World of Goo Level Editor

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Total downloads: 57,409
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 | 15,052 |
0.78 RC6 exe Full Installation | Windows | Thu, 01/24/2013 - 04:53 | WooGLE-0.78-rc6-setup.exe | 6.68 MB | 8,763 |
0.78 RC6 Source | All | Thu, 01/24/2013 - 04:52 | WooGLE-0.78-rc6-src.7z | 976.17 KB | 2,217 |
0.78 RC3 exe Full Installation | Windows | Sat, 09/25/2010 - 03:54 | WooGLE-0.78-rc3-setup.exe | 7.55 MB | 12,512 |
0.77 Final | Debian (.deb) | Sat, 09/18/2010 - 01:23 | WooGLE-0.77.deb | 922.72 KB | 2,675 |
0.77 Final exe Full Installation | Windows | Thu, 09/09/2010 - 10:17 | WooGLE-0.77-final-setup.exe | 7.5 MB | 5,732 |
0.77 Final All Platform Source | All | Thu, 09/09/2010 - 10:15 | WooGLE-077-final-src.zip | 973.23 KB | 1,986 |
0.75 Mac | Mac OS X | Mon, 07/19/2010 - 11:13 | woogle-075Mac-beta.zip | 16.29 MB | 2,159 |
0.78 RC5 exe Full Installation | Windows | Sat, 10/13/2012 - 14:14 | WooGLE-v0.78-rc5-setup.exe | 6.68 MB | 2,645 |
There are 8 current downloads. Show 1 archived download.
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Fri, 05/14/2010 - 14:54
You think you could get .gif images to work?
Actually I was answering the question from his last post...
As to your question...
I assume you're talking about animated gifs.... If so, No.
WoG wouldn't handle them... and why would it? ... so there's no point WoG Editor doing anything with them.
There are other animations beyond "rot_1fps".. some of them might be useful for something.
I've used "blink" in my latest level.
I've got all the vaguely useful ones on video, I'm going to include that on an info page at some point, so folk can see what's available.
Fri, 05/14/2010 - 15:11
And while I'm at it....
@Grant / Pavke
I think we could change the name to just "WoG Editor", but we'd have to rename / remove the old version to avoid confusion... what do you reckon?
@Goosweek: Cheers - Fixed
@MOM4Evr
There's an "issue" with the UserChoice thing on Vista and Win7
Once you've set it... you can't UNSET it via Control Panel or anything else.
You have to edit the registry key directly.
I found some pages searching google for "Vista Remove UserChoice"... I recommend you do the same.
For me it works. If I set a Default Program on either .bin or .xml the WoG En/Decrypt functions disappear. If I edit the registry and remove the UserChoice key.. they come back.
wogfile.exe now supports a number of options on the command-line... I should probably document them somewhere.
Fri, 05/14/2010 - 15:23
Dab, about the name, i really think it should be changed. i honestly doubt that any one who knows about your improved version still uses the old version. the old one is probably not going to be updated by nitrozark92 so it should be fine to take over the name rather than labeling this as a separate program.
and even if it does overwrite the old version, your doing them a favor, right?
Fri, 05/14/2010 - 15:41
Actually I was talking about the page names in goofans.
I'm not worried about exactly what name shows on the icon on someone's desktop.
Fri, 05/14/2010 - 19:38
could you add some kind of scroll or word wrap so that it is possible to view the sign post text and the really long resource items.
Sat, 05/15/2010 - 02:45
I'm Trying!
I had a go when Pavke mentioned it on Addin Descriptions..
Had another go once I'd added the new Text Resource stuff..
Both times it did "work" (you got a multi-line scrollable box for the text)...
So I took it out.
but it was really unstable and crashed python rather frequently,
Sadly, the help for PyQt in this area is really "unhelpful", and the link to the sample doesn't work... but I'll take another crack at it at some point.
Re: Resource names...
Have been thinking about shortening all the "default" names of imported files.
There's really no need for all the IMAGE_SCENE_ or LEVEL_IMAGE_ bits.
I think FOLDERNAME_FILENAME should be plenty.
I'll probably keep SOUND_ for sounds since you should only ever have 1 or 2 anyway.
Sat, 05/15/2010 - 13:31
I think it would be cool if you could also create costomized gooballs.
Check out my SoundCloud, MomoSoundWaves
Sat, 05/15/2010 - 14:32
I think the same.
<Dream IsNotTheIdea="true">
But real Goo Ball Editor should be independent program, with function of showing different animations, defining all known parameters of ball...
And it will be probably... more difficult to design and create than level editor (WoG Edit.).
