World of Goo Level Editor

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Total downloads: 57,064
Latest version: 0.78 RC7
Release date: 11/06/2014 - 09:42
"World of Goo Level Editor (aka WooGLE) is a level editor for the great puzzle game World of Goo. With WooGLE you can create new levels or tweak existing ones. It also integrates with World of Goo, allowing you to test the level you are editing by a simple button click."
Picking up where (nitro)zark(92) left off...
Aiming to improve on his fine work, and rewrite bits that aren't quite so fine.
Intro, FAQ, Info and Reference Pages, Guides... and NOW a tutorial....
Notes for Linux users...
Changes / Improvements in v0.77
see version.txt for full details
New: Tabbed Windows with Dirty Status icons
New: Recent Levels List
New: Filter for Edit Level list.. All, Original Only, Custom Only
New: Show/Hide buttons for particles and labels
New: Update Resources button now also refreshes the image cache.
Added: pulse attribute on signposts
Added: tilecount attributes for scenelayer (require tilex/y to be true)
Added: Tree Refreshing on load and make goomod
Added: Cut, Copy, Paste, Delete... works with multiple selections
Change: Now loads animation names from files in anim folder
Change: ball xml files now transferred "unmolested" from .bin to goomod xml
Improved: Advice, Warnings and Critical errors better formatted
Improved: Resource file validation & CaSe correction (Windows only)
Notable / Major Improvements since v0.5
Made and Verified Linux and Mac Compatible
Goo Balls look like they should
New Selection routines. No more separate Select Mode and Move Mode
New Toolbars for adding objects and adding Goos
Import Images directly from files, no need to type the paths anymore
Strand Mode : To easily add strands between Goos
"One-Shot" Set Music and Set LoopSound buttons
Undo and Redo!
Paste now puts item at the Mouse Pointer
Orthogonal Moving and Aspect-Preserving Resizing
All visual elements can be moved, resized and rotated graphically.
Show / Hide buttons for Cameras, ForceFields, Graphics, Geometry and Goos
Handles TEXT resources for signs and labels, with multi-line text dialog.
Create .goomod files in one click (maybe 2)
Full recursive depandacy checking and optional inclusion in goomod files.
Includes all custom ball data (ball folders, xml files, images, sounds)
Automatically creates xsl files for custom particle effects and custom materials
Many error checks added to prevent WoG crashing when you run the level.
Bi-linear filtering added to all images (Much Improved Image Quality)
Allows Custom Pipe Types
IMPORTANT Info for Windows Users:
To play your levels directly from WoG Editor you need the WoG v1.3 patch.
Available here -> http://www.worldofgoo.com/dl2.php?lk=patch
Version | Platform | Release Date | Filename | Size | Downloads |
---|---|---|---|---|---|
0.78 RC7 | Windows | Thu, 11/06/2014 - 09:42 | WooGLE-0.78-rc7-setup.exe | 7.17 MB | 14,932 |
0.78 RC6 exe Full Installation | Windows | Thu, 01/24/2013 - 04:53 | WooGLE-0.78-rc6-setup.exe | 6.68 MB | 8,739 |
0.78 RC6 Source | All | Thu, 01/24/2013 - 04:52 | WooGLE-0.78-rc6-src.7z | 976.17 KB | 2,190 |
0.78 RC3 exe Full Installation | Windows | Sat, 09/25/2010 - 03:54 | WooGLE-0.78-rc3-setup.exe | 7.55 MB | 12,495 |
0.77 Final | Debian (.deb) | Sat, 09/18/2010 - 01:23 | WooGLE-0.77.deb | 922.72 KB | 2,586 |
0.77 Final exe Full Installation | Windows | Thu, 09/09/2010 - 10:17 | WooGLE-0.77-final-setup.exe | 7.5 MB | 5,710 |
0.77 Final All Platform Source | All | Thu, 09/09/2010 - 10:15 | WooGLE-077-final-src.zip | 973.23 KB | 1,969 |
0.75 Mac | Mac OS X | Mon, 07/19/2010 - 11:13 | woogle-075Mac-beta.zip | 16.29 MB | 2,148 |
0.78 RC5 exe Full Installation | Windows | Sat, 10/13/2012 - 14:14 | WooGLE-v0.78-rc5-setup.exe | 6.68 MB | 2,627 |
There are 8 current downloads. Show 1 archived download.
