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Level Design Toolkit — Gideros Forum

Level Design Toolkit

Hey all,

I came across this interesting level editor posted on reddit this morning. Maybe somebody here might find it interesting also :)

https://deepnight.net/tools/ldtk-2d-level-editor/

Likes: hgy29, keszegh

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Comments

  • Tiled for me :)

    Likes: antix

    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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  • Me too man, but that other tool is quite interesting nonetheless :)
  • rrraptorrrraptor Member
    edited November 2020
    I think that LDtk allows you to create level prototypes faster, because it has the ability to create arrays that can hold any information (patrol routes, possible loot from a chest and etc.), create bindings of entities to other entities (doors - buttons). All this functionality is implemented very well and can be configured in a few clicks, unlike Tiled.

    However, there are very few functions to work with the tiles themselves. They cannot be rotated independently (but for the auto-tile layer there are settings for mirroring tiles). Also there is no way to rotate entities (not very critical of course, but it would be nice). You cant create abstract boxes/polygons just like in Tiled. At the moment, this is all that I managed to notice.
    All in all I think it is good replacement for tiled if you planning to create old school TILE-BASED platformer or top down shooter (because apart from these genres I dont see any use for it) :)
    123.png
    1164 x 813 - 53K

    Likes: MoKaLux, antix, oleg

    123.png 53.5K
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  • rrraptor said:

    I think that LDtk allows you to create level prototypes faster, because it has the ability to create arrays that can hold any information (patrol routes, possible loot from a chest and etc.), create bindings of entities to other entities (doors - buttons). All this functionality is implemented very well and can be configured in a few clicks, unlike Tiled.

    However, there are very few functions to work with the tiles themselves. They cannot be rotated independently (but for the auto-tile layer there are settings for mirroring tiles). Also there is no way to rotate entities (not very critical of course, but it would be nice). You cant create abstract boxes/polygons just like in Tiled. At the moment, this is all that I managed to notice.
    All in all I think it is good replacement for tiled if you planning to create old school TILE-BASED platformer or top down shooter (because apart from these genres I dont see any use for it) :)

    It would be nice if you added usage examples and pieces of code to wikipedia ..
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