## OGMO Editor Importer

elGabe
Prole
Posts: 1
Joined: Sun Mar 22, 2020 11:11 pm
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### OGMO Editor Importer

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"

local map_texture = love.graphics.newImage(PATH_TO_IMAGE)

-- or

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
Prole
Posts: 4
Joined: Thu Oct 22, 2020 9:48 pm

### Re: OGMO Editor Importer

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?

D0NM
Party member
Posts: 245
Joined: Mon Feb 08, 2016 10:35 am