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Thu, 04/22/2010 - 10:38
@MOM4Evr
I'll look at making Strand mode aware of that. Cheers!
@Pavke
I think you are doing something wrong... but I can't find out what!?
I have tried this 6 different ways, some of them "wrong" and I can always get the lever image.
From the Resource Name .."_ORIGINAL.PNG" it looks like you might have the file called original.png.png (2x .png) but I tried that as well, and it was OK. It has shown me an error when you try to import a file called .PNG (CAPS) I'll fix that.. but otherwise I can't find that problem.
Thu, 04/22/2010 - 10:58
Strange, I did it now, right ofter reading your post, took the same steps. Really don't know what went wrong the first time.
minor bug, issue: when image names are to big you can't see last characters. ex: "IMAGE_SCENE_FLYINGMACHINE_...." It would be nice if you can make it so that whole name shows as the cursor moves to the right.
My Gooish profile | Videos on YouTube | My WOG Mods
Sat, 04/24/2010 - 09:35
No further problems reported so I've moved it out of Beta to "Final"
Also added a couple of extra things.
More "intelligence" in Strand Mode, so it knows about not putting strands between 2 anchors, and also knows which types of Goo can't have any strands.
And!!!
Goos now display the correct size and shape, and square Goos (like BlockHead and RectHead) can be drag-rotated.
Sat, 04/24/2010 - 12:00
I'm just revising my level and you really did a great job on the editor so far. Actually, I'm editing the XML by hand, but I'm using the editor for "visual reference".
A few thoughts:
This would also allow for much more comfortable editing of only one of the two values.
Sometimes it is pretty hard to exactly align elements, because of those thick borders overlapping.
That thin dashed line could then be dropped because it can be very hard to spot anyway.
Edit:
my gooey profile | my video channel | author of Hazardous Environment
Sat, 04/24/2010 - 15:59
soo...

you're saying that this is going stationary until:
bugs are reported
OR
You just want to get it done
My profile of awesomeness | Me on skype: pokelucas2000 | My drop | Me on...umm....I forgot

Sun, 04/25/2010 - 04:14
@thB
Nitrozark seems to have spent quite a lot of time and code to get the x,y values to be together... it won't been easy to "undo" that... but I'll take a look.
I agree with the thick borders thing, I'll see about thinner (or config)
The camera things are only meant as an approximate guide. It would get VERY messy if I tried to show what ALL the possible aspect ratios would look like. Oh.. and the wide border on the widescreen was just to indicate "This is the widescreen one".
@GooMaster
... I was only talking about v0.65, I'm not stopping.
Acctuuallly...
Although it might be a while till the next version, I'm pretty much done with the "Small Stuff".... the next thing on my list is a BIGGY and will take some time.
Sun, 04/25/2010 - 15:28
okay
P.S.: i can't figure out which box thingy does what(camera and POI's)
what do they do? 2 days of experimenting and faliure.....
please help
-GooMaster2000
My profile of awesomeness | Me on skype: pokelucas2000 | My drop | Me on...umm....I forgot

Mon, 04/26/2010 - 03:58
Re: Camera and POI's
Each rectangle represents a POI = Camera Position / KeyFrame in the opening "show you around the level" animation. When you select a POI rectangle it will highlight the associated POI item in the Level Tree.
Blue(ish) ones are for the "normal" aspect camera, green (ish) are for the "widescreen" camera. They each show which part of the screen will be visible.
You can move them around, and they will change size if you change the "zoom" property of the POI. (NB: BIGGER ZOOM means SMALLER RECTANGLE because you will see less of the screen).
At the moment the "camera" just shows as a thin black line which joins the centres of all the POI's. This shows you the sequence of the POI's and the path of the camera.
