Only issue with this temporary fix is now OGMO will not let me open the map due to some intense sounding error that I would imagine is due to be removing most of the data from the .oel.
Let me know what you get Blake!
Only issue with this temporary fix is now OGMO will not let me open the map due to some intense sounding error that I would imagine is due to be removing most of the data from the .oel.
Let me know what you get Blake!
yeah keep the map you edit in a different file than the one in your game so you can put it in your games asset file and edit the -1s out there BUT youll still have the original that can be opened in ogmo. It makes me wonder if this is an ogmo problem. maybe he just patched it
No problem man! Also, sort of on the same topic, for adding water⌠would it be best to add it in OGMO as an entity? Since I would like my player to be able to enter the water, the water that I have currently is a spritemap because I have it looking like it is moving, and I currently change the players properties when he enters the water.
Or is this all doable if I were to have the water on its own tile layer? Can tile layers be animated and interacted with is what I am saying!
Hey guys! So after figuring out what I had to do with the negative ones to make my OGMO generated map appear correctly when I ran my game I had my grid and layer one loading properly. So I just tried adding some water using the same method, and this is the result. Is there a reason that OGMO seems to be getting the coordinates off when I bring the .oel into my game?
Does resolution possibly have something to do with it?
this map is 2560 x 720
Here is a screen shot of what I am dealing with! Also donât make fun of the art used it is either place holder art or stuff I did really fast! lol
Any thoughts or suggestions would greatly be appreciated! I finally have OGMO working properly and want to bang out some nice levels!
There are two ways to solve this.
-1
, handle it however you see fit.