LDtk: A modern and open-source 2D level editor
31–40 of 56 posts
Re: LDtk: A modern and open-source 2D level editor
#32Re: LDtk: A modern and open-source 2D level editor
#33I 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/Co…
I guess using Haxe means that you could also share libraries with your “real” game code that likely compiles to C++, which could be a big benefit. I just thought it was funny that LDtk could be written in JavaScript and be just as cross-platform as it is.
Other examples of Haxe-Electron apps include the Ogmo level editor and the CastleDB editor.
Re: LDtk: A modern and open-source 2D level editor
#34> 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
Re: LDtk: A modern and open-source 2D level editor
#35I 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.
Re: LDtk: A modern and open-source 2D level editor
#36Re: LDtk: A modern and open-source 2D level editor
#37Cool. Though I wish the installer would let me choose my own path (what's up with software installing into the horribly inaccessible path of %HOME%\AppData\Local\Programs anyway?)
Re: LDtk: A modern and open-source 2D level editor
#38Been also working on a 2D game engine and editor. Still a few features missing but getting there! http://github.com/ensisoft/gamestudio
Re: LDtk: A modern and open-source 2D level editor
#39I 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/Co…
Re: LDtk: A modern and open-source 2D level editor
#40Earlier quoted context omitted.
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/Co…
The funny thing about a lot of these cross platform Haxe GUI applications is that they are actually made with Electron. I guess using Haxe means that you could also share libraries with your “real” game code that likely compiles to C++, which could be a big benefit. I just thought it was funny that LDtk could be written in JavaScript and be just as cross-platform as it is. Other examples of Haxe-Electron apps include…
Writing in Haxe brings nice syntax, and some flexibility regarding target language/platform, and possible UI frameworks.
- ArmoryPaint[1] and most Haxe games don't rely on Electron for UI.
- HaxeUI[2] provide a nice list of components, rendered as composite or native on various backends[3] (html5, wxWidgets, experimental pdcurse..^^)
- MVCoconut[4] also allow to bind to various front-ends : Dom, React, React-native
There is always a degree of lock-in depending on the path you choose, but having a cross platform base for logic and glue is a nice feature.