LDtk (formerly LEd) Changelog

What's new in LDtk (formerly LEd) 1.5.3

Jan 15, 2024
  • Fixed a crash when trying to add a newly created Entity
  • Fixed crash on async painting with no default Tileset
  • Fixed a crash with empty identifiers
  • Fixed a potential infinite loop with empty identifiers
  • On macOS, CTRL+Left click should now behave like Right Clicking for editing tools and open context menus
  • Added ne,nw,se,sw corners directions for Level.__neighbours in JSON

New in LDtk (formerly LEd) 1.5.2 (Jan 12, 2024)

  • Fixed a bug with auto-layers on level edges.
  • Fixed a crash when loading pre-1.0 LDtk projects.
  • Fixed neighbour tiles sticking around.

New in LDtk (formerly LEd) 1.5.1 (Jan 11, 2024)

  • Fixed visual feedback when painting tiles in a Tile layer with "Asynchronous render" enabled.
  • Fixed a crash when creating a new World.
  • Updated macOS icons.
  • Fixed "Kill Tiles" layer option to work as intended with IntGrid layers.
  • Fixed a minor visual bug with neighbour levels rendering.
  • Fixed support for layer opacity settings in neighbour levels rendering.
  • Fixed a render bug when resizing levels.
  • Fixed WorldDepth value in automatic level names pattern.
  • Various minor optimizations.
  • Various UI fixes.

New in LDtk (formerly LEd) 1.5.0 (Jan 10, 2024)

  • LDtk logo:
  • The application has a new logo! Hope you will like it :)
  • Please note that the Windows Explorer could take some time before updating the app related icons (in Start Menu, project icons etc.). You may need to either restart the Explorer, or the computer itself, to force the visual update.
  • Global search:
  • You can now search for any project element using the CTRL-F keyboard shortcut (CMD-F on MacOS). The results include:
  • definitions (layers, entities, enums or tilesets),
  • worlds,
  • levels,
  • entity instances.
  • Optionaly, you may also enable the searchable option on supported entity Custom Fields, to filter your entities based on these fields (eg. if you look for a specific item instance or mob type).
  • Rules are 20x faster:
  • This version includes lots of internal optimizations regarding auto-layer rules. Therefore, large projects loading time should be significantly faster, especially if your project contained large levels.
  • Realtime painting on Auto-layers should also be much faster in most scenarios, thanks to these changes.
  • A new layer option called "Asynchronous render" can be used to delay the actual rendering of tiles by a few milliseconds after painting. This can be used in very complex or large levels to keep the painting action smooth.
  • Biomes:
  • This update brings various features that should make rule-based biomes creation easier!
  • Create an Enum with your various biomes (eg. Forest, Desert, Snow etc)
  • Add a custom Level Field that uses this enum.
  • Open the Layers panel, and point your new level field under "Biome Enum".
  • For each group of rules, you may now pick which Enum value should enable this group. For example, you may enable your group that paints snow over your platforms only if the Snow biome is picked for this level.
  • Random rectangles of tiles for auto-layer rules:
  • When creating an auto-layer rule, you may now render a rectangle of tiles picked randomly among a group of many others. For example, this makes possible the creation of random variations among trees, or other large details.
  • Custom layers list:
  • You can group your layers using tags, and filter your main layers list using these tags.
  • Rendering of tiles from nearby levels:
  • There is a new app setting to render tiles from nearby levels, making map transitions much easier to paint!
  • JSON: extra Table-of-content data:
  • When enabling the "table-of-content" export option of an Entity, you will now get extra bits of informations in the toc JSON field:
  • world pixel coordinates,
  • pixel width and height,
  • for each custom fields, if the new "Export to ToC" option is enabled, the corresponding value will also be added to the table of content.
  • Other changes:
  • Auto-layer rule size is now automatic, internally ranging from 1x1 up to 9x9. LDtk will optimize rules to smaller internal sizes based on your rule layout.
  • When editing a tag somewhere, LDtk will now offer to also rename all other tags accordingly.
  • Optimized the Rules panel rendering for projects with tons of rules.
  • FilePath custom fields will now remember their last open folder for later uses.
  • Added a button to toggle Auto-layer rendering (equivalent of the existingSHIFT-R shortcut)
  • Added expand/collapse sections to the Layers panel.
  • Moved the "Project" button location before "World" and "Level" buttons in editor.
  • Fixed entity preview size in left panel
  • Fixed IntGrid icons size when the left panel uses the 5-columns mode
  • Rules remapping now also updates out-of-bounds policy value
  • Allowed break-on-match on rules with transparency or offsets
  • Fixed unsupported "Empty cell" value in rules out-of-bounds policy
  • Fixed a crash when deleting an Enum used in level custom fields.
  • Fixed a crash in Selects when trying to go over the last element using a keyboard shortcut.
  • Fixed log path partially cut in the Settings window.
  • Fixed initial null in JSON defaultEntityWidth/Height values.
  • Labels are now right aligned in UI forms
  • Removed __worldX and __worldY from entity JSONs when the world layout is not GridVania or Free.

