Hey, thank you for your videos, they are very helpful! About the level editors - the Ogmo Editor comes to my mind, which by the way was developed by the Celeste creators, if I'm not mistaken. Hope that helped.
i was using Ogmo to start with. But it has an issue with my computer where the keyboard shortcuts don't work 75% of the time. And there's no way to really copy, paste, or even save, outside these shortcuts. it's a massive pain, so I'm creating one built into my game to edit while playing. Already it's much more streamlined for testing.
I prefer using a game framework as well. I started creating games using XNA back in the day. During the use and discovery of building games with monogame, I got very curious with how engines and frameworks worked. Fast forward to today and I have built my own 2D game framework called Velaptor. It is built with C# and is cross platform and open source. I have been noticing over the past few years that a decent amount of people have been moving away from large bloated tools like unity and unreal and moving more towards a framework approach. I have seen a decent amount of your videos and I did not know that you were going this route. In my opinion, it's nice to see!
Level editors i know, there is Ogmo Editor LDTK (Level Designer Toolkit, made by deepnight games, the same guys who made Dead Cells) And RPG Map Editor 2, also made by deepnight.
Would love to see a video discussing the pros and cons of the two frameworks you're familiar with: MonoGame and Love2D. Ease of use, speed of development and iteration, performance, deployment, etc.
Hey, great video! I've got a college project in which I have to make a game, but I'm having trouble importing the tiled map to Lua... Could you make a video on that?
Hey! Great video! I have one question. How can I make a system that will create a collider for every obejct in my tiled object layer but with the same size as an object. For example when i have objects with diffrent size in my object layer.
That sounds pretty similar to how I did the platform objects. I have a :spawnPlatform' function that creates the physics collider in-game, and it accepts the x, y, width, and height of the new collider. The width and height are the size, and these values come straight from Tiled, and it's just determined by how big of a box you draw.
@@kornet14 when you iterate through all the objects in an object layer, you have full access to each object's properties, including it's width and height. You could assign these values to a variable or put them in a table if you liked, rather than passing them into a function like I did
I built my own editor because it was less hassle than figuring out how to use someone else's. I think this is the main reason I stick with frameworks over engines. I just want everything done my way, even if it takes ten times as long.
I have a big question: I use a visual game engine called Construct 3, and I design my levels with hand-drawn drawings. They are small, well-fitted sprites, but they are not tiles. I don't like tile-sets, and I find the visuals repetitive. I want a different type of visual. Could I do this in Monogame? A game like Cupehead, for example, or other hand-drawn games?
My first experience was to do everything in a raw C code. Even the models, where I hard coded the triangles that form the meshes for the 3d models in code. Made animation change the coords of some points along the time, It was a pain (seeing working was a wonder, btw). But Idk if I want more of it. Engines were so good to see where are the things, move the objectsm while attached to other game objects and see the effect immediatelly. Yet, there some things I dont like on engines, build something around another thing that you dont have control, and I many times get to an dead end, or I have to refactor to my way to do matches with the way the engine does. So, I was trying different things, and came to love2d. I think I gonna try. But I will kinda miss the editor. Maybe someone creates a plugin for VScode that give some functionalities for viewew of game scene and some editing in VScode.
Helpful,, even for the dump one like me,, but its really great!!!! also, a question, if i wanna make a in-level location,umm something like going into a house for bonus location, what should we do for best result??
Personally, I would just make a new map for the extra location, and then load the new map when you go through the door. Each map could have multiple spawn points, and when you leave the house, the spawn point for the previous map would just be where you left off.
Is it also possible to make levels with just code? I’ve seen a few videos where what people will do to make levels with code is use characters to represent tiles for the game to draw. I should actually probably see what ways you can make levels without an editor, and see what I like.
i SHOULD have went to game framework years ago lol.. for years i have difficulty following game engine tutorials.. most of the tutorials are just do this so that it does this… i never understood why… with love2d tutorials even if the game i make probably simpler.. i have understanding from the start and finish and this same skill knowledge i can use with game engine too.. for example with your tutorial ive managed to code in MidletPascal😂😂.. ada programming tool for making j2me apps and games
Great tutorial! Here's a question: have you ever tried to develop your own level editor tools in engine for your game? Do you find it unnecessary because Tiled has enough features, or do you think it's needed for more complex games?
Specifically for me, I don't have a need for a custom editor; this is because Love2D uses Lua, and Tiled directly exports every configuration to Lua - which works out so conveniently. If there was a language difference, then I would start to consider more custom options. But overall, Tiled is really flexible with how it integrates into different frameworks, so I would still probably lean more towards using it, unless the game I'm making has some special cases that wouldn't be supported.
