OGMO Editor 3

OGMO Editor 3 is a tile-based level editor for 2D games, enabling designers to create, organize, and export level layouts and entity data efficiently.

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About This Tool

OGMO Editor 3 provides a domain-focused framework for constructing 2D game levels through a grid-based tile system and layered entities. It supports multiple tile layers, entity definitions, and property dictionaries to model gameplay regions, spawn points, and collision data. The core logic maps grid coordinates to tiles and entities, producing a serializable project representation. Users define tilesets, configure layers, and assign properties for runtime behavior. The tool emphasizes deterministic exports to JSON that engines can ingest, enabling repeatable test builds and rapid iteration. Beneficiaries include level designers, tooling engineers, and game teams seeking a repeatable pipeline from concept to runtime. Unique value lies in a compact, engine-agnostic data model, strict coordinate handling, and explicit entity metadata that minimizes post-export translation. Core features include layered tile editing, entity placement, property dictionaries, export presets, and validation checks. The produced data supports collision maps, spawn logic, and area triggers, allowing teams to validate layouts offline. Use cases range from prototype maps to production-ready levels, with versioned exports for branching workflows.
This tool focuses on data correctness and interoperability, not rendering or in-editor gameplay. It targets developers seeking predictable serialization, robust validation, and a lightweight pipeline to export OGMO-compatible layouts or generic JSON as input to game engines. The feature set is designed to be engine-agnostic, facilitating porting and automation in build systems and CI pipelines.

How to Use

  1. Provide project inputs: grid size, tile palettes, and layer definitions.
  2. Add tiles and entities per layer with coordinates and properties.
  3. Validate data consistency and adjust references to assets.
  4. Choose export format and run export to JSON or project bundles.
  5. Import the resulting data into your game engine and iterate as needed.
How to use ogmo editor 3

Frequently Asked Questions

Find Quick Answers

What data formats are exported?
Exports include JSON level data suitable for direct ingestion by engines, with optional per-layer files and a project manifest. The format preserves tile indices, entity IDs, and properties for reliable runtime loading.
Can I reuse assets between levels?
Yes. The tool references shared tile palettes and entity definitions, enabling consistent asset usage across multiple levels and projects, reducing duplication and errors.
Is versioning supported?
Versioned exports enable tracking changes over time, supporting rollbacks and branching in production pipelines. Each export can include a simple changelog or tag.
Does it integrate with engines natively?
The export is designed to be engine-agnostic, producing JSON that commonly matches input schemas for Unity, Godot, or custom runtimes, with straightforward mapping to levels, tiles, and entities.

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