New in LDtk (formerly LEd) 1.4.1 (Sep 25, 2023)

  • Fixed a crash with Entities rendered as ellipses
  • Fixed tiles painting ignoring the "Mirror X/Y" setting when using rectangle painting and flood filling
  • Fixed the "Enable/disable rule" button
  • Fixed typo in "Entities" sample map
  • Fixed the "New update" banner depth in changelog
  • Updated app splash screen

New in LDtk (formerly LEd) 1.4.0 (Sep 22, 2023)

  • Int-Grid groups:
  • You can now create custom groups for your Int Grid values, allowing much more advanced rules based on these groups.
  • For example, you may render "vegetation" tiles only over values from a "Solid Walls" group, and not over values from a "Water" group.
  • Zen mode:
  • The old (and confusing) "Compact mode" has been replaced by a new "Zen mode".
  • Simply hit TAB to toggle it.
  • In zen mode, the left interface automatically disappears to leave much more editing space. You can briefly show the interface again by moving your mouse cursor to the window left edge.
  • Grid view in tool palettes:
  • Entity and Int Grid tool palettes can now be displayed in grid modes, for a much more compact experience.
  • LDtk is all about being enjoyable to use, so this update includes many quality-of-life oriented changes:
  • You can now assign individual icons and colors to groups of Auto-layer rules.
  • Entity previews in the UI panels were reworked to look nicer and less pixelated.
  • Increased the max number of columns in Select components (up to 10 columns!)
  • Added a gray background behind transparent rule tiles
  • Other changes:
  • Fixed out-of-screen color picker window
  • Fixed backslashes in custom project commands that broke the JSON file parsing
  • Added more integrated icons: check marks, circles, buttons, cogs, etc.
  • Reworked start screen design
  • Changed CMD-H shortcut on macOs to SHIFT-H
  • Updated some sample maps
  • Many bug fixes
  • JSON format changes:
  • The __neighbours array in levels JSON now includes overlapping levels (either in the same world layer, or in nearby world layers).
  • Deprecated values tileId and __tileSrcRect were removed from Enum value definitions

New in LDtk (formerly LEd) 1.3.4 (Aug 22, 2023)

  • You can now use the mouse MIDDLE button to reset any custom field input to its default value.
  • Added customizable entity fields colors (each entity field can have its own custom color)
  • Added a new app setting to adjust the "single-layer mode" intensity.
  • Added customizable default entity width/height (in Project settings)
  • LDtk will now properly finish its "long tasks" while the app is minimized (eg. loading, saving, updating auto-layer rules etc.)
  • Entity min width and min height now default to width and height respectively.
  • Better color display for level names in world view
  • Better default display in the new Select modal
  • Fixed newly created custom fields that have a display scale of 0%
  • Fixed empty list of values in Rule Editor window, in pure auto-layers
  • Fixed rules randomization of flipped tiles
  • Fixed the preview of tiles generated by a given rule
  • Added entities worldX/Y pixel coordinates to JSON

New in LDtk (formerly LEd) 1.3.3 (May 10, 2023)

  • Added custom UI icons for IntGrid layer values.
  • Added custom min/max size limits to entities when then are resizables.
  • If you change the "grid size" of a Layer or a Tileset, LDtk will now try to remap all existing data to this new grid size (if that's possible).
  • Added an option to allow/disallow tiles stacking in the Rules Assistant window.
  • Added multi-columns view to auto-layer rule editor.
  • When using the "Single layer mode", the others layers are now faded away a bit more.
  • Hiding details (CTRL-H) now also hides the grid
  • Added quick search for IntGrid palettes in the left sidebar.
  • Fixed visibility icon in layer list when hiding details
  • Fixed various minor bugs in the new tool options from the left panel.
  • Renaming a project will now also rename sibling .meta files (Unity) accordingly.
  • Fixed message dialog size
  • Updated old sample maps

New in LDtk (formerly LEd) 1.3.2 (May 4, 2023)

  • Fixed invisible auto-layer tiles when loading pre-1.3.1 projects
  • Removed tiny debug message (oops)

New in LDtk (formerly LEd) 1.3.0 (Apr 27, 2023)

