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877285 Posts in 32855 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 04:16:20 AM
TIGSource ForumsCommunityAnnouncementsOgmo Editor
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EchoP
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« Reply #30 on: April 25, 2010, 08:40:57 PM »

Loving the editor, but with a couple of issues.

Issues:
- Too slow. Once you have a reasonable amount of tiles put down, say 600 by 400 pixels divided into 16 by 16 blocks, it grinds to a halt. Kinda unusable on bigger levels.


Requests:
- Brushes. The ability to grab multiple tiles from a set and place them all at once.
- The ability to have a 1x1 border in a tileset, and have it taken out (not a big issue)
- The ability to have a different export format for tilesets. Having a csv format similar to the way grids export:
Code:
0,14,2,0,0
0,0,2,2,0
0,1,2,2,1
would be great.

Hope to see this keep going  Hand Metal Right
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jovoc
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« Reply #31 on: April 26, 2010, 06:42:28 AM »

Hey there!

I tried out OGMO editor in my LD48 game last weekend, and it worked great -- exceeded my expectations. Fantastic editor.



game link: http://www.ludumdare.com/compo/2010/04/25/galapagos-final/

Even though my game as two-and-a-half-D anddidn't seem like a very good fit for ogmo, the project system was flexible enough for me to use it. I make a second layer with a tileset with numbers on it, and used those to set the elevation of the tiles. Worked flawlessly.



Anyways, great job, especially the object/value system, this was really flexible and let me get away with putting a lot in the editor and avoiding having to code more stuff. I ran out of time before I could try the node stuff (I was going to use it for boats and bridges) but it looks super delicious.

Some feedback from the experience:
  • Very, very slow on large maps. This would be a showstopper for certain games.
  • No problems with the xml format, great work there.
  • Would be nice to have a quick "reload tileset image" button
  • I could see the "terrain" layer thru the "elev" layer, but not vice-versa.
  • Would be nice to be able to copy/paste actors
  • Be great if tool windows were resizable, esp. with for large text blocks.

Anyways, thanks so much for releasing this in time for LD48, and great work.

jovoc (joel)
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Matt Thorson
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« Reply #32 on: April 26, 2010, 09:55:25 AM »

It's great to see OE being used for something as awesome as Ludum Dare and helping people get more done.

I know tile layers are pretty painfully slow right now. Finding a way to speed them up is at the top of my to-do list.

In other news, I just set up a forum for the editor so we can stop bumping this topic (and have things a bit more organized):
http://ogmoeditor.com/forum
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Zaratustra
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« Reply #33 on: April 26, 2010, 10:17:48 AM »

Can't you pre-render the tile layer and just blit it to screen?
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Matt Thorson
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« Reply #34 on: April 26, 2010, 11:21:36 AM »

Can't you pre-render the tile layer and just blit it to screen?

Already am Smiley

(although by blit I mean passing it to Flash's vector renderer, but the slow part isn't the rendering, it's adding/removing tiles and storing undo/redo states)
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Matt Thorson
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« Reply #35 on: May 14, 2010, 04:04:47 PM »

Sorry for the bump guys. Just wanted to let people know that I've optimized the tile layer stuff in a recent update and the problem seems to be fixed. So if you were avoiding using the editor because tile layers were slow, it may be worth it to give it another go.

Other recent updates include object rotation and duplication Smiley
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Zaratustra
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« Reply #36 on: June 04, 2010, 01:35:59 PM »

can it handle a stage, say, the size of a super mario world level?
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gwar
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« Reply #37 on: November 20, 2011, 04:41:15 PM »

Hey it looks great, for an <object>'s image attribute is there a way to use a "tile" from a tileset or specify a section of an image to use? Have been looking, couldn't find.
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Matt Thorson
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« Reply #38 on: November 21, 2011, 02:29:40 PM »

Yep! Use imageOffsetX and imageOffsetY. All the object XML values are in the table at the end of this tutorial chapter: http://ogmoeditor.com/help/getting_started/index.html#6

Also, I'm working on Ogmo Editor 2 right now which has a lot of new features. The main new features are:
  • In-editor project editor (no more editing XML files by hand!)
  • Tabbed level editing, so you can have many levels open at once
  • Level-wide undo/redo (there's no longer layer-specific undo stacks, so now you can even undo stuff like level resizing)

It's also written in C# now, so mac support will be officially dropped (sorry guys), but memory use and speed will be much improved.
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Aloshi
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« Reply #39 on: November 21, 2011, 07:00:32 PM »

Also, I'm working on Ogmo Editor 2 right now which has a lot of new features. The main new features are:
  • In-editor project editor (no more editing XML files by hand!)
  • Tabbed level editing, so you can have many levels open at once
  • Level-wide undo/redo (there's no longer layer-specific undo stacks, so now you can even undo stuff like level resizing)

It's also written in C# now, so mac support will be officially dropped (sorry guys), but memory use and speed will be much improved.

Oh, this sounds great! I'm currently using Ogmo Editor for a small project, it's fantastic to hear you're still adding things. Smiley
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Matt Thorson
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« Reply #40 on: November 21, 2011, 07:43:45 PM »

 Smiley For sure! It's a tool I use too, so I want it to be good, and I love enabling people to switch from Game Maker to FlashPunk (lack of level editor seems to be the biggest hurdle there).
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J. R. Hill
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« Reply #41 on: November 21, 2011, 08:38:06 PM »

YES, I AM SO EXCITED FOR OGMO EDITOR 2

MATT YOU ARE THE BOMB


*ahem*

 Gentleman
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Matt Thorson
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« Reply #42 on: November 21, 2011, 09:14:17 PM »

Smiley it's sooooo close to feature complete I can taste it.
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gwar
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« Reply #43 on: November 22, 2011, 04:01:48 AM »

Damn my eyes, that’s really exciting news.
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verticalvertex
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« Reply #44 on: November 24, 2011, 12:47:08 PM »

Works great and looks great.
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