Raeleus

The question about level editors came up today. I can honestly say there isn't one general level editor out there that I would recommend for 2D games. I really don't want to use Tiled because my games are not tile based. I know a lot of you do game design professionally or are at least really good at it. What level editors are you using? We can't all be rolling our own solutions, right?
Raeleus
記事: 62

Pharan

For Unity, their first-party and third-party tools work pretty well. Even in combination, if you find the right ones.
Unity's new Tilemap feature and the third party Ferr2D Terrain's bezier terrain system are pretty good for sidescrolling and work well together. It takes care of a lot of the graphical and game-physics-shapes aspects that you'd expect from level editing.

But as general-purpose as these are, I would still need to code a LOT of extra stuff to make it suitable for level design for a specific 2D platformer, like jump rulers and spacing rulers, and interactible stuff. A lot of the stuff I have to add on top of it rely on parameters that I can't expect the tool to know ahead of time, like how gameplay rules work or how jumping or wall-interaction physics is implemented.

In general, I think level editors either need to assume and restrict a lot (like RPG Maker type stuff) so it can be convenient and ready to use. Otherwise, they are so broad and generic that you can add anything to it but then you'd have to do the actual coding for the additional stuff.

I know that's a lot of obvious stuff. I mention these for the newbie readers who might pass by. Hello, friends!
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Pharan

Pharan
記事: 4949

Raeleus

That's still a good response. Thanks for your time!
Raeleus
記事: 62

Topazy

Hey.Have question aswell.
To begin with, this isn’t a feature request. Just thought I’d make that clear. I don’t think this would make for a good feature request, as it wouldn’t benefit the majority of users most likely (plus it’s probably not a quick job). I’m just hoping to get some insight and advice on the matter.
I’m developing an engine to allow the player to explore an isometric open world. Using Tiled is a big plus as it saves me a huge amount of time not having to develop a custom map editor. Currently however, to use Tiled for this every map has to be treated as a chunk, and chunks have to be edited individually.
My idea is that I could make a revision to Tiled that allows world-space editing. Chunks of the world-space would automatically be loaded/unloaded based on the users camera position. That part probably isn’t too complicated. There’s other things of course to consider such as resource management. I’ve considered perhaps just forcing chunks to keep their own resources. Having some sort of world-space master file would likely be beneficial for various reasons.
In the opinion of a Tiled developer, what would be a good way to approach this issue? What part of Tiled would I need to work with? Any insights would be greatly appreciated, thank you. ;)
Regards
-Topazy
Topazy
記事: 2

Hannca

thanks for your answers guys!
Hannca
記事: 2


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