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.