The LAST POI in the list is where the camera will start at the beginning of the level, AND.. (Importantly).. what the ZOOM will be during play.
I will be adding another "End Camera" rectangle at some point, and I'm looking into allowing resizing of the rectangles to set the zoom more easily.
Mon, 04/26/2010 - 09:30
Version 0.6.5 (beta):
Minor problem: When a pipe is first added to a level, it has the "x" over it (indicating that it has a problem: it has to have vertices to work, of course). In WOG Editor 0.5, when you added vertices to it and made sure the vertices had real pos's, WOG Editor recognized that the problem was gone, and the "x" disappeared. Problem is, now when you add vertices, it still thinks there's a problem and the game can't be played without exiting WOG Editor and reentering.
BIG BUG: Resources added in with the "Import Resources" button have \ in their pathnames, not / like they should! Windows will pass pathnames with backslashes by default; make sure that whatever it is you call to change everything to forward slashes gets called when you import resources with the "Import Resources" button.
Aside from this, the only problems I had were my own fault (making minx 400 instead of -400 like I meant to, it's actually a pretty cool bug in WOG when you do that.
). I didn't have any other troubles. Keep up the great work, and as you would say, cheers!
IRC | Chapter Tutorial | Reference Guide
Mon, 04/26/2010 - 10:31
Re: BIG BUG
Ooops, forgot about that... all that work making it validate / correct the manual input and I forgot about the "easy" way... Thanks for pointing it out!
Re: Pipe / Vertex Problem
I can see what you're saying... and I know what the problem is...
What's "funny" is...
it only worked in 0.5 because of another BUG .. which I've already fixed!
In 0.5, the vertex pos defaulted to an invalid value. ( 0 )
When you put in a correct position it fixed that "issue", and it passes an "issue fixed" message up to the parent items.. vertex -> pipe -> level.
Because I've "fixed" the default value problem, so the pos is now a VALID value 0,0 ... an "issue" doesn't get fixed when you change it, so the "issue fixed" message never happens and the parent elements remain with X's
Will look into it....
However.. in the meantime... you don't need to save, close and reopen to get rid of the x's... If you change any of the properties of the pipe itself (id,depth,type) or even just edit one and press enter.. it gets rid of the x's
Tue, 04/27/2010 - 08:39
WOW!
You continue to extremely impress me. Version 0.6.6 looks even more spectacular!
Good idea on the show/hide stuff. I was going to comment on there being too much stuff all showing at once in a level, but you beat me to it!
Great going, man!
IRC | Chapter Tutorial | Reference Guide
Tue, 04/27/2010 - 09:01
New features are awesome!!
level making was relatively easy before but now it's super easy and lightning fast!!
My Gooish profile | Videos on YouTube | My WOG Mods
Thu, 04/29/2010 - 08:47
Version 0.6.6:
Wowee! Seriously, it's amazing how short of a time it has taken you to turn a level editor with a pathetic GUI into a full-fledged editing tool. I have absolutely no complaints about this version (I would really have to rack my brain to think of any!), only a couple of really really LONG-term goals:
-Ideally, there should be preferences for how WOG Editor works. Different people work differently, and some may like to set some option to the way it used to be (drag some object around without clicking on it first; some people may want to save on mouse clicks that way). I have no idea how easy this would be to do in Python.
-Ideally, the add-goo side panel should be customizable. Different people use different Goo Balls (I happen to not use RectHead a whole lot, and use Anchors more), and to be able to set what add-goo buttons you want on the side would be a nice luxury. (Of course, if WOG Editor auto-recognized custom ball types, that would be great, too!) Once again, I have no clue how easy or hard this would be to do in Python.
Of course, these are really long-term goals (Like, WOG Editor 2.5+ kinda deal), but in the meanwhile,
!!!!!! I love your work on this program! Great job!!! Every new version makes creating levels so much easier and faster!
By the way, congrats on being a moderator now!
IRC | Chapter Tutorial | Reference Guide
Thu, 04/29/2010 - 15:13
he'z a mod??????? KOOL!!!!! THIS DESERVES A CELEBRATION!!!!!!!
