Well, it’s been a busy few days.
Last Friday I was browsing the TIGSource forums when I came across an announcement by Matt Thorson. You may not know him if you don’t purview the indie scene outside of XBLIG, but he’s responsible for games like Jumper, Runman: Race Around the World, and Broken Cave Robot to name a few. Anyway, he was pimping a brand new multi-platform (based on Adobe AIR) indie game editor he released named Ogmo Editor. The editor, what the name means, and everything you’d want to know about the editor are available at the website.
Suffice it to say, I was rather ecstatic about the whole deal as I had spent the past few days before that working on the bare bones of my OWN editor project for my game-in-progress, You Are The Castle. After downloading and giving it a go, I was convinced that Matt just saved me a whole lot of time.
I spent the next 3 days consuming his XML format for both project and level files, and ultimately writing a set of content pipeline extensions and a library to handle all of the data. So, that’s where I am now. The library is done, the pipeline extensions are done, and I have a simple (yet hacky! Don’t USE the code, just look!) platformer demonstrating how to load the files, and some ways in which you can consume the resulting data.
You can find the source and binaries over at its home on Codeplex here.
I heavily encourage you to check out Matt’s editor and OgmoXNA as I think you’ll be rather pleased. I also encourage comments, suggestions, bug reports, and code improvements over at the Codeplex project. If you feel like joining in and helping me improve on and maintain it then please drop me a comment here or start a discussion over at the project.
Enjoy!
2 Comments
Hey thanks for sharing this! I just spent some time this weekend integrating Ogmo into my own project but your implementation looks much better, and it’s great to have a concrete example of building a pipeline extension.
No problem, glad I could help. :) Let me know if anything could use improving.
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