Ogmo Editor is a general-purpose 2D visual level editor for independant game developers. It's an Adobe® AIR™ application and it is cross-platform, running on Windows, OS X and Linux.

What does "Ogmo" stand for?

Nothing! Ogmo is a character from a game I made. My development process is very level design-centric, and it's really hard to make good levels without a visual editor. I found that a huge barrier to me getting projects started was the fact that I'd have to build an editor just for that project. Ogmo Editor was born out of a desire for a flexible, reusable 2D editor!

Here's How It Works

After deciding to use Ogmo Editor for a game, the first step is to write up a "project file" for that game. A project file is just an XML file defining all the tilesets, objects, layers and settings for a project. Once you've got that done, you open it in the editor and you're good to go - you can start creating, editing, saving and re-opening levels. If you need to, you can add new tilesets and objects to your project along the way and all your old levels remain compatible, so you aren't required to define every asset you'll eventually use right away.

Getting Your Levels Into Your Game

Exported levels are just XML files, and the format is largely defined by you in the project file. Ogmo Editor was designed with Flash in mind, but most modern programming languages have robust XML support. If you're lost, check out the tutorials section - there might be an article on using Ogmo Editor with your language or library of choice.

It's Donationware!

This program is for hobbyist or independent developers only. If you profit from a game you made with the help of Ogmo Editor I ask for a donation in return, otherwise it is optional. Please donate whatever the application was worth to you. Donations help support future development!

SITE CONTENT AND DESIGN © 2010 MATT THORSON
OGMO EDITOR LOGO © 2010 CHEVY RAY JOHNSTON
A PRODUCT OF MATT MAKES GAMES