My profile of awesomeness | Me on skype: pokelucas2000 | My drop | Me on...umm....I forgot

Thu, 04/29/2010 - 18:46
@MOM4Evr
The custom balls thing is on the "Wish List"... should be possible, the complicated bit is automatically generating a "decent" image of the goos. But I'm looking at it.
Re: The moving thing... I'm not sure that going back to the old way is the best way "forward"...
Am I right in thinking it's mainly when you're adding a "shed-load" of goos that the old way was easier to distribute them about. I'm looking at "other ways" to make that easier.
@Both / All

Re: The mod thing... Cheers guys
All I actually needed / wanted was to edit a couple of info pages to make a tutorial for the new WoG Editor.
I'm not sure that I'm strictly a "moderator"... but I have noticed a lot more "delete" buttons around...
Thu, 04/29/2010 - 19:06
To the last thing you just said, LOL
I'm going to have a lot of trouble just to make the new level editor better than yours. Why do you have to do such a good job!?!?
Frankly, I think you've done a lot of good here and kudos on becoming a mod. The first time I saw your posts on this site, I thought you were one already, but then I saw no "contributor" badge. It suits you.
Fri, 04/30/2010 - 03:20
@Dab
I'm glad you are mod, you don't need me now for your WoG Editor tutorial
besides those delete buttons you can also check this:
Secret Adminy URL hidden! by DaB - just to see if I could
it has some cool stuff
My Gooish profile | Videos on YouTube | My WOG Mods
Fri, 04/30/2010 - 06:34
Goomod button!!! Awesome!
How the hell you know how to do this!?! 
Couple of suggestions:
Instead of saving it to folder level, maybe it's better if the editor asks where to save it (default starting at level folders)
In addin description tab... if it's possible could you make the description box bigger, a lot bigger. It really messy if the description is big and it all in one line
Other then that. 0.67 is cool as f***
Making levels is so easy and fast now, maybe we could make a competition! How's the fastest level maker!
My Gooish profile | Videos on YouTube | My WOG Mods
Fri, 04/30/2010 - 17:06
It's not that difficult... I've made one goomod myself by hand and debugged a couple more for other people. It wasn't that hard to tell WoG Editor how to do the same!
Asking where to save... should be easy enough... right now I'm thinking either "Ask every time" or maybe have a "Set goomod folder" (like setting WoG Dir)... not sure which would be better... Hmm.

Addin Description.. yes should be bigger (much bigger), but I've been looking and it doesn't seem easy to change.
In fact it looks mind-blowingly complicated!
For now... try editing in Notepad and Copy/Paste in... or edit {levelname}.addin.xml by hand, reload WogEdit and hit the "make goomod" button... or just have a nice short description?
Fri, 04/30/2010 - 18:18
When I Try to turn a rectangle or a circle into an image(turning it purple), I can't move it anymore and It won't do anything when I try to edit it AND when I close wog editor after I try to edit the rectangle/circle and go back on it and go to my level, the level won't show up! Instead, It would just show everything that makes up the level on the list! PLEASE FIX THIS PROBLEM!
Fri, 04/30/2010 - 18:30
Durr....I think you just explained me my goo-nation problem (but with this, in full detail!)
My theory is, that when you add an image to a rectangle (or any shape for that matter), the level may not recognize it (because it should be a scenelayer, not a rectangle image), and not be able to load the image! (only in theory, though...)
So durr, use SCENELAYER (the "add scenelayer" button), NOT "image" within the rectangle. THANK YOU DURR!
So, do you think you could remove this, DaB? (The best level Editor known to man shouldn't have easy-to-bug buttons!
)
InfernoFans | Chest full of porkchops
Fri, 04/30/2010 - 19:14
@durr
Yup.. this is one of the few areas where zark's original code design is "poor".
I am looking to rewrite it, but it's a big job.
I have found the bug that means the level won't reload... will be fixed in the next release.
Until then... you can avoid the bug by...