</Dream>
Author of Platforms of Goo and 64 levels for World of Goo .
Sun, 05/16/2010 - 16:07
would you please make the linerforcefield rotate to change the direction of the gravity in the next version? it would make things alot easier.
EDIT: WHOOPS! I just noticed that it WAS rotateable! SORRY
Wed, 05/19/2010 - 17:04
I tried playing a level that came BEFORE WoG Editor 7.1, and it said my rectangle didn't have static/mass. It DID have them, but I just opened it in a new editor, and now it doesn't think it does even though static=true, mass=100, and material is rock. HELP!!!
InfernoFans | Chest full of porkchops
Wed, 05/19/2010 - 17:12
Best thing to do...
ZIP the .bin files for that level... upload them somewhere and post back with a link... I'll take a look!
Also.. quote exactly what the message box says when it shows you the "problem".
Wed, 05/19/2010 - 17:28
i have an idea! how about you add multiselect on right click to select and move. that way we wouldn't have to select 1 thing at a time.
Wed, 05/19/2010 - 19:04
Where are updates from v0.60 to v0.70?
My Gooish profile | Videos on YouTube | My WOG Mods
Wed, 05/19/2010 - 19:44
If you've got 0.65 or lower, you need the full installer.
If you've got 0.66 or higher, you can use the patch because that's when it changed to a proper install into {Program Files}\... and not just a .zip file you could put any place you liked.
Thu, 05/20/2010 - 00:34
You don't have to give a mass to static geometries,James,but it should still work.
I'm looking forward to seeing that first level!
Check out my SoundCloud, MomoSoundWaves
Thu, 05/20/2010 - 14:15
I tried to open my sandbox with WoG editor but it won't.
And it would be really cool to be able to add a "balls" file directly into my level's "goomod" file.
Check out my SoundCloud, MomoSoundWaves
Thu, 05/20/2010 - 14:25
If it's a proper "Sandbox" level with new balls / dispensers.. the problem is likely that one of the goo types is missing from your balls folder.
Start WoG Editor.. try to open the level.
Then look at the console window (the black window behind the main screen)
If there's any text in there, copy it and post it here.
I found a problem this morning trying to open inwog's new level... the next version of WoG Editor will load levels with "missing balls" and highlight the problem ones.
Fri, 05/21/2010 - 00:10
I compiled all my gooballs in my wog editor directory and it still doesn't work.
Check out my SoundCloud, MomoSoundWaves
Fri, 05/21/2010 - 03:40
I just downloaded your Sandbox level, and when I open it in WoG Editor....
v0.71 shows this in the console window.
In v0.72 (pre-release) it says Unknown BallType: lemon
I think this could be your problem.
Sat, 05/22/2010 - 13:11
Would it be possible that error messages like this could show up with out stopping wog editor from freaking out? It didn't do that in the older versions!
I tried to make another level called Lemon-aid: same problem!
I made a LemonMom, but as soon as it burst wog crashed! Please help!
B.T.W.: when are you going to change the package name from WoG Editor 0.6+ to WoG Editor 0.7+?
Check out my SoundCloud, MomoSoundWaves
Sat, 05/22/2010 - 13:34
Well, for once it seems that WoG, WoG Editor and I all agree!
There is DEFINITELY something wrong with your lemon ball!
But I can't tell you WHAT the problem is... there's so many things that could be wrong.
Maybe it's just missing, maybe the xml (bin) files are corrupted somehow, maybe there's some resources missing, or you've used a custom particle effect that is no longer installed on your system (just about the one problem WoG Editor can't detect / prevent)... the list goes on.
But it must have worked at some point.. yes?
What have you changed since it worked?
What extra little tweak have you added.. that could be messing it up?
Sat, 05/22/2010 - 14:09
Well I added the smell particles to it but then I deleted it and same problem.
Check out my SoundCloud, MomoSoundWaves
Sat, 05/22/2010 - 16:10
Have found a (the?) problem this end... maybe it's something similar for you.
The name of the ball in the balls.xml file ( lemon ) does not exactly match the ball folder name that comes from the goomod ( Lemon )
All the other balls in your SandBox level are an exact match ( LemonSP for example)
lemon is the only one that is not.
If I rename the ball folder to lemon ... it's fine!
I'm going to add a check into WoG Editor that will warn about this... because it may crash WoG on Linux (maybe Mac too)
Thu, 06/03/2010 - 03:39
And you're right, setting it to true doesn't seem to make any difference... will remove it.
Thu, 06/03/2010 - 11:04
Is it normal that WoG systematically crashes after I played a level of my own creation through the editor and when I click "end level"?
