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878733 Posts in 32935 Topics- by 24343 Members - Latest Member: Good Enough Games

May 22, 2013, 01:38:17 PM
TIGSource ForumsCommunityAnnouncementsOgmo Editor
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Author Topic: Ogmo Editor  (Read 17249 times)
Matt Thorson
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« Reply #75 on: December 14, 2011, 01:59:32 PM »

That looks amazing Alec Grin

Also I figured out your non-default size crash. I'll upload a new version sometime tonight and incorporate some of Chevy's feedback too.
« Last Edit: December 14, 2011, 02:08:27 PM by Matt Thorson » Logged

Alec S.
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« Reply #76 on: December 14, 2011, 02:22:42 PM »

That looks amazing Alec Grin

Thanks!  One of the things that's really great about the new editor is that it makes it much easier to block out levels.  I can use the rectangle tool to quickly plan out areas of ground, cliff, water, ect... and then fill in the details with the line and pen tools.

Plus, I can have the edges of the levels look however I want, and have it follow through to the next screen by copy-pasting the edge.  Before I just had a default level template with room entrances and exits at the center of each side.
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Matt Thorson
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« Reply #77 on: December 14, 2011, 03:38:09 PM »

Decided to just upload 2.0.0.15 with a few changes:

  • No longer crashes when loading levels with non-default size
  • Editing grid draws at all zoom levels now (and looks way better at higher zoom levels)

I'll get through the rest of your feedback tomorrow Chevy
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Matt Thorson
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« Reply #78 on: December 15, 2011, 05:17:14 PM »

2.0.0.16 in time for Ludum Dare!

  • Layers now write their export mode to level files, so if you switch export modes later it will still be able to load old levels.
  • Redid the entity window, it's much easier to find the stuff you want now (thanks for the suggestions Chevy)
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ffjboy
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« Reply #79 on: December 18, 2011, 05:24:24 AM »

Hey! Great job on the second beta. There's all this buzz about it an I loved the first Ogmo, but I can't run the second one. I've run as admin, downloaded .NET etc, nothing is working
I don't even get an error, it just doesn't run at all. Double click >load > nothing.
I'm using 32 Bit windows 7, I've tried running in comparability of other OSs, but nothing. thanks.
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Matt Thorson
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« Reply #80 on: December 18, 2011, 02:25:09 PM »

You need the XNA 4 redist as well as .NET (http://www.microsoft.com/download/en/details.aspx?id=20914). Once it's stable I'll have an installer or something probably to get rid of all the confusion
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zine92
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« Reply #81 on: December 20, 2011, 09:21:39 PM »

Anyways i just realized for people using integrated graphics card might crash. I had a "Could not find a graphics device that supports the XNA Framework HiDef profile." error when i tried to run it on my laptop which supports dual graphics card. When i ran it with my intel graphics, it crashed and when i switch to the dedicated graphics (AMD), it runs with no problem. But thanks finally got it to work on my computer.
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pgil
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« Reply #82 on: December 21, 2011, 04:55:43 AM »

I can't get this to run at all.  I've installed .net 4 and all the XNA updates, but I just get a generic windows error report when I start the editor. I'm using windows xp which probably doesn't help. 

I'm not totally sure I understand how xna updates work... Do I need to install each version separately?   I did that, but some versions had a "refresh" that I didn't download.
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knight
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« Reply #83 on: December 21, 2011, 06:53:17 AM »

Anyways i just realized for people using integrated graphics card might crash. I had a "Could not find a graphics device that supports the XNA Framework HiDef profile."
You should compile this for the reach profile so more people can use it. I doubt you need any hidef features since the editor seems to be 2d oriented.
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moi
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« Reply #84 on: December 21, 2011, 07:00:13 AM »

yeah Hidef is useless if you're using 2D.
It will lock out a lot of graphic cards as well as windows XP (another shit move from micro$$$haft)
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lelebęcülo
Matt Thorson
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« Reply #85 on: December 21, 2011, 03:22:36 PM »

There was a reason I had to use HiDef, something about texture sizes for tile layers. I'll see if I can work around that though.
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Matt Thorson
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« Reply #86 on: December 21, 2011, 04:46:40 PM »

Okay yeah, I figured it out Smiley Just uploaded 2.0.0.17. Think it's almost stable...

  • Switched to XNA Reach for better compatibility
  • Project files with errors (like broken paths to image files) will now report the errors and load straight into the project editor so you can fix them with the UI
  • Fixed the tab key behaving wrong in most of the project editor pages
  • Save level as image now defaults to the level's filename (+.png)
  • Fixed a crash with pressing some hotkeys before a project is opened
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ffjboy
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« Reply #87 on: December 23, 2011, 06:59:26 AM »

ITS SO GREAT!!!!
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pgil
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« Reply #88 on: December 23, 2011, 08:39:38 AM »

New version runs on my computer  Grin

I noticed it's pretty heavy on the cpu (dual core AMD Athlon 64). There's a big spike once the level editor opens.

Also, when I try to change a layer's type to "Entity" I get a crash with this message:

"Object reference not set to an instance of an object." 
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Matt Thorson
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« Reply #89 on: December 23, 2011, 02:02:53 PM »

Whoa that was a huge oversight on my part. I just uploaded 2.0.0.18 which fixes the entity layer crash bug.
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