As soon as you have assigned the image to the rectangle, also enter 0 for the imagerot. This will get you around the reload problem.
As to moving... you should be able to drag the rectangle around OK, the image will seem to move with it, but then will snap back to it's original position when you release the mouse.
I reckon the best way to do this is...
Add the rectangle, drag it into position... add the image, set the imagerot then copy the rectangle's center property and paste it into the imagepos. This will move the image to the rectangle.
As James nearly said....
There are only a few situations where you NEED to include an image with a rectangle... mainly explode-able walls and moving geometry (like the "gates" in Flying Machine)
If what you want is "static", just a cliff or a simple wall, add a SceneLayer for the graphic and a separate rectangle to make it solid. This is how it was done in all the original WoG levels.
@James... Goo-Nation problem?
Fri, 04/30/2010 - 20:03
DaB, Well, I guess I didn't know adding pics to shapes was actually possible
And for the goo-nation problem...
One time I could not load a certain level (this level was the one Enchanter had explained how to build in his "WoG editor tutorial", which had worked alright) without the level only listing what I put in it, not the entire level screen. (say, can you fix something like this by deleting the shape and all of it's contents in the .xml?) I thought my level was a goner, so I went to goofans, and told Enchanter the problems I had. Only thing he couldn't answer was this problem, which has not been answered till this very moment. DOH! ^^' Well, I guess that means I may have to re-build any levels I just-so-happened-to-lose trying to do this...
but at least we have an awesome new editor! 
InfernoFans | Chest full of porkchops
Fri, 04/30/2010 - 21:03
I want to add an image to the rectangle/circle because I want to have spinning wheels on my first level (that I might make) like the ones in The third Wheel and the robot head from You Have To Explode The Head and I can't have spinning wheels without the image to go with the animation.
Fri, 04/30/2010 - 22:12
you could do it like third wheel but...
the images also have the ability to rotate!!!! (surprise, surprise)
so if you set the rotation of the wheel and the image the same, you should be fine
Sat, 05/01/2010 - 02:24
@James Re: XML
Sure! If you decrypt them, find the "offending" element... you could delete the whole thing, or remove the image attribute, or add imagerot="0" to it.. should make it loadable again.
Or.. wait for the next release.. which will sort out the no-reload problem.
@Grant
That's a good idea! but there will be issues... rotating geometry is affected by "stuff".. when a wheel is lifting goos it goes slower. But the image-only wheel wouldn't be affected in this way, so it'd look a bit weird.
@durr
It's all perfectly do-able! Nothing (much) stopping you! You just have to fill in the imagepos, imagerot, imagescale fields by hand in the property pane.
Sat, 05/01/2010 - 03:14
Made a level,it's very easy now.Where does it export goomods?
Crazeh man!
Sat, 05/01/2010 - 03:31
It creates a folder called goomod inside the level folder.
res/levels/{levelname}/goomod
It puts all the necessary files, and the goomod file in there.
Sat, 05/01/2010 - 10:48
WOW! DaB, you really really continue to amaze me. I wish I wasn't home on dialup right now, or I could download the new version!
A couple picky points for 0.6.6:
*Default traveltime on poi's should be 1.2 or something, not 0
*Default zoom for newly added widescreen camera poi's should be 1.273, not 1
*Long term goal: theexit should be incorporated into the first pipe vertex. Moving the vertex should move the exit, and vice versa.
Anyway, THIS PROGRAM ROCKS NOW!
IRC | Chapter Tutorial | Reference Guide
Sat, 05/01/2010 - 11:55
I strongly disagree about your suggestion of a new default zoom level for widescreen camera POIs. Two reasons (that are associated with each other):
- it is WIDEscreen, that means your field of view is supposed to be actually wider than on a normal monitor
- the widescreen zoom level of 1.273 used by 2D Boy eliminates exactly this feature by not allowing the fov to be larger than that of a normal monitor and actually cutting off top and bottom of the image; vertically you see a lot less than on a normal monitor which even affects gameplay negatively when you have to be able to quickly move vertically
So, please (Daft as Brush) leave the default at 1 and please (everyone) use the same zoom level for both normal and widescreen camera POIs.