  • Experimental Multi-worlds support:
  • The new multi-worlds feature is now available as a preview.
  • Multi-worlds allow you to have multiple distinct worlds in the same LDtk project.
  • Each world can have its own set of levels using a specific layout. However, they all share the same definitions (layers, entities, enums etc).
  • IMPORTANT: to use this feature in your projects, you will need to make sure that your importer is up-to-date and fully supports it. Multi-worlds projects cannot be imported using older loaders.
  • To enable this experimental support, open your Project settings (P shortcut), scroll down to the advanced options and enable Multi-worlds there. PLEASE BACKUP YOUR PROJECTS BEFORE TRYING IT!
  • When enabled, various new buttons will be available in the UI, like in the World panel (W shortcut).
  • Rule tiles X and Y offsets:
  • You can now offset the resulting tile(s) of any rules, either using fixed X/Y values, or using random ranges for more variety.
  • This will make much easier creation of organic elements like vegetation, dirt etc.
  • Better drop-down UI component:
  • The new DropDown UI component supports:
  • Quick searching
  • List or Grid view
  • Icons
  • Colors
  • Customizable backup directory:
  • You can now customize the location of your backups.
  • Please note that, to restore a backup, you should use LDtk and not copy files by yourself manually from your File Explorer / Finder.
  • Collapsable tags:
  • Tags are not behaving like "folders" and can now be open/closed accordingly in UI.
  • Lists quick search:
  • You can quick search most lists from the interface:
  • recent files on the Home screen,
  • entities, enums, layers, etc.
  • Customizable recent files colors:
  • You can now customize colors for all your recent projects on your Home screen.
  • Better compact mode:
  • Just press TAB to switch between normal and compact UI modes. The reworked compact mode is now even more... well.. compact.
  • Other changes:
  • Added "Repeat" option for level background images (thanks to Lojemiru pull request)
  • Added "Display scale" option to all custom fields
  • Added support for CastleDB icons import.
  • Enum tiles can now be any rectangle from the tileset.
  • Added quick search to Home
  • Added colors to entities in the list from the Entity panel
  • If you have a "Tile" custom field in your level, you may now use it as a replacement for the rendering of the level in the world view.
  • Added "Specific entity type" constraint for Entity References
  • Added a context menu to layers list in the main panel
  • Added a context menu on all custom fields to edit their definition
  • Added "colored flags" icons to the embedded atlas
  • Better pivot editor design
  • Sections of the World panel can now be collapsed (world settings, current level properties and level custom fields).
  • Fixed the size of Reset buttons in custom field forms
  • Fixed entity render update when zooming in/out
  • Fixed the "World IID" values that changed randomly in the JSON, if the project isn't in Multi-Worlds mode.
  • Fixed a crash when switching to world mode during a rule edit
  • Fixed a very old rules bug that prevented Symetric rules to not re-apply in the same grid cell, if it applied there previously.
  • Fixed a crash when opening wizard on an improperly defined auto-layer
  • Fixed crash when moving a deleted tile

New in LDtk (formerly LEd) 1.2.5 (Jan 12, 2023)

  • Added custom user documentation for Entities and Layers
  • Entity width and height no longer work as minimal values for resizable entities
  • Updated mouse cursor for entity resizing handles
  • Removed some useless tooltips in Rules panel
  • Fixed a crash when adding a value to an array of Int in an Entity
  • Fixed escaping of user docs strings in JSON
  • Fixed a crash with specific level background images
  • Fixed isolated "collapser" in Entity panel
  • Removed the help block at the top of all panels to make more room for content.

New in LDtk (formerly LEd) 1.2.4 (Jan 10, 2023)

  • Added a new Table of content to the JSON, which lists all instances of any given entity.
  • For example, this is especially useful if you want to have a quick access to the location of all PlayerStart entities in your game without parsing all your levels manually.
  • To enable it, just check the "Add to table of content" option of an Entity definition.
  • Fixed lags in world view when using the fields render mode "Outlined text".
  • Fixed A key when using WASD navigation.
  • Fixed opacity inputs (icon, border and fill) in Entity panel.
  • Fixed incorrect main value when editing an existing group using Rules Assistant
  • Fixed an error with Haxe API when a tileset is not defined in layer definition.
  • Fixed the auto-layer assitant resize as you pan.

New in LDtk (formerly LEd) 1.2.3 (Jan 6, 2023)

  • Entity definition properties can now be collapsed to give more room to the custom fields.
  • Fixed "FixedArray limit reached" crash
  • Fixed the wrong error message when duplicating an entity (ie. "You cannot have more than 0 Entity")
  • Added a big warning when creating a new project right in the app dir (any user files in the app dir are lost during updates)
  • Better warning when saving an existing project in the app dir.
  • Changed the way automatic colors are picked for new enum values, entities, intGrid values etc.

New in LDtk (formerly LEd) 1.2.2 (Jan 5, 2023)

  • Added an option to use the old-school "opaque tables" visuals for Entity fields (see in the application settings, F12 shortcut)
  • You can now pick an "outer" IntGrid value in the rules assistant. This allows to use the assistant to create transitions tiles between 2 specific IntGrid values (eg. grass/dirt)
  • Re-designed the JSON online documentation to be way easier to use.
  • Updated the application settings window
  • Fixed A keyboard shortcut for non-WASD keyboards
  • Fixed external links in Release Notes window
  • The color of IntGrid values in the Rules Assistant are now shown in the pattern palette, in the lower-left corner of the window.
  • macOS builds are now "universal" like the Windows ones. This means that the official macOS release should now install properly on both Intel and Apple Silicon architectures. The downside is that the installer is now larger than before.

