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zine92
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« Reply #81 on: December 20, 2011, 09:21:39 PM » |
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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 » |
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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 » |
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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 » |
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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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subsystems subsystems subsystems
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Matt Thorson
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« Reply #85 on: December 21, 2011, 03:22:36 PM » |
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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 » |
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Okay yeah, I figured it out 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 » |
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ITS SO GREAT!!!!
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pgil
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« Reply #88 on: December 23, 2011, 08:39:38 AM » |
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New version runs on my computer 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 » |
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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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davidarcila
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« Reply #90 on: December 24, 2011, 05:16:53 PM » |
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I'm sorry if i'm missing something, but i cannot open the tile palette. I already loaded the tileset in the project editor.
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Alec S.
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« Reply #91 on: January 03, 2012, 02:38:50 PM » |
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The most recent couple of versions haven't been loading my projects or level files. ************** Exception Text ************** System.NotSupportedException: XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two. at Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw(Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count) at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count) at Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush() at Microsoft.Xna.Framework.Graphics.SpriteBatch.End() at OgmoEditor.LevelEditors.LevelEditor.Draw() at OgmoEditor.XNA.GraphicsDeviceControl.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Also, if you get around to it, a feature that would be really nice to have would be able to draw with custom groups of tiles. For example, if I have a tree made up of 4 tiles, it would be nice to be able to just draw the tree as a whole onto the map rather than keep switching between the four tiles.
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ChevyRay
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« Reply #92 on: January 04, 2012, 06:27:31 PM » |
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I wrote an introduction tutorial here for those who are having trouble getting started.
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Matt Thorson
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« Reply #93 on: January 04, 2012, 07:52:00 PM » |
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The most recent couple of versions haven't been loading my projects or level files. ************** Exception Text ************** System.NotSupportedException: XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two. at Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw(Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count) at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count) at Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush() at Microsoft.Xna.Framework.Graphics.SpriteBatch.End() at OgmoEditor.LevelEditors.LevelEditor.Draw() at OgmoEditor.XNA.GraphicsDeviceControl.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Also, if you get around to it, a feature that would be really nice to have would be able to draw with custom groups of tiles. For example, if I have a tree made up of 4 tiles, it would be nice to be able to just draw the tree as a whole onto the map rather than keep switching between the four tiles. Just have to confirm: are you replacing the Content folder with the new one when you download the new versions, or just the exe file? This bug could be because you're using a new exe with an old Content folder.
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Alec S.
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« Reply #94 on: January 04, 2012, 08:52:36 PM » |
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Thanks, that was the problem.
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MaskedPixel
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« Reply #95 on: January 05, 2012, 01:48:46 PM » |
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Just wanted to say thanks for the editor Matt. It works great!
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Matt Thorson
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« Reply #96 on: January 16, 2012, 01:55:58 AM » |
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2.0.0.22 uploaded tonight! - More flexible tile loading (for when a project is changed)
- Entity rotation is done with a textfield now rather than a tool
- Fixed weird stuff with tiled images
- Entity IDs are now drawn in the selection window
- You can click and drag to move entity nodes now
- Can now disable drawing entities "ghosts" at their nodes
- Waaaay better looking value editors for level values
- An installer! It should automatically check for .NET/XNA, and overwrite old installations
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Game Oven
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« Reply #97 on: January 18, 2012, 04:03:11 AM » |
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Hey Matt,
We are seriously considering to use Ogmo for our next iOS game - will it be available through air or as a mac app as well? What are your plans on this?
-Adriaan
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necromian
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« Reply #98 on: January 19, 2012, 02:27:19 PM » |
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Wow, this is pretty awesome. Good work!
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Alec S.
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« Reply #99 on: January 19, 2012, 02:31:15 PM » |
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The new installer isn't working. It says there are missing files.
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