimson, the first Bungie Aerospace title developed by Jordan Weisman’s newest studio, Harebrained Schemes. Crimson looks awesome and we can’t wait to start playing it.

We've been having some fun around the office smashing through cityscapes with Chronosaur lately. The first level of the game is completely playable now. It's pretty hard to finish once the tanks and triple mine fields come out!

A tutorial series about Moai basics. In this tutorial, we’ll talk about a few ways to capture user input, specifically pointer location and mouse clicking. We’ll do a few simple scripts and investigate two separate methods to get that input. Talk about the tutorial here! First, a note; input in Moai is determined by the host. If you look at the GlutHost.cpp file in the Moai source, down around line 240, it lists the input config.

Todd Hooper posted this morning on the Zipline Games blog. We're re-posting here because Moai is the reason Zipline Games was selected as a finalist. Demos and judging are in two weeks - cool!

- Mike.

In this tutorial we will be showing you how to create a simple Moai Cloud application that will change its content with input from the user, and also create a client program that will edit the application and print out the new content. This will require two separate lua files; first, the cloud application, and second, the client. We will break this tutorial up into those two sections.

Wow, Lua beat out both Javascript and Ruby to take the #10 spot in TIOBE's latest Programming Community Index. How is that possible given all the Internet companies, start-ups and web sites being coded up in Javascript and Ruby?