New in LDtk (formerly LEd) 1.2.1 (Jan 3, 2023)

  • Fixed entity arrows not pointing at their target properly, if the source entity was resizable.
  • Better display of hotfixes vs major updates in the Release Notes window
  • Fixed position of the window listing all LDtk versions
  • Fixed macOS build

New in LDtk (formerly LEd) 1.2.0 (Jan 2, 2023)

  • Auto-layer rules assistant:
  • The new Assistant makes the creation of standard auto-tiles rules super easy!
  • Fill the layouts on the left using your own tiles and LDtk will create all the rules accordingly. By default, if you don't have all the orientations drawn, the assistant will automatically just use symmetrical rules to fill the gaps.
  • And if you forget something or want to make a change, you can simply edit the layout again to update the rules automatically.
  • WASD controls:
  • You can now navigate through your current tool values using WASD keys.
  • In IntGrid layers, this will cycle through values,
  • In Entity layers, W/S will cycle through values, while A/D will quickly jump between tags
  • In Tiles layers, this will navigate in the current tileset. The selection will automatically use any previously "saved selection" to smartly navigate through your predefined group of tiles.
  • Because of this change, the following keyboard shortcuts were modified:
  • Switch to World mode: SHIFT+W or ~ (previously W)
  • Toggle single layer mode: SHIFT+A (previously A)
  • Save current tile selection: SHIFT+S (previously S)
  • Flip horizontaly currently selected tiles: X (previously X or Z)
  • Entity fields visuals:
  • The visuals of entity fields have been reworked again to increase clarity and reduce cluttering.
  • However, keep in mind it's always better to not display everything. The less, the better ;)
  • Arrows:
  • You can now customize the design of arrows used in Point or Entity Reference fields.
  • Auto-layer rules remapping:
  • TLDR; This new tool makes the creation of variations of Auto-layer rules very fast.
  • For example, if you've created a bunch of rules that use the IntGrid value 1 to paint "Stone walls" tiles, you may duplicate and remap them to use IntGrid value 2 and, say, "Metal walls" tiles.
  • Right click on a group of rules in an Auto-layer to Duplicate and remap it.
  • This new tool allows you to make a copy of these rules, while doing the following operations:
  • replace IntGrid values they refer with another ones,
  • transpose the tiles they produce to another part of the tileset.
  • Icons:
  • New useful icons were added to the embed icons atlas, like keys, locks, and various shapes to be used with the 9-slices scaling feature of entities.
  • Enum tags display:
  • A new option allows to visualize "Enum tags" attached to tiles in the Editor context (thanks to Keith Clark). Just press the new "Show/Hide enums" button near the Layers list.
  • In the following example, all tiles were tagged with a Material enum (stone, grass, metal etc.) and the result can be displayed right in the editor context.
  • Custom commands:
  • You can now define custom commands to be executed at various moments (when the project is loaded, saved etc.). These commands can be used for whatever your own production pipeline requires. Here are some typical examples:
  • After saving, run a script that parses the JSON and extract all the texts for future localization.
  • When pressing CTRL-R, run your game.
  • After saving, parse the project JSON and check if all levels are properly connected, from your game logic perspective.
  • For obvious security reasons, LDtk will always ask you first if you trust the project and want to allow commands from it.
  • Misc:
  • You can add user-defined documentation to any entity or level field.
  • You can right click on a group of rules to modify the "out-of-bounds policy" of all its rules in a single batch.
  • Added nicer default colors for various elements (eg. int grid values, entities, enum values etc.). The palette is "Endesga32" by Endesga (https://lospec.com/palette-list/endesga-32)
  • Added a Color blind option in app settings: for now, this will only affect the colors automatically picked for new Entities, IntGrid values, Enums etc.)
  • Hold SHIFT to disable snapping when moving levels around in the world view.
  • You can now manually enter custom values for Entity pivots.
  • Many Load button in the UI will now remember properly their last folder
  • Added extra info to the Simplified Export JSON file (level custom fields, identifiers etc).
  • Added a new layer option to prevent selections when the layer is not active.
  • Fixed entity duplication that broke entity count limits.
  • Many UI fixes (thanks to IrishBruse) to remove unnecessary borders and align things.
  • Added a "reset" button near any entity/level field that isn't using its default value.
  • Fixed duplicate identifiers when inserting a level in Horizontal/Vertical layouts
  • Fixed a crash when duplicating a point from an Entity.
  • Duplicating a selection containing Entities no longer ignores the limit counts defined for these entities.
  • Added support for proper Point duplication for entities that have an Array of Points field.
  • Fixed default multilines values that dropped newline characters.
  • Fixed the default tile of an entity when one of its fields is a Tile, but it is not set to override the entity tile itself.
  • Fixed the Rule editor window when the layer has no IntGrid value.
  • Fixed embed icons reloading when the image was resized.
  • Fixed useless scrollbar in context menus.
  • Fixed Haxe enum importer regex.
  • Fixed levels BgColor in JSON not updating when changing project default
  • Updated the design of the home.
  • JSON changes:
  • The following fields deprecated in update 1.0.0 were removed from the JSON in 1.2.0:
  • Removed LayerDef.autoTilesetDefUid (use tilesetDefUid instead).
  • Removed EntityDef.tileId (use tileRect instead).
  • Removed NeighbourLevel.levelUid (use levelIid instead).
  • Haxe API:
  • Added definition JSON access to Layers and Entities
  • Removed irrelevant entity arrays in layers that have "required tags" or "forbidden tags".
  • Fixed an exception with null defs.
  • Added pxWid/pxHei to layers

New in LDtk (formerly LEd) 1.1.2 (Apr 15, 2022)