By the way, thanks for using my lemon pipe type in your tutorial!
Oh! and an auto poi would be nice too, you know, so that all pois (normal + widescreen) are in the same place.
are in the same place
Check out my SoundCloud, MomoSoundWaves
Thu, 06/03/2010 - 11:12
WoG will crash at the end of the level when you're playing it directly from the editor - the game tries to go back to the island, but it wasn't actually launched from the island. This is normal.
Thu, 06/03/2010 - 11:29
How come the tutorial says custom pipe making can be done directly through the level editor version 7.4 and higher which does not exist.
Check out my SoundCloud, MomoSoundWaves
Thu, 06/03/2010 - 11:38
To be able to select your custom pipe type, requires a change to WooGLE.. the change is made and works, but I'm also halfway through a load of other stuff... so I can't release v0.74 yet.
Once I have... the tutorial will be correct!
In the mean time...
Do everything the tutorial says... right to the last step... but set the pipe set to BLACK or BEAUTY or ISH
Make the goomod
Edit the {levelname}.level.xml in the goomod/compile folder
Find the pipe entry, change the type to YOURPIPENAME
Then update that file in the goomod.
But if you can wait a few days... WooGLE 0.74 will be able to handle it.
Thu, 06/03/2010 - 11:56
Lot of time ago I was trying toadd new pipe in the same way as you said in tutorial!
But I forgot add SetDefaults to resources.xml.xsl... And I told durr that's impossible...
I could be first! Today it works... Going Up using BLUE pipe...
Author of Platforms of Goo and 64 levels for World of Goo .
Thu, 06/03/2010 - 12:32
yea! he did tell me!
Fri, 06/04/2010 - 09:32
The 2nd screenshot is incorrect! It's impossible to hide images of balls in v0.73!
NEW USEFUL FEATURE
When static geometry (I don't know how it's with dynamic one) touches fire, it could give the fire to goo balls!
It is used in Super Fuse Challenge Time to give "fire-power" to entire circle at the bottom. The real fire is very small.
I found it some time ago, when I was designing my Chamber of Secrets level.
Author of Platforms of Goo and 64 levels for World of Goo .
Fri, 06/04/2010 - 10:13
Sorry man.. but that's just rubbish!
The fire object at the bottom of SFCT is the biggest in the whole game.. radius: 958
It completely covers the big geometry circle at the bottom and the very bottom fuse Goo is just inside it... so catches fire as soon as the level starts.
Sure the fire "effect" is small... but that doesn't matter because you can never see it... but the fire object itself is huge!
Suggest you take another look!
Fri, 06/04/2010 - 10:27
How it's possible, I thought I discovered it? I'm test this "feature", but now it isn't exists... It's real rubbish...
Author of Platforms of Goo and 64 levels for World of Goo .
Fri, 06/04/2010 - 11:10
I've just had a thought...
The original WoGEdit (v0.5) didn't display the fire objects the correct size...
It only showed them half the real size.. so on SFCT it would have showed the fire object inside the big geometry circle, not surrounding it...
That was one of the first bugs I fixed back in v0.61...
But if it was a "LONG TIME AGO"... using the old WoGEdit ... maybe that's why you thought that.
Sun, 06/06/2010 - 10:32
@Daft as Brush:
I'm not sure if you already took care of this when writing the level/directory name validation, didn't find a clue in version.text and v0.73 doesn't seem to check this, so...
WoG seems to be unable to handle single-number directory names for levels in profiles. Didn't check if this also affects names that just start with a number.
Happened to me with qwsx' (unpublished) level "Dragged Sleep". He used "3" as the level directory.
because my profile became corrupted by starting this level.
WoG was unplayable afterwards, I had to manually clean the profile.
For testing, I temporarily changed the level ID from "3" to "a" in the profile. That worked fine, so the problem really is the (single?) number.
my gooey profile | my video channel | author of Hazardous Environment
Sun, 06/06/2010 - 11:47
THANKS! for pointing this out...
For me... the game is fine, but a while ago GooTool stopped showing my profile and if I tried to point it to the pers2 file again, it said it was corrupt.
Just removed the "3" level... and GooTool see my profile again! WooHoo!
Looks to be just a problem with level folders that are numbers, "3a" seems fine, but "3","27","1234" all cause trouble.
Although could you check that too, because as I said the game seemed fine with for me with 3 in there.
But since it can causes "issues" I'll add a check to this next version of WooGLE so that you can't have just a number as the level folder.
