LEd is a new open source level editor written in the Haxe language by a developer at Motion Twin, using lessons learned creating games such as Dead Cells. LEd is designed to be user friendly and from my experiences it succeeds.
Key details of LEd:
- Easy to use: modern UI with a strong focus on ease-of-use and quality-of-life features.
- Universal and agnostic: compatible with all languages (not only Haxe) and game frameworks in the world
- JSON: easy to parse file format for any game-engine out there (I promise it’s actually really easy). Haxe isn’t required.
- Customizable layers: Integer grid layers, Tile layers and Entity layers support
- Auto-layers: paint your collision map and see the grass, textures and all the small details being drawn automatically!
- Entities: fully customizable Entity with custom properties (ex: you can have a “Mob” entity, with a “hitPoints” field, which is an Integer limited to [0,10] bounds).
- Enums: you can define an enumeration (ex: an “ItemType” enum with “Money”, “Ammo”, “Gun” values) and use this enum in your entity custom fields.
- External enums: enums can be imported and synced directly from Haxe source code files (HX file)!
- HTML5: LEd is built around modern web standards.
- Auto update: you get notified as soon as a stable update is released and it’s up to you to install it when you’re ready, with a single click.
- LEd loves Haxe: a powerful Haxe API which gives you access to fully typed values from your levels. It avoids mistakes like mistyping, renaming or removals: you see errors during compilation, not at runtime.
You can see LEd in action in the video below. The project is open source under the MIT license and hosted on GitHub.