Oh, and please at least copy your "normal" POIs to "widescreen" before goomod packaging in case you haven't taken care of widescreen POIs before. It happens often that a level has a well-defined camera movement (or even starting position) for normal, but not for widescreen.
my gooey profile | my video channel | author of Hazardous Environment
Sat, 05/01/2010 - 20:00
DaB, to add to the ever increasing list of requests here are mine
first, a minor bug
the xy coordinates in the bottom corner dont show the live results when in the normal mode. they only update when you zoom in or out
second,
would it be possible to make a feature that allowed the scene/level/resources to be edited in xml. currently, i must use gootool to decrypt the .bin, change it and encrypt it back. i only need it for small changes and it is a nuisance to use gootool all the time
Sun, 05/02/2010 - 14:16
Hey Guys... thanks for the suggestions...
@MOM4Evr
I'm with thB on the Poi's... I'm playing in true 16:9 now, plus it'd be very hard to change the code to do that.
traveltime should be OK
pipe - the new auto-pipe kinda sorts that out.
@Grant Re: XML
Hmm.. seems a bit pointless, and a lot of work, for me to produce a "decent" xml editor... inside WoGEditor
That said...
I think I can make a couple of tweaks to the wogfile util, which would allow Windows Shell Integration, so you could have Encrypt / Decrypt options when you right clicked a bin / xml file.
Also why are you editing them by hand anyway? Is there something you can't do in WoG Editor?
Sun, 05/02/2010 - 14:25
i dont want you to write a decent xml editor (youve already done more than enough
)
it would just help to have access to the xml in text format
all i really want to do is copy the text to notepad++, edit it there and then paste it back. this wouldnt require a fancy editor, just a simple text field would suffice
but if you think it is too hard than forget it, ill just go back to using gootool
about what i edit, there have been several instances where wog editor wont let me do something like removing a static tag on a rectangle in a composite geom
Sun, 05/02/2010 - 16:31
Here is an idea: How about a GooEditor inside WoGEditor? Let's say, when you click on the goo - options on the right open asking about number of strands, size, detachable?, autoattach?, burn?, images used for parts.....
This will be one major update feature! I was gonna say it will probably be hard but seeing what you did so far I'm expecting this to be done by end of day
I thought of one more major idea but I can't remember it now, I'll post as soon as it gets to me
My Gooish profile | Videos on YouTube | My WOG Mods
Mon, 05/03/2010 - 02:22
Hey DaB I've been offline for like 2 weeks due to damn internet caps D: but now that
I've come back.. THIS IS INCREDIBLE dude you have made such a cool program I can finally do so many of the thing I have been quietly whispering to my self about in class (yeah im a bit weird... so what?) so thank you heaps dude I can't wait to mod the living S*** out of World of Goo and im sure 2D Boy would be proud
Mon, 05/03/2010 - 04:48
@Grant
Ahh.. I understand now.
Getting the XML out is easy, putting it back will be harder.. it'll need completely revalidating and parsing back into the internal structures... but I'll put it on the Wish list.
Another question though...
Why are you removing static tags from things inside compgeom? They don't cause any problems.. so why bother?
Are there other things like this that do cause trouble?
Let me know what they are and I'll see if I can fix them in WoG Editor.
@Pavke... nearly finished....

Mon, 05/03/2010 - 06:54
@Pavke... nearly finished...
Really? Or you are just messing with me

One small idea that I remembered: The window that show the level you are currently editing, when you maximize it there is no button to restore it to previous size. And it stays maximized until you exit the editor. It would be nice if the window bar stays visible when maximized.
I think I found a bug. When you exit any level(not editor) after editing without saving, the level won't open next time you try editing it.
My Gooish profile | Videos on YouTube | My WOG Mods
Mon, 05/03/2010 - 08:55
Just messing
It's a goo-d idea, but it'd be a big job... and thinking about it... it might be easier to make a whole new Editor app, rather than trying to "cram" a ball editor in on top of the existing level-editing framework.
