I look forward to seeing how I can integrate a map editor like LDtk into my game dev workflow. :) Admittedly, my engine of choice for the better part of two decades has been the Sphere Engine because of its JavaScript usage, but recent events have had me considering changing up everything, and if I have to build LDtk support into Sphere myself I'll do it.
I agree I did find an addon for blender called level buddy that comes just a bit closer as it sorta blends trenchbroom and blender functionality but it seems very incomplete
I forgot how crazy powerful LDTK is, and it's even grown since the last time I used it O.O This is wild. Definitely going to support the dev when I can
I just used this today. And I love how you can easily stack tiles on the same layers, it allows for more creativity. AND IT EXPORTS EVERYTHING IN SEPARATE PNG LAYERS!
LDtk is a very clean editor. My only problem is that the autotiler seems to be very opinionated on how it wants to be used. It really seems to prefer a certain design philosophy - simple solid blocks, no slopes, autotiling is limited to simple 9-slice patterns, prefers tile randomization within a range. My biggest issue was that I could NOT find an elegent solution to support slopes in any way that wasn't painfully tedious. I find that while Tiled takes much longer to setup autotiling, its system is much more flexible. I can recreate all of the functionality of LDtk in Tiled, but not vice versa. That said, I love the workflow of LDtk. I think the general workflow of painting with "materials" and letting the editor apply auto rules is a superior workflow, and every tile program should adopt it.
Doesn't seem terribly hard to replicate the main function. I forget what it's called, but it's an algorithm where you set rules for the tiles, and it keeps track of the possible solutions for each tile, like a sudoku algorithm. Could be used so every time you change a block, it changes the surrounding blocks to the closest within the ruleset. Edit: It's Wave Function Collapse
@@nowonmetube Wave Function Collapse. I haven't done it yet, but plan to in the future. Would love to have it as a part of the game engine I'm working on.
@@rmt3589 sounds interesting, because I had the idea of s Sudoku like puzzle mechanic in my own project, but different. Yours sounds like it could be useful maybe. 🤔
Might implement LDtk one day to my small 2D engine I'm working on. Already got my 2D renderer, physics implemented with Aether Physics 2D (Box2D port) and a small entity component system that's meh but works good enough for now.
@adam-the-dev yeah but it's such a pain in the ass to add all the entities of my game each time I want to make a new level. Biggest slowdown is when you add a new rule tile. BUT apparently that has been fixed in the update so great news
Alright, I’m sold! Godot’s system is great and I even made a script to build the tile map from an image file, but I’m rubbing up against limits already. Super excited to try this
>The Best 2D Map Editor? Until it can do isometric like tiled, then very much 'no'. It should have done this before making chest and items in chests which can work very differently in actual games to this simplistic way of doing things with loot tables and randomness.
How come these still don't have spline based "sprite shape support" ? . Spine pro gave us the " mesh based animation" from the Ubiart framework , But only unity (built in and there's an awesome addon with tons of extra functionality too) gave us level design the same way that Ubiart does . I am surprised these level deisgn tools dont even try to implement it
The moment you implement something like that you've stepped away from a tile-based system and all the benefits that go with it. It's not better or worse, just a different approach, and one these editors are likely not focused on.
@@Dave-rd6sp That makes sense , its still weird that there's absolutely no third party tool for that . I am a huge fan fan of the ubiart framework and how efficient it was for them to prototype rayman series with it .
I love this project but honestly the UI/UX is terrible. It's like he just ignored 30 years of UI/UX principles and just did his own thing. It's a mess. I think it would get greater adoption if he overhauled the UI/UX to be more familiar and consistent.