OGMO Editor Importer

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elGabe
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OGMO Editor Importer

Post by elGabe » Fri Nov 06, 2020 11:37 pm

Howdy!

I'm writing an importer to load levels from OGMO Editor into love2D and I decided I should also probably ask the community what sort of features people would want that I might've not anticipated. What I have right now is as simple as this:

Code: Select all

ogmo = require "ogmo"

function love.load()

	local map_texture = love.graphics.newImage(PATH_TO_IMAGE)

	map = ogmo.load(PATH_TO_JSON, map_texture)
	-- or
	map = ogmo.load(PATH_TO_JSON, PATH_TO_IMAGE)
	
end

function love.draw()

	map:draw()

end
I have collisions working, but that's done with my personal library. I thought about adding a map:collide(object, table_of_solids) kinda function but idk if people would actually care for that.

Please let me know if you'd like to use OGMO with love2d and if there are any features you'd like on an importer. I'm basically working on this for myself, but I'd love to make it available on GitHub!

Cheers!

- Gabe

Conifer
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Joined: Thu Oct 22, 2020 9:48 pm

Re: OGMO Editor Importer

Post by Conifer » Wed Nov 11, 2020 12:00 am

I love using OGMO and I can't wait to this to come out.
Would you also be able to spawn entities through the data?

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D0NM
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Re: OGMO Editor Importer

Post by D0NM » Fri Dec 18, 2020 7:11 pm

I loved OGMO so much... cool.
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