Below is a quick look at how easy it is to use OGT Level Manager in your own Composer or Storyboard-based project. In a nutshell, you paste this line of code in a couple scene files: local lm = require(“ogt_levelmanager”) And then in the scene where you want your player to choose a level to […]Read More
Outlaw Game Tools Level Manager
Quickly and easily lock and unlock levels (and more).
Below you’ll find the Outlaw Game Tools Level Manager library for Corona SDK and tutorial videos showing how to use it, and also showing how it works under the hood (for those who like to look behind the scenes).
This library is brand new and I have a list of improvements I plan on making. So it will get better and better. As soon as I release new versions they will show up here. Updates are free for at least the first year.
Most of the videos linked below are only accessible to people who have purchased OGT Level Manager, but some are available to everyone, such as the first one that shows how the library works.
Here’s the library code: Version 1.3 released Aug 24, 2014. (See release notes.) The library is actually inside a complete project that you can download and run. In fact, the tweaking we’ll be doing in some of the tutorials here will use that project. If you would like to download a PDF copy of the […]Read More
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, […]Read More
These videos are for people who want to take OGT Level Manager a bit farther and do more than just the basics. If you’re still a beginning Corona SDK developer these techniques might be beyond you right now, but they’re here when you get to that point. Custom Level Display (4:12) OGTLM is usually used […]Read More
In the following reference docs I’ll refer to different parts of the Level Manager. Here’s a picture showing most of those parts. Following are links to instructions on how to set the variables that make up the “tweakable parts” of OGT Level Manager. Level Names – How OGTLM finds the scene in your game when […]Read More
Level Names (This is a topic that can get complicated, but I’ll try to keep it easy to understand…) If your game has 30 levels, should your project contain 30 different storyboard scene files, one for each level, or should it have 1 scene file that is basically called 30 times, each time pulling the […]Read More
Asset Filenames Most developers put their audio and art assets in folders to keep things organized. There are two variables available to set the prefix for audio files and image files. The folder name can be anything, but it must end with a slash. k.imagePrefix = “images/” k.audioPrefix = “audio/” If a folder isn’t being […]Read More
Level Numbers Most of the time you’ll be showing the level number for each level indicator. These variables allow you to tweak the number quite a bit. If you don’t want to show the level number (typically because you’re using a k.customLevel function), set k.showLevelNum to false and then you can just ignore the rest […]Read More
Showing Scores While most games don’t show a score on the level selector screen, I have one that does, so I decided to include that capability into OGT Level Manager. If you don’t need the score to be shown on the level select screen, set k.showScore to false. You can still use the scoring capabilities […]Read More
Image Offsets Stars are defaulted to display in a horizontal row on the bottom edge of the level image. You can tweak the horizontal and vertical offset here. k.starOffsetX = 0 k.starOffsetY = 0 Note that the offset is for the stars as a group, not for an individual star. If you want to move […]Read More
Grid Settings The foundation of OGT Level Manager is a grid of images that allows the user to choose a level. Here are the variables that allow you to change the look and position of that grid. You can have as few as 1 level or as many as… Well, I don’t know what the […]Read More
Misc Variables You can specify fonts to be used for displaying the level numbers and score or you can set one or both as nil and OGT Level Manager will use whatever you’ve set in the k.fontName variable. Make sure whatever font you choose is available on your target device. k.fontName = “Helvetica” — required […]Read More
Utility Functions Tweaking the variables at the top of the ogt_levelmanager.lua file is half of using the library. The other half is taking advantage of the utility functions available for you. In the following examples I will assume you’ve done this at the top of your code: local lm = require(“ogt_levelmanager”) Then when I show […]Read More
This post for paid members only. In case I get hit by a bus or something, I’ve also posted this course on Udemy. You can get free access to that course by using the following link: Locking and Unlocking Levels on Udemy Please don’t pass that link on to anyone else — it’s only for […]Read More
While I’ve tried to make OGT Level Manager as robust as possible there are some tweaks you may need to do while developing your game. The following techniques came about based on problems discovered by myself or other users. Q. I’m changing k.numUnlocked but the number of unlocked levels is never changing — it stays […]Read More