Building your own level editor is a lot of extra work and game development can be difficult enough as it is. I've done it, but wouldn't recommend it. However, you still most likely want to build your own debugging tools.
Hi Kyle, thank you so much for the content. Your legend of Zelda videos really built my foundation in Löve2d. One question I have is when do you find monogame more convenient to use over LOVE. I'm struggling with a game I've been trying to make in love and I have seriously considered transferring frameworks because of the lag and a couple of errors that only work when I do things one way and don't have an explanation anywhere.
MonoGame is harder to use. So I wouldn't recommend switching if the goal is to make things easier. You could try MonoGame out for a bit and see how you feel about it, but I suspect that it won't be any easier. If you're having specific problems with LOVE, try posting a question to the LOVE forums. The folks there are very nice and always willing to help.
@@Challacade I'll give the forums a try though I think the problem might be hard to explain considering how many files and dependencies there are in the source.
If you're trying to make a game with a framework and you can't figure out how to write a tilemap without an out-of-the-box solution, you're gonna be way out of your depth when you try and write the code for the rest of the game. The reason there aren't a ton of "level editors" out there is because unless you're still learning and want to skip that part of setting up a 2D game, they're completely unnecessary and even harmful for the process of learning how to use a framework. You *are* using a game editor, it just doesn't have as many built-in features as Unity. I thought this was gonna be an overview of how you structured your code, not a low-key ad for a worse editor than the one you seem weirdly proud of not using, despite it being the right tool for someone at you skill level (or a year past) and despite it not being any more or less impressive than using Tiled
LDtk is another awesome alternative to tiled made by the creators of dead cells
Hey kyle, these videos are super helpful they clear lots of questions keep posting them.
Hey, thank you for your videos, they are very helpful! About the level editors - the Ogmo Editor comes to my mind, which by the way was developed by the Celeste creators, if I'm not mistaken. Hope that helped.
Definitely will look into Ogmo!
i was using Ogmo to start with. But it has an issue with my computer where the keyboard shortcuts don't work 75% of the time. And there's no way to really copy, paste, or even save, outside these shortcuts. it's a massive pain, so I'm creating one built into my game to edit while playing. Already it's much more streamlined for testing.
@@x2bountyyou use love2d or something else?
your videos are really helpful and also your voice is amazing
thank you!
great stuff dude your content is really helpful!
I know an other level editor , he's name is LDTK . he is made by the lead developer of Dead cells ( after he as quit the game studio )
Thanks for the video and best of luck in your game. :)
nice vid, would love to see more love2d tutorials.
I prefer using a game framework as well. I started creating games using XNA back in the day.
During the use and discovery of building games with monogame, I got very curious with how engines and frameworks worked. Fast forward to today and I have built my own 2D game framework called Velaptor. It is built with C# and is cross platform and open source.
I have been noticing over the past few years that a decent amount of people have been moving away from large bloated tools like unity and unreal and moving more towards a framework approach.
I have seen a decent amount of your videos and I did not know that you were going this route. In my opinion, it's nice to see!
Great tutorials. Thanks for your effort. I’ve subscribed.
Level editors i know, there is
Ogmo Editor
LDTK (Level Designer Toolkit, made by deepnight games, the same guys who made Dead Cells)
And RPG Map Editor 2, also made by deepnight.
Thank you! It was interesting to watch!
Would love to see a video discussing the pros and cons of the two frameworks you're familiar with: MonoGame and Love2D. Ease of use, speed of development and iteration, performance, deployment, etc.
Hey, great video! I've got a college project in which I have to make a game, but I'm having trouble importing the tiled map to Lua... Could you make a video on that?
Thanks Kyle - as always nice job!
Hey! Great video! I have one question. How can I make a system that will create a collider for every obejct in my tiled object layer but with the same size as an object. For example when i have objects with diffrent size in my object layer.
That sounds pretty similar to how I did the platform objects. I have a :spawnPlatform' function that creates the physics collider in-game, and it accepts the x, y, width, and height of the new collider. The width and height are the size, and these values come straight from Tiled, and it's just determined by how big of a box you draw.
@@Challacade Thanks for reply! Are there any functions that can return object width and height to a variable?
@@kornet14 when you iterate through all the objects in an object layer, you have full access to each object's properties, including it's width and height. You could assign these values to a variable or put them in a table if you liked, rather than passing them into a function like I did
@@Challacade Thank you so much! that worked :)
I built my own editor because it was less hassle than figuring out how to use someone else's. I think this is the main reason I stick with frameworks over engines. I just want everything done my way, even if it takes ten times as long.