  • Import enums from JSON and text files:
  • You may now import project Enums directly from an external file (previously, only Haxe and CastleDB). This enum will be updated as you edit the file and LDtk will take care of value losses or renamings.
  • The following formats are now accepted :
  • JSON: expected format is
  • "MyEnum1" : "a,b,c",
  • "MyEnum2" : "a b c",
  • "MyEnum3" : [ "a", "b", "c" ]
  • Text file: one enum per line. Each line should use one of these formats:
  • MyEnum : valueA, valueB, valueB
  • MyEnum : valueA valueB valueB
  • MyEnum : valueA ; valueB ; valueB
  • Better imported enums:
  • The sync window for External Enums was completely reworked:
  • better UI,added support for enums and values renaming.
  • You can now also import and sync Enums from a Castle DB file
  • Samples list:
  • For new LDtk users, the samples are now much more visible in the default UI. Feel free to hide them by clicking on the [x] button.
  • Other changes:
  • Fixed a crash when pressing Delete key while having no active selection.
  • Fixed a crash when duplicating a level containing Entity references.
  • Fixed incorrect entity ref description in Entity instance panel.

New in LDtk (formerly LEd) 1.1.1 (Apr 4, 2022)

  • Super Simple Export now also creates one CSV file per IntGrid layer.
  • You can right click on a folder on the Home screen to create a new project there.
  • Fixed IID's values and Entity references when duplicating a level.
  • Fixed unexpected fill color for "hollow" Entities that use a Tile as a texture.

New in LDtk (formerly LEd) 1.1.0 (Apr 1, 2022)

  • Super Simple export:
  • I know: for every new tool out there, there is this moment when you need to write the importer for your favorite game engine.
  • I’ve been there too, so LDtk offers a Super simple export option. You can enable it from the Project settings panel.
  • You will get:
  • One PNG per layer in each level
  • A composite” PNG per level (ie. all layers merged together)
  • A very simple, straightforward and optional JSON file per level, if you want to access your Entities data or other information.
  • Other changes:
  • Updated the look of notifications in the bottom right corner. Errors and Warnings will now also blink once to catch more user's attention, as needed.
  • Added a shortcut link to previous major version notes in "Release Notes" window
  • If you have "Open last project" enabled, but close current project, then re-opening LDtk will now bring you back to Home screen.
  • Removed recommendation to enable "External levels" in Project Settings panel.
  • Fixed missing coordinates display after going to World view.
  • Fixed intGridValue presence in JSON for non-IntGrid layers

New in LDtk (formerly LEd) 1.0.0 (Mar 29, 2022)

  • New entity reference system
  • Great performance boost for large projects
  • Integrated icons and many quality-of-life changes
  • New world layers
  • User interface reworks

New in LDtk (formerly LEd) 0.9.3 (Apr 23, 2021)

  • Aseprite support: you can now load an Aseprite image directly as a tileset or as a level background. It will be automatically reloaded if it changes on the disk, just like any another image.
  • Level PNG export: it's now possible to export a single flattened PNG per level, making the "Easy to integrate with your game engine"-thing even easier. You can still export one PNG per layer per level if you prefer.
  • Fixed offseted "Close project" button
  • Fixed "textLanguageMode" typo in JSON
  • Minor bug & doc fixes

New in LDtk (formerly LEd) 0.9.2 (Apr 20, 2021)

  • Added a tiny "(...)" above entities with fields when they are hidden
  • Fixed "re-open last project" that could sometime reset app settings
  • Fixed rule editor not updating when changing pivot
  • Fixed incorrect "Perlin noise" preview when right click on the Perlin option in Rules panel.
  • Fixed "shrinking" tileset view when panning it
  • Fixed discarded "levelPaths" array when importing OGMO projects

New in LDtk (formerly LEd) 0.9.1 (Apr 17, 2021)

  • Fixed broken "New project" button. Sorry!
  • Added an option to re-open last project when starting LDtk (open Settings with F12)
  • Hold CTRL to disable preview when moving mouse over auto-layer rules.
  • Fixed missing tooltips in rules panel.
  • Fixed tooltips staying on screen in rules panel.

New in LDtk (formerly LEd) 0.9.0 (Apr 16, 2021)

  • New features
  • Optional auto-layer rules: this new key feature allows to create "biome" and "variations" by defining group of rules that only apply to specific levels. Please check the new sample "AutoLayers_5_OptionalRules". How it works: simply right click on a group of rules in the Rules panel to mark it as Optional. This group will then be disabled by default everywhere, and you'll be able to manually enable it in some specific levels only.
  • Tile tags: you can now associate an Enum to a Tileset, then "paint" values from this Enum freely on each tiles in the tileset. This could be useful to mark collisions, water tiles, surface sounds or whatever tag you could think of. To use this new feature, just open the Tileset panel, select an existing Enum for a tileset, and start tagging directly.
  • Tile custom data: you can add totally custom text values to each tile in any tileset. This could be plain text, JSON, XML, etc.
  • Auto-layers tileset switching: in each level and for each layer, you can now switch the tileset on-the-fly.
  • Added "Isolated points" as new display option for points in Entities (thanks to Stuart Adams)
  • Each enum value can now be associated with a custom color for easier reading in the UI.
  • Re-worked the Rules panel to have less buttons and lost space. Some actions where moved to the context menu (eg. renaming a group of rules)
  • Array of Points in Entities can now be displayed as "looping paths".
  • Auto level naming: you can let LDtk name your level identifiers automatically using a custom pattern, as defined from the Project settings panel. Some examples:
  • default pattern "Level_%idx" will name levels "Level_0", "Level_1" etc, based on their order of creation (or order in array, in Horizontal/Vertical world layouts)
  • with the pattern MyLevel_%gx_%gy, each level will be named using the world grid X/Y coordinates (only applies to GridVania world layouts).

