I’ll be straight with you — it’s easier to use OGT Level Manager in a new project than putting it into an existing project. Mainly because your existing project is (probably) full of hardcoded stuff that was never designed to be generic. I’ve done both and will show you how I retrofitted an existing project, but for now let’s look at starting from scratch.
If you want to kind of follow along, get a “blank project” ready to go — main.lua, config.lua and build.settings files. Also a couple storyboard scene files called chooselevel.lua and play.lua (you can use the blank storyboard scene file from the Corona Labs site). NOTE! The videos here were created before Composer was released, but you can *easily* use Composer instead of Storyboard. Unless you have a compelling reason to use Storyboard, don’t. 😉
Starting from Scratch (10:18)
Retrofit an Existing Project (17:57)
Most of the time when I record videos I’ve done the steps at least once ahead of time so it flows more smoothly.
Not this time. 🙂
I wanted a “warts and all” look at how to pull an existing level selector out of a game and replace it with OGT Level Manager. But I picked the wrong project — one that I’d written using the older version of Corona SDK that still allowed setReferencePoint() and things like that.
So you’ll see more “oops!” moments in this video than just about any other. But I left them in because if you do the same thing (retrofit an older project) you’ll probably run into the same things.
Utility Functions (6:41)Back to OGTLM Dashboard