I have a big question: I use a visual game engine called Construct 3, and I design my levels with hand-drawn drawings. They are small, well-fitted sprites, but they are not tiles. I don't like tile-sets, and I find the visuals repetitive. I want a different type of visual. Could I do this in Monogame? A game like Cupehead, for example, or other hand-drawn games?
My first experience was to do everything in a raw C code. Even the models, where I hard coded the triangles that form the meshes for the 3d models in code.
Made animation change the coords of some points along the time, It was a pain (seeing working was a wonder, btw).
But Idk if I want more of it. Engines were so good to see where are the things, move the objectsm while attached to other game objects and see the effect immediatelly.
Yet, there some things I dont like on engines, build something around another thing that you dont have control, and I many times get to an dead end, or I have to refactor to my way to do matches with the way the engine does.
So, I was trying different things, and came to love2d. I think I gonna try. But I will kinda miss the editor. Maybe someone creates a plugin for VScode that give some functionalities for viewew of game scene and some editing in VScode.
the lego harry potter years 1-4 or lego indiana jones 2 editors are cool, but they are only in-game features
Helpful,, even for the dump one like me,, but its really great!!!!
also, a question, if i wanna make a in-level location,umm something like going into a house for bonus location, what should we do for best result??
Personally, I would just make a new map for the extra location, and then load the new map when you go through the door. Each map could have multiple spawn points, and when you leave the house, the spawn point for the previous map would just be where you left off.
@@Challacade i should try that then
Is it also possible to make levels with just code? I’ve seen a few videos where what people will do to make levels with code is use characters to represent tiles for the game to draw. I should actually probably see what ways you can make levels without an editor, and see what I like.
Is it a viable option to make your own editor?
i SHOULD have went to game framework years ago lol.. for years i have difficulty following game engine tutorials.. most of the tutorials are just do this so that it does this… i never understood why…
with love2d tutorials even if the game i make probably simpler.. i have understanding from the start and finish and this same skill knowledge i can use with game engine too.. for example with your tutorial ive managed to code in MidletPascal😂😂.. ada programming tool for making j2me apps and games
Great tutorial! Here's a question: have you ever tried to develop your own level editor tools in engine for your game? Do you find it unnecessary because Tiled has enough features, or do you think it's needed for more complex games?
Specifically for me, I don't have a need for a custom editor; this is because Love2D uses Lua, and Tiled directly exports every configuration to Lua - which works out so conveniently. If there was a language difference, then I would start to consider more custom options. But overall, Tiled is really flexible with how it integrates into different frameworks, so I would still probably lean more towards using it, unless the game I'm making has some special cases that wouldn't be supported.
Building your own level editor is a lot of extra work and game development can be difficult enough as it is. I've done it, but wouldn't recommend it. However, you still most likely want to build your own debugging tools.
Great information ☺️. Thank you!
Errant was here
fully subscribed!
Thank you!!
What about 3D?
Hi Kyle, thank you so much for the content. Your legend of Zelda videos really built my foundation in Löve2d.
One question I have is when do you find monogame more convenient to use over LOVE. I'm struggling with a game I've been trying to make in love and I have seriously considered transferring frameworks because of the lag and a couple of errors that only work when I do things one way and don't have an explanation anywhere.
MonoGame is harder to use. So I wouldn't recommend switching if the goal is to make things easier. You could try MonoGame out for a bit and see how you feel about it, but I suspect that it won't be any easier. If you're having specific problems with LOVE, try posting a question to the LOVE forums. The folks there are very nice and always willing to help.
@@Challacade I'll give the forums a try though I think the problem might be hard to explain considering how many files and dependencies there are in the source.
@@noaheben555 You can also go to Löve discord and ask for help in the support channel.
Below is Löve discord ..
discord.gg/Wdz26EeK
0 dislikes!
If you're trying to make a game with a framework and you can't figure out how to write a tilemap without an out-of-the-box solution, you're gonna be way out of your depth when you try and write the code for the rest of the game.
The reason there aren't a ton of "level editors" out there is because unless you're still learning and want to skip that part of setting up a 2D game, they're completely unnecessary and even harmful for the process of learning how to use a framework.
You *are* using a game editor, it just doesn't have as many built-in features as Unity.
I thought this was gonna be an overview of how you structured your code, not a low-key ad for a worse editor than the one you seem weirdly proud of not using, despite it being the right tool for someone at you skill level (or a year past) and despite it not being any more or less impressive than using Tiled