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

deepnight.itch.io

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

#51
post #42
post #26

Earlier quoted context omitted.

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.

Sure! My thoughts, taking a quick second look at the Haxe website: * The core docs are split across three different sites: https://haxe.org/documentation/introduction , https://haxe.org/manual/introduction.html and https://api.haxe.org/ . To a new user this is extremely confusing. * Let's say I go with the first of those. I go through the pages, which contain lots of useful information, but it doesn't actually tell m…

Thanks :)

For the first point, yeah I agree, though I would still keep standard API documentation separated. And it gets "worse" when you add the 4th site: https://code.haxe.org which helps with 4th point (partly?).

Tricky thing with guides like "how to make a game" is that it's not a haxe-specific thing; it's a haxe framework specific thing which they handle on their own: https://haxeflixel.com/documentation/, https://heaps.io/documentation/home.html, https://github.com/Kode/Kha/wiki (is there a better link for kha?), etc. There are links in https://haxe.org/use-cases/games/ but discoverability could likely be much better and include a generic "how to make a game" start point which points to either framework depending on your needs (2D/3D, mobile/desktop/console/web, etc.).

Indeed Haxelib isn't visible :x Now that you mention it, we had a few haxe newcomers that didn't know about it. We need to do something about that (even if it might get a replacement in the near-ish future https://github.com/HaxeFoundation/haxe/issues/9135)

Good point about std lib docs too! Some, maybe including MainLoop, are harder for community to document but we should ask help from core compiler devs.

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

#52

Earlier quoted context omitted.

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).

> AAA video game

The overwhelming majority of the size there is art assets, not actual code. Also, reducing the size of those art assets can actually improve performance by the simple virtue of not hitting the memory wall all the time, so I'm not really convinced here.

> Linux

A monolithic kernel supporting every piece of hardware under the sun from the last three decades is not really a valid point of comparison.

> Web browsers

Same story: the requirements of a 2D level editor are nowhere near the vastness and complexity of everything that web browsers have to support.

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

#53

With this and tiled - I really don't understand how you hook them into your game without a bunch of code managing the boundary between level editor and real code.

Many Haxe game engines do indeed provide a shim layer which converts things like objects, pathing, behaviours, and triggers from the level engine's output into game logic.

For examples, see https://haxeflixel.com/documentation/loading-the-tilemap/ .

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

#55
post #38

Been also working on a 2D game engine and editor. Still a few features missing but getting there! http://github.com/ensisoft/gamestudio

That's pretty impressive for a single dev ! Maybe you should try to find amore distinctive name though.

Thanks Any suggestions then? =)

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

#56

Been also working on a 2D game engine and editor. Still a few features missing but getting there! http://github.com/ensisoft/gamestudio

Hi this is really cool! Looks like you roll your own UI system? That's impressive~~

Yes I wanted something that is simple and integrates perfectly with my graphics stack and editor. Styling is completely separate from the logical UI functionality.
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