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 Post subject: OGMO File Importer
PostPosted: 2017/01/25, 19:08 
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Ok, I concede. It's a fairly obscure level editor, but has plenty of useful features, and besides, it might be of some use for someone out there.

It is a (at first) weird tool to get the hang of, but one 'gets it' relatively fast.

At the moment, this plugin imports directly both files OGMO saves (projects files and level files).

From project files, it grabs directly the tilesets and creates all resources (maybe a couple more than needed).
From the level files, after setting up the tile index of the invisible tile (because there's no "empty tile" in Duality), and assigning the project, you get your level, complete with layers, all setup for your devious plans.

Gfycat Video - Click to Play. [Source]


I wish to work on it a bit more, but if there's a brave soul out there that wants to try it:
https://dl.dropboxusercontent.com/u/600 ... lugins.rar

Also, the Object Inspector is WAY too verbose, so I need to hide some properties, and I want to add some Advisor Text to make it a bit simpler to pickup and run.

Project Github hereif you want to look at it. Needs a bit of a clean up, I know.

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 Post subject: Re: OGMO File Importer
PostPosted: 2017/01/26, 19:57 
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Gfycat Video - Click to Play. [Source]


Some under the hood work today. I managed to make a decent level of sorts, going all out with a spritesheet.

I should improve the asset management, maybe creating a folder structure to tuck away the tilesets, project and level files, and entities (these will come soon, promise).

I did a fair bit of Inspector cleanup, removing most 'unnecessary' fields from sight.

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 Post subject: Re: OGMO File Importer
PostPosted: 2017/01/26, 20:26 
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Huh. Honestly, I have no idea what exactly this OGMO editor is, but this looks quite neat workflow-wise. Always great to see importers for third-party tools too :1+:

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 Post subject: Re: OGMO File Importer
PostPosted: 2017/01/27, 00:11 
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OGMO is a Tiled alternative, basically.

Less known, but has some cool features that make it stand out.

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 Post subject: Re: OGMO File Importer
PostPosted: 2017/01/27, 19:35 
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Well, I added support for entities. At the moment, only entities with existing images are imported, because if one uses the default rectangle option, DualityIcon gets loaded.

Got to get around to create a resource in memory and stuff.

So, now, one can quite simply create a full level in OGMO, and import it into Duality.

When I get around to release this (soon) I shall make a game, considering I get a spritesheet and character(s) to match and make a full game. :)

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 Post subject: Re: OGMO File Importer
PostPosted: 2017/01/31, 23:10 
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Joined: 2016/06/30, 03:38
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Never heard of OGMO but it does look nice, with this I might start using it


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 Post subject: Re: OGMO File Importer
PostPosted: 2017/02/01, 15:09 
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Well, yes, it is rather obscure. I did this mainly as an exercise, and consider it mostly finished. It does what is (mostly) required. Unless someone really needs any of those more "different" options, I don't think I'll put more work on it.

It works with the default options, as I believe most people would use them, and I believe they are enough.

As it is, I don't think it will get many users besides me. :)

I am quite proud I got this far and made something that is actually usefull, and set up a github for it. :D.

I'll make a game one of these days and put it to the test, if all goes according to plan, I'll kick it on Nuget and leave it there.

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