First of all, the Ogmo Editor is the work of Matt of Towerfall fame. I'd like to thank him for open sourcing the editor, it's my level editor of choice.
I first began modifying the Ogmo Editor 1 to suit my needs when I was making Super Lemonade Factory. I made some good developments with making procedural levels, but abandoned it when Ogmo Editor 2 came out written in C#.
It's all still online, with a video here:
and the code here
https://github.com/initials/Ogmo-EditorI moved on to editing the Ogmo Editor 2 recently and have added some procedural level generation. For example:
Grid generation:
Tile generation:
These are all based on FlxCaveGenerator which you can read more about here:
http://forums.flixel.org/index.php?topic=2544.0I've added three tools to the Tool Palette.
Cave - generates a level using cellular automata - exactly as described in FlxCaveGenerator.
Smooth - uses the FlxCaveGenerator smooth function to round off edges.
Auto Tile uses the Flixel autotile algorithm with AUTO and ALT variants.
Reading Ogmo Levels in XNAI wrote my own FlxXMLReader to deal with Ogmo Levels. In my XNA-Flixel fork you'll find this plus C# ports of FlxCaveGenerator. For those expecting a complete Flixel 2.55 port, it's not that at all. I've taken an X-Flixel port and modified it as I see fit, adding features that I needed, and not implementing things like the FlxCamera. (FlxCamera is half finished, if anyone want to jump on and code it the GitHub is here:
https://github.com/initials/XNAFlixelWhere to head next?First off, I want to nail down the crashes. Generating caves will sometimes fall over, and crash the program if multiple levels are open (one clue is that different sized levels cause it).
Also it would be great to design rooms and then generate levels based on the room like Spelunky.
I'd love to see more people adding things to Ogmo Editor.
initials