New in LDtk (formerly LEd) 0.8.1 (Mar 2, 2021)

  • Fullscreen mode: just press F11 to toggle this mode.
  • New entity tile display modes: entity tile can now be displayed in more ways: Repeat (ie. repeat tile to cover entity bounds), Cover (ie. covers the full entity bounds), Fit Inside (stretched to fit inside entity bounds).
  • Removed deprecated "Crop" from Entity tile render modes
  • Added an option in LDtk settings to start the app in fullscreen mode
  • Fixed cursor position while zooming
  • Fixed "close" button in Rules panel
  • Fixed scrollbar in Help panel

New in LDtk (formerly LEd) 0.8.0 (Feb 26, 2021)

  • UI rework:
  • many interface elements were reworked and cleaned up (less lines, less gutters). This includes panels, main side-bar, custom fields editor, etc. Also, the world panel is now separated from the "current level" panel, so it's no longer mandatory to go to "world view" to edit your active level settings. I hope you'll enjoy the changes :)
  • Level custom fields: just like Entities, you can now add custom properties to your levels and edit values per-level. For example, add some FilePath field, name it "music", filter allowed files with "mp3 ogg" and you get a custom music picker in each of your levels.
  • Custom fields have been visually re-organized to be easier to read in-editor. Labels and background are now aligned, and various minor display bugs were fixed.
  • Resizable entities: Entities can now be marked as resizable horizontally and/or vertically. This new feature opens the possibility of creating "Region" entities (ie. a custom rectangle or ellipses), with fully customizable properties.
  • Entity tags:
  • tags are labels that can be freely added to any Entity definition. They can be used to group entities in the editor (ie. actors, regions, interactives etc.) and to filter allowed entities per layers (eg. a "Region" layer that can only contain "region" tagged entities).
  • CPU optimizations: the app CPU usage should now be close to 0% while its window is minimized or not focused. Also, a new setting "Smart CPU throttling" (enabled by default, recommended) will also reduce CPU usage while doing "not too demanding" actions in the editor. All these should greatly reduce battery drain on laptops.
  • Ogmo 3 import: you can now import Ogmo 3 projects to LDtk. Most features are supported, but feel free to drop a message on GitHub issues if you have any specific needs :)
  • The UI scaling has been fixed for 4K and 8K displays. You can now adjust the general application scale factor from the app settings (press F12).
  • CodeMirror: editing of "multi-lines" fields in entities (and levels) is now done using an almost fullscreen text editor based on CodeMirror library. This allows syntax highlighting, basic completion and various quality of life features. Supported types include XML, JSON, Markdown, LUA, JS, C# etc. Feel free to ask for more languages on GitHub issues.
  • Debug menu:
  • you can now open a debug menu by pressing Ctrl+Shift+D. It will contain some commands that could be useful if you encountered some specific bug types. Commands inside this debug menu are harmless, so you can use them without any risk (unless some in-app message says the opposite).
  • Tileset can now be changed on-the-fly in each Tile layer.
  • The Windows setup file is now twice bigger. Yeah, I know this isn't an actual feature, nor a great change. But this opens support for both 32 and 64bits environments. Please note that the installed version size hasn't increased, only the Setup executable.
  • Moved buttons to the top of project Panels.
  • Removed all "Delete" buttons in project panels
  • It's now possible to associate icons with external enum values from a Haxe HX file.
  • Added a Preset button to quickly create a "Region" entity.
  • Entities can now be marked as "Hollow", which will allow editor mouse clicks to pass through, except on edges.
  • You can now show/hide multiple layers at once by holding left mouse button over visibility icons (Photoshop style).
  • Use Shift + left click on a visibility icon to Show or hide all other layers except the current one.
  • Added a button to access previous changelogs in "Update" window, on Home screen.
  • An Entity count can now limited per world or per layer. This is especially useful for elements like Player start position, which should be unique in the world.
  • A suggestion to enable Backups will now appear when opening a large project file.
  • The visibility status of a layer is now saved with the project.
  • When baking an Auto-layer (ie. flattening it), you are now given choices on what to do with the original baked auto-layer (delete, empty or keep).
  • Level background is now faded away in "Single layer mode".
  • Smarter auto-naming when duplicating something (ie. a copy of an Entity named "foo50" will now be "foo51", "foo52" etc.)
  • Each Entity field type now has an associated color, making field list easier to read.
  • The default size of a new level can now be customized from the World settings (press W, then open settings).
  • Mouse wheel can now be used to switch to world mode (and vice versa) automatically. A new related option has been to app settings (F12).
  • Fixed zoom speed using mouse wheel.
  • Fixed Point fields in entities where clicking the same coordinate twice added multiple identical points.
  • Fixed Rule "pink" preview being stuck when moving mouse over a level
  • Fixed incorrect default tile when creating a new Enum value.
  • Fixed "New project" dialog opening twice on Home screen
  • Disabled "New level" context menu when holding Shift or Alt
  • Fixed layer order for "simplified" level render in World view
  • Entity fields are now slightly faded out when not currently on an Entity layer
  • Fixed a "pink square" on Entities when reloading a texture modified outside of LDtk
  • Fixed entity instance editor not closing when switching level
  • Fixed a bug when adding new Entity fields, where some existing entity instances were not properly updated in the JSON file.
  • Fixed sorting of arrays in entity fields
  • The default behaviour when limiting an entity count is now to "Move the last one" instead "Discard the oldest one".

New in LDtk (formerly LEd) 0.7.2 (Jan 27, 2021)

  • Added a setting to change font size in Editor UI.
  • You can now press F12 to open app settings from almost anywhere.
  • Added a button to delete crash recovery files on Home screen
  • Added file naming customization for layers exported as PNG
  • Fixed selection color (when using ALT+SHIFT)
  • More robust JSON parsing with invalid integer numbers
  • Fixed a crash with empty tilesets
  • Fixed a crash loop on Home screen
  • Minor visual fix on splash screen

New in LDtk (formerly LEd) 0.7.1 (Jan 25, 2021)

  • Fixed a crash when saving separate level files.
  • Fixed a crash with FilePath fields in Tiled export.
  • Fixed removal of empty dirs when saving a project.
  • Added a new "settings" button to LDtk home screen.
  • Fixed useless autoRuleGroups array in JSON
  • Added an option to force the app to always use the best GPU.

New in LDtk (formerly LEd) 0.7.0 (Jan 22, 2021)

  • Changes:
  • New home layout: the app home screen has been re-organized to focus on what's really important.
  • Separate level files: when enabled, LDtk will save separately the project JSON and one file per level. A much needed feature to reduce JSON size and optimize parsing times! The option is in Project settings (press F1): "Separate level files".
  • When enabled, all the project settings and definitions will still be stored in the *.ldtk file, and all level data will now be saved to separate files (one per level) in a sub-folder, in *.ldtkl files (notice the extra l letter at the end of the extension).
  • Important notes: this new feature might not be supported in all current existing APIs and loaders. Also, this option isn't enabled by default, but this might change on 1.0.
  • Save layers as PNG: if you really don't want to bother with the LDtk JSON, you can check this new option in your project settings to export all your layers as PNG images (note: only supported layers will be exported, that is those with tiles).
  • Backups: automatically keep extra copies of your project in a sub-folder every time you save (enable backups in your project settings). Important: LDtk only keeps up to 10 backup files per project.
  • Crash backups: if, for some reasons, LDtk crashes, it will try to backup your unsaved work automatically. Obviously, this works even if the backup setting isn't enabled.
  • Level background image: each level can now have a custom background image (PNG, GIF or JPEG) that can be resized and aligned in various ways.
  • New font: replaced the often hard-to-read pixel font with a sleeker "Roboto" font (this change affects entity fields and floating level informations).
  • New APIs: LDtk JSON files can now be easily parsed in many languages, including C#, Python, Rust, C++, Javascript, using QuickType.io generator. These parsers are based on latest JSON schema file (see below) and are super easy to keep updated. You can check existing APIs on the LDtk website.
  • JSON Schema: a schema file is now directly generated from source code (ie. a JSON that describes the LDtk project file format). It's available on LDtk.io/json and contains a schema following Draft 7 standard from Json-schema.org. This file describes all fields from LDtk json files (value types and descriptions). The great thing about JSON schema is that it allows JSON "parser" generation using QuickType. That's right: you can now generate Rust, C#, JS or Python parsers easily, right from the file format.
  • HaxeFlixel support: the HaxeFlixel game framework has been added to the official LDtk Haxe API. You can now easily load and display a LDtk project in your game.
  • Moving your mouse cursor over a Rule group in an auto-layer will now reveal all layer cells affected by the rules in this group.
  • If the auto-layer rule panel is open, moving your mouse over the level will now also highlight rules affecting the current coordinate.
  • The JSON documentation now shows clearly what parts are useful for game devs and what parts aren't (trying to make your dev life even easier!).
  • The app home now shows a list of recently opened folders along with recently opened project files.
  • Optimized the rule pattern editor to update less UI stuff when being edited.
  • Tiled TMX files are now exported in a sub folder (along with other optional external files, like levels or layer PNGs)
  • Better organized world panel (shortcut W)
  • Better level name display in Linear world layouts.
  • Fixed reloading of tileset images.
  • Fixed Electron related security policy.
  • Fixed "Lost external enum file" dialog when loading a project.
  • Many UI tweaks
  • Bug fixes

New in LDtk (formerly LEd) 0.6.2 (Dec 31, 2020)

  • Added an optional Regular Expression that can be tested against a String field in an Entity. Any unmatched character in a string value will just be discarded. This allows the creation of custom field type (that needs to follow some specific pattern), while still having a safety net (the editor cleans up invalid parts).
  • Fixed missing "world grid size" inputs in Grid Vania layouts. They should now appear in the World panel.
  • Fixed level creation in "Linear" world layouts that only contain 1 level
  • Fixed loading of null multiline fields
  • Fixed a crash on layer removal
  • Added "internal" (ie. "only for editor use") indicator for undocumented fields in Json
  • Fixed Json doc typo
  • Fixed Travis unit tests
  • Fixed new level creation in "Linear" layouts that only contained 1 level
  • Minor changes & fixes on Home and Support pages

New in LDtk (formerly LEd) 0.6.1 (Dec 3, 2020)

  • New website URL: LDtk.io
  • New Json schema URL: LDtk.io/json
  • Updated in-app URLs
  • Fixed a crash when editing Entity points and switching layer
  • Fixed a crash in Tiled TMX exporter caused by tilesets without image
  • Fixed macOS build (didn't start properly).
  • Fixed long auto-update error message on Linux and macOS versions.
  • Fixed entities being destroyed when dragged near level limits
  • Fixed samples folder location on macOS
  • Updated buttons on app home page
  • Minor update to app logo

New in LDtk (formerly LEd) 0.6.0 (Nov 27, 2020)

  • App changes:
  • Discord:
  • We now have an official Discord! Come join us, we have cookies
  • World map:
  • Levels in your project can now be organized in various ways:
  • freely on a vast 2D map,
  • in a large grid system (aka "grid-vania"),
  • horizontally,
  • vertically.
  • Just hit the W or F2 key to switch to world view, and start re-arranging your creations as you wish! While in world mode, you can right click to reveal a context menu.
  • Other changes:
  • New splash screen: to reduce screen flickering and dirty window flashes on startup, a new splash screen was added, among other minor changes. The app window should now feel a little more "stable".
  • Smooth zooming/panning: automatic zooming and panning (eg. when pressing F key) are now animated and smoother.
  • New rule editor window: this UI component really needed some love, so it now features a more streamlined interface and a much better integrated help.
  • User settings are now stored in AppData OS folder to prevent from losing them on each future update. Unfortunately, this will only apply starting from this version, so settings will be reset one last time :) Sorry!
  • End of beta: LDtk is no longer considered Beta as it's now stable & mature enough to be used in production.
  • "File path" field: this new field type allow you to refer to an external file directly from an Entity instance (many thanks to Yanrishatum!)
  • Many under-the-hood optimizations to support the new World map feature.
  • Removed the "double" Fit mode when pressing F. Now pressing this key just fits the whole level in the viewport.
  • Unified R & Shift-R shortcuts: just press R to toggle all auto-layers rendering.
  • Fixed loading of files with spaces in name, when using file association on Windows
  • Better "invalid value" error display in entity fields (previously, you only had <error>).
  • Application samples will now display a warning if you try to save them (not recommended as they will be overwritten by future app updates).
  • Better Entity panel layout
  • Better default entity Field naming when creating a new one
  • Fixed a bug in Entity panel that went crazy when containing too many entities.
  • Sample maps are no longer added to "recent projects" list
  • Updated the Enum panel icon.
  • Better display of samples in recent files list on app Home.
  • Added a "Close" button to Project panel
  • Removed "Loaded" useless notification
  • You can now right-click external URL links in LDtk to copy them.
  • Fixed middle clicks on URL links.
  • Fixed many many issues with rules that didn't update properly after some specific changes (eg. perlin, checker mode, modulos etc.)
  • Added a "locate project" button to Project panel
  • Fixed an infinite loop when resizing a level
  • Fixed a bug with files stored in a path containing some special characters (eg. ~ or %)
  • Updated the LDtk website
  • Updated all sample maps

New in LDtk (formerly LEd) 0.5.2 Beta (Nov 10, 2020)

  • App changes:
  • Fixed a crash when loading a project with a "lost" tileset image (ie. path not found).
  • Fixed crash window that looped forever
  • Better crash report window

New in LDtk (formerly LEd) 0.5.1 Beta (Nov 6, 2020)

  • Added "top-down" sample map
  • Fixed "File not found" message at startup
  • Fixed a potential crash at startup
  • Fixed auto-reloading of modified tileset images
  • Minor bug fixes
  • Updated external libs used by LDtk (Electron, NodeJS etc.)

New in LDtk (formerly LEd) 0.5.0 Beta (Nov 5, 2020)

  • Tiles flipping: in Tile Layers, you can mirror tiles before painting them by pressing X or Y (or Z). This also works from group of tiles.
  • Tiles stacking: you can now optionaly stack multiple tiles in a single cell of a Tile layer, reducing the need for multiple layers. For example, you could paint a brick wall, then enable stack mode (T), and add details like cracks or vines over the same wall. Be careful though: erasing of stacked elements can be tricky, so you should use a mix of multiple layers and stacking to get the best results.
  • New editing options bar: Grid locking, Single layer mode and Empty space selection moved to a new more streamlined button bar.
  • File association: project files now use the extension *.ldtk instead of *.json. Therefore, on Windows, double-clicking such files will open the app accordingly. If you prefer the .json extension, you can force it in each project settings (but will lose benefit of the file association).
  • Auto-layer rule preview: when you move your mouse over a rule, you will now see which cells in the current layer are affected, making their testing MUCH easier.
  • Tiled (