Live data from Hacker News

LDtk: A modern and open-source 2D level editor

deepnight.itch.io

21–30 of 56 posts

Re: LDtk: A modern and open-source 2D level editor

#21

I want to talk about Haxe. Haxe is a small niche language. But I almost fell out of my chair when I saw the showcase of games written with Haxe. Quality indie games I have played myself, like Dead Cells, and this level editor is another very polished example. Even things like Pokemon Sword and Shield. What's going on here? I need to learn me some Haxe. Are all of these using Kha - so called "SDL but super-charged"? O…

Haxe is awesome! I'm using that and Kha for my https://rpgplayground.com

I think most games use Heaps, which is also written by the Haxe developer.

Some other libraries such as OpenFL were ported from ActionScript to Haxe. (Basically Haxe took in a lot of Flash refugees :)).

Definitely recommended technologies!

Re: LDtk: A modern and open-source 2D level editor

#22

Earlier quoted context omitted.

Why does it matter? At all? Is anyone really pushed for 76MB?

Because Tiled is a very mature 2D tilemap editor with quite a few features, so if a new product comes on the market that is three times bigger then an obvious question is "what does this have to offer that the older, smaller program doesn't?"

uh we aren't so pressed for size that a larger program has to also have more functionality

caring about program size to this degree is just so comically misplaced lol

Re: LDtk: A modern and open-source 2D level editor

#23

Earlier quoted context omitted.

Why does it matter? At all? Is anyone really pushed for 76MB?

bloated disk space usage can be an indicator of bloated cpu and memory requirements.

since when?

one bug reason binaries get large is due to optimizations such as inlining and code gen/specialization of generics..there are so many examples where runtime performance is gained in exchange for larger binary size.

Re: LDtk: A modern and open-source 2D level editor

#24
post #5

> Linux Ubuntu (experimental) 76 MB > HTML5: LDtk is built around modern web standards. Why its size is so huge? Is it Electron-based? Size of Tiled [0] app binaries for each of MacOS/Win/Linux platform is 3 time smaller than LDtk's binaries. What is "modern" in differnce between LDtk and Tiled? [0] https://github.com/mapeditor/tiled/releases

Regarding Tiled, I think it is probably the de facto editor for 2D game level editing. I'm trying to look into the first release and learn from the source code, as I'm also using C++ and QT.

Re: LDtk: A modern and open-source 2D level editor

#26
post #17

I want to talk about Haxe. Haxe is a small niche language. But I almost fell out of my chair when I saw the showcase of games written with Haxe. Quality indie games I have played myself, like Dead Cells, and this level editor is another very polished example. Even things like Pokemon Sword and Shield. What's going on here? I need to learn me some Haxe. Are all of these using Kha - so called "SDL but super-charged"? O…

From my limited experience, Haxe seems like a really neat language but good grief the documentation and learning resources are awful. It’s possible that I was going about it wrong, but there was very little by way of “here’s where everything is and how you’re supposed to do things” resources. I feel if that issue was better handled the language would see much more use than it currently does.

Do you have concrete examples of things that are missing? We are aware that documentation is generally lacking, but it's not easy to see exactly how/where from inside. Would gladly contribute on such a list.

Re: LDtk: A modern and open-source 2D level editor

#27

Earlier quoted context omitted.

Why does it matter? At all? Is anyone really pushed for 76MB?

bloated disk space usage can be an indicator of bloated cpu and memory requirements.

This is absolutely not true. You might be able to make the argument that if a dev was careless with disk space they may also be careless with performance, but there are plenty of applications that are large and performant (see: any AAA video game, Linux, web browsers).

Re: LDtk: A modern and open-source 2D level editor

#28
post #9
post #4

From the "lead dev and game designer on Dead Cells"! I started off watching the GIFs for LDtk, ended up playing this https://deepnight.itch.io/petit-tracteur-bleu ! EDIT: finished the tractor game, now onto https://deepnight.itch.io/fort-loop which I think uses some early version of the level designer called LEd? There's a tabletop rpg map editor too https://deepnight.itch.io/tabletop-rpg-map-editor

Thanks for posting these. I saw it was the guy from Dead Cells, but didn't think to look through his other projects. The tractor game is polished enough that I would have kept playing if there were more than one level. The RPG Map Editor reminds me of an ancient project where I was trying to draw and export Dragon Warrior style tile maps in javascript, but about a million times better. Between this and 0x72: https://…

Thanks for mentioning.

LDtk is just amazing! One of those "why didn't someone made that before?" (maybe I'm missing something? it on some level resembles puzzlescript.net) Genius, relatively simple to implement and extremely useful. Easily can save you hundreds hours of work for even in a small project.

Sébastien deserves all the praise - LDtk is not only a great idea, but also super-polished and open-source. What not to love?

Re: LDtk: A modern and open-source 2D level editor

#29
post #17

I want to talk about Haxe. Haxe is a small niche language. But I almost fell out of my chair when I saw the showcase of games written with Haxe. Quality indie games I have played myself, like Dead Cells, and this level editor is another very polished example. Even things like Pokemon Sword and Shield. What's going on here? I need to learn me some Haxe. Are all of these using Kha - so called "SDL but super-charged"? O…

From my limited experience, Haxe seems like a really neat language but good grief the documentation and learning resources are awful. It’s possible that I was going about it wrong, but there was very little by way of “here’s where everything is and how you’re supposed to do things” resources. I feel if that issue was better handled the language would see much more use than it currently does.

[deleted]

Re: LDtk: A modern and open-source 2D level editor

#30

I want to talk about Haxe. Haxe is a small niche language. But I almost fell out of my chair when I saw the showcase of games written with Haxe. Quality indie games I have played myself, like Dead Cells, and this level editor is another very polished example. Even things like Pokemon Sword and Shield. What's going on here? I need to learn me some Haxe. Are all of these using Kha - so called "SDL but super-charged"? O…

Haxe is one of the very few languages in which a perfect cross-platform widget toolkit could be made. A toolkit that would produce platform-native binaries (no pesky FFI like JNI) using platform specific libraries: targeting Java (maybe even JVM?) for Android, targeting C# for Windows/the-current-Windows-toolkit, targeting Hashlink for Gnome/Gtk, targeting C++ for KDE/Qt, targeting C++ with Objective-C++ for MacOS/Cocoa and iOS/Cocoa Touch. Probably even a web target is viable.

Other language, that it is possible to do with is Scheme, but it is quite a different beast all together.

That's my little dream. I intend to do gobject-introspection bindings one day for it as my first step.

Post reply on HN