Ogmo Editor

A grid-based level editor for 2D games, enabling tile and entity layout with exportable level data.

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About This Tool

Ogmo Editor provides a structured, grid-oriented workspace to design 2D game levels. It supports multiple layers, tile placement, and entity definitions, with robust import/export to a JSON-like schema compatible with Ogmo-style workflows. Conceptually, users map tiles to a tileset and place entities on a coordinate grid, producing a portable representation of the level. The tool is beneficial for level designers, technical artists, and engineers who need precise data control and engine-agnostic interchange. Core features include a grid workspace, layer management, tileset referencing, and JSON export. Advanced use includes creating presets for common tile sets, validating level boundaries, and exporting to multiple engine formats. The unique value lies in interoperability: clean separation between art assets and game logic, with strict data integrity checks to prevent runtime mismatches. Use cases include rapid prototyping of dungeon layouts, platformer stages, and puzzle rooms where tile placement and entity placement must align with engine import expectations.

How to Use

Provide inputs for level width, height, and tile size; define or import a tileset reference. Create layers (Tiles, Background, Entities) and place tiles and entities on the grid; adjust properties as needed. Validate coordinates and tile IDs, then export the level as JSON for engine integration. Importing existing Ogmo-like JSON is supported to continue editing. Copy or save the exported data for integration into the project.

How to use editor ogmo

Frequently Asked Questions

Find Quick Answers

What formats are exported?
Exports follow an Ogmo-like JSON schema containing width, height, tile_size, layers, and entities. It is designed for easy ingestion by 2D engines and can be adapted to other schemas with a simple post-processor.
Can I import existing Ogmo JSON?
Yes. The tool accepts Ogmo-like JSON and reconstructs the grid, layers, tiles, and entities for further editing.
Is data saved in the browser?
Data can be exported to a file or copied to the clipboard. Local persistence is limited to the current session unless you opt to export and re-import later; users should back up levels manually.
Can I manage multiple levels in one project?
The current workflow focuses on single-level export per file, but levels can be organized as separate exports. A multi-level workflow can be added by exporting individual levels and bundling them externally.

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