Should be releasing quite soon, I'm just trying to figure out a way around another problem I've found with the original levels / data... the Fish ball.xml uses a resource that's not in its resource file (or the global resource file) and actually belongs to the TimeBugs... Hmm.
Tue, 06/08/2010 - 19:27
The screenshot makes it look a little low res. Is that just because of the immense zooming?
Wed, 06/09/2010 - 02:20
The background is zoomed quite a bit (about 5x from original png to screenie)
The Goo images are actually slightly shrunk.. but there's no smoothing/filtering so they're a bit rough around the edges
The Geometry and strands are nicely anti-aliased so look quite smooth, but that emphasises the jaggy bits.
And the screenie image itself it quite heavily compresed in the JPG
Anyway... thanks for pointing it out...
I've added bilinear filtering on all the pixmap images, so future releases will look even better...
Cheers
Thu, 06/17/2010 - 07:43
I think you should add more universal feature to adding other languages for level names and strings... I need to extracting and editing all WooGLE addins...
Author of Platforms of Goo and 64 levels for World of Goo .
Mon, 06/21/2010 - 23:34
daft as brush,i have been watching you. even before i made an account at this website i was already using this and your levels. i just couldn't help but sign up! due to my dial-up, i won't be able to upload the download for my first level though... and since the only non-original levels(levels without self-made png's) i made are not my first, i would hate to upload them out-of-order. (they go in a sequence.)
the reason i am commenting is because... i have an idea for a new utility.
the utility is: THE WORLD OF GOO ANIMATOR!!! sort of like pivot 3, you know what i mean?
where you animate pictures (in one and 2, stick figures) and then you can watch them.
of course we could all just use pivot 3... but we wouldn't want to drive anyone away from wog just to use their pictures to make movies with, right? YES!!
so, maybe you can make (with you know-how of making woogle)you could make a new goo animator!! give it a go, eh?
(sorry for coming out of no-where as if i was a noob)
the only way to fail is to give up.
Tue, 06/22/2010 - 16:35
Some questions:
1. How do you zoom out? I can only zoom in!
2. How do you add other animations i.e. fisty's bog type ones?
3. How do you make french toast with this thing? I'm starving!
InfernoFans | Chest full of porkchops
Thu, 06/24/2010 - 14:24
anybody know?
InfernoFans | Chest full of porkchops
Thu, 06/24/2010 - 15:13
Answer:
1) use mouse wheel
2) i down know what kind of animations are your talking about
3) you can't
My Gooish profile | Videos on YouTube | My WOG Mods
Thu, 06/24/2010 - 18:15
1: thanks
2: the ones used for Fisty: look at the scene layers in woogle and you will see animation types that are not listed in the anim. list.
3: awwww......
InfernoFans | Chest full of porkchops
Fri, 06/25/2010 - 05:23
Re: Fisty Animations
I had a look a while ago, and couldn't figure out how it uses them... the Scenelayers that are animated, don't have an anim attribute.
If you clone the Fisty level in WooGLE, and copy the local animation files to the new folder, none of it animates. So I thought maybe it was hard-coded.
But since you mentioned it, I've taken another look... turns out I shouldn't have listened to someone (thB?)
Seems like Scenelayer id attribute does have 1 use..
If you create an animation file called {Scenelayer.id}.anim.binltl and put it in the level folder, WoG will read it in and apply that animation to that Scenelayer.
So I'll add the id attribute back to Scenelayers in the next WooGLE release.. but it'll be optional.
Fisty's is the ONLY original level that does this... every other animation is "Global" and stored in the res/anim folder.
Fri, 06/25/2010 - 05:53
Hehe, didn't see that one coming.
Adding it back in as an optional attribute seems to be a good idea. Should definitely not be visible by default.
my gooey profile | my video channel | author of Hazardous Environment
Fri, 06/25/2010 - 07:52
Fisty-Animations aren't only use of SceneLayer's ID.
OCD FLAGS have IDs!
I needed to use old WoG Editor to set flags for my Experimental Level MOD!
But davidc said my way to adding levels to different chapters has no future, because of new Goo Tool 1.1 that is comming soon. And this use of ID becomes not very important.
Author of Platforms of Goo and 64 levels for World of Goo .
Fri, 06/25/2010 - 07:55
And change the 2nd screenshot DaB because it's wrong. It's impossible to hide Goo's images.
Author of Platforms of Goo and 64 levels for World of Goo .
Fri, 06/25/2010 - 11:07
actually it is.
InfernoFans | Chest full of porkchops
Sat, 06/26/2010 - 02:14
world of goo level editor will not work i get on and it quits very fast can you help
try my videos at http://www.youtube.com/user/cappyrappy