Re: Maximizing...
On my system, when you maximize a level window the size buttons appear just below the Main Window size buttons (on the right just above the Scene,Level.. tabs).
Are you saying they don't appear on yours, or have you just not noticed them?
Re-open bug:
Yeah..looks like it's only when you've made a change, then saved, then close, then try to open again... it's kicking out some error text, so I should be able to find the problem.
Mon, 05/03/2010 - 09:28
thB: Looks like I hit a nerve.
Anyway, very good points, I'll keep this in mind when designing levels in the future. Sorry. Forget the suggestion.
IRC | Chapter Tutorial | Reference Guide
Mon, 05/03/2010 - 09:29
Re: BallEditor
I was just thinking the same thing. Was waiting for your replay to tell you that.
would like to try making it myself if that's OK with you,
Re: Maximizing

Even though am using WoG Editor since it came out I didn't noticed those win buttons till now...
Re: reopen bug
It looks like it doesn't matter if it's saved or not. Editor won't reopen the level if any change was made and then closed. I'll keep you posted if I find anything more.
My Gooish profile | Videos on YouTube | My WOG Mods
Mon, 05/03/2010 - 14:56
Great new features and improvements, Daft as Brush.
Still just encountered a bug in 0.68 (dunno if it's been there before):
Create a new level "testtesttest", add an auto pipe, close and discard changes. Then create a new level "testtesttest" and you get an error that the level already exists. The problem is that, regardless of not saving anything, the directory is created. Please don't create empty level dirs.
Edit: Ok, this still happens after I delete the dir.
my gooey profile | my video channel | author of Hazardous Environment
Mon, 05/03/2010 - 15:06
But then... you did tell it to create a new level, so you can't really complain that it did! Can you?
If you close/reopen Wog Editor and try to create "testtesttest" again... it will let you! with/without you deleting the dir.
Mon, 05/03/2010 - 15:09
Dab, another suggestions for that mountain of a to-do list of yours
:
Do you think that you could make camera poi's like rectangles? (where you could edit it's size)
and...
Do you think you can make camera poi options? (with stuff like "fixed camera" or "travel with certain goo structure" or something like that?)
InfernoFans | Chest full of porkchops
Mon, 05/03/2010 - 15:14
Sure, I know. Just wanted to let you know that there's something "wrong" or at least not as it should be. I have no problem with restarting the program. I am a developer myself, you know.
That would be an incredibly awesome feature. But I'm afraid it'd be very hard or impossible to implement. You'd basically have to rebuild WoG's entire physics engine in the editor...
my gooey profile | my video channel | author of Hazardous Environment
Mon, 05/03/2010 - 15:22
hey Dab, the decrypt function isnt working but the encrypt is
so i spent some time and created my own function for the .bin file and it works great! Now i have complete control over my levels MUHAHAHAHAHA
!
Mon, 05/03/2010 - 15:36
Hmm.. Working fine here... might have an idea about what's different on your system, will look at it...
Out of interest...
When you say "doesn't work"...
What does it / doesn't it do? (and don't say "work!")
What did you do to get it to work?
Mon, 05/03/2010 - 15:39
Mh, strange... Did you change the default zoom for widescreen to 1.273? Because that's the value after I create a new level.
my gooey profile | my video channel | author of Hazardous Environment
Mon, 05/03/2010 - 15:48
Nope, again that's always been like that!
When you create a new level the End Camera and Poi for widescreen have a zoom of 1.273 (comes from an xml template in the code)
When you add a new Poi .. it always has a default zoom of 1
Mon, 05/03/2010 - 16:16
small bug report: resizing forcefields doesn't work properly. When you palace a forcefield is starts very small, when you move the hinges by just a little it suddenly becomes very large...
My Gooish profile | Videos on YouTube | My WOG Mods
Mon, 05/03/2010 - 16:21
100th post!
DaB, the bin file just doesnt have the option to decrypt it. i guess it never got installed. it just says "open with..." and thats it. but i copied the command from the xml to the bin and made it decrypt so it works on my computer now.