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 with the same single image showing for each level. But if you need a level selector where each level select image is different, that can be handled with OGT Level Manager, too.
[Note: At about the 2:20 mark I said something that’s not quite right (in the current version of OGTLM). The code does NOT pick up the width and height of the custom image/group to be displayed. Instead, by setting k.levelSquareImage to nil you tell the library not to set the width and height. Then you need to set k.tileWidth and k.tileHeight in the variables to whatever dimensions you want. Which means each level image/group can’t be a different size, but I don’t really think that’s much of a limitation. 😉 ]
Multi-User Settings (4:15)
If your game allows different people to play and keep track of scores, levels unlocked, etc., for each player, OGTLM can help you handle that.
Worlds and Levels (3:31)
Some games have multiple “worlds” the user can choose from and then levels inside each of those worlds. Using OGT Level Manager you can easily put that together.
Back to OGTLM Dashboard