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
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 .
>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.
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.
Links
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I'm deeply humbled by all the nice feedback about LDtk. Thanks a lot everyone for your incredible support!
It's great, mate! Thank you for making it.
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.
Any chance on getting an Android build so we can make maps on the go? I often have long train rides where i can only use my tablet
I'd love a 3d version of this. Trenchbroom comes pretty close, but is still a bit overwhelming for hooking things up.
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'm glad it's also supporting Top-Down perspective!
Monogame importer here love that you are covering the project its amazing and so much nice to use compared to tiled
Hopefully
The super simple export makes integrating into *any* tool crazy easy, I’ve been loving all the updates!
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!
One of the most active and helpful developers out there
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.
By far the most complete and impressive implementation of an auto-tiling system. It's so slick.
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
Tell me more about this. Have you already done it? Can we download something like that somewhere?
@@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. 🤔
@@nowonmetube Totally right :) I drew inspiration from an amazing software called Tilekit which is unfortunately no longer being developed.
@@nowonmetube There's a lot of tutorials about Wave Function Collapse on here. Check them out!
I would have like to see the export process, but thanks for highlighting this cool looking tool
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.
I love this editor. Underrated.
Could you do a video on trenchbroom or some other 3D level maker.
This editor looks interesting!
Looks awesome!
First I've heard of this. Pretty awesome.
It's pretty good tbh
As a software expert, do you have any suggestion for flow map making software?
Ldtk is amazing, but when the project gets big changing anything takes a loonnnnnnnngggg time
Have you tried saving levels as separate files? I haven’t experienced the latency yet but I’m concerned about it
@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
1.5 aims to make tile management faster. Hopefully that is helpful
Have you ever tried Radiant level editor?
How compatible is this software with GDevelop?
Any good tutorials for using it?
No isometric support makes it a bit uncomplete. Luckily Tiled supports isometric.
What about top-down?
Brother can you make a video only about autotile/automapping from scratch.
Staggering.
6 months like their last commit, seems like tiled is much more active
how do I use it with sgdk?
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
Tiled or LDtk ?
Holy sh*t just aber I started the tile editor in godot.
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 .
>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.
godot 3.5?
bruh! no libGDX
I use libgdx with Tiled and do not complain. It is faster editor. And very flexible.
@@greenheart5334 yet you are here whatching LDtk review
Looks useless for my project. Tiled fits better. Glad i started with tiled because it is very fast. This editor you talk about seems to lag a lot.
Also first
It has a terrible interface and the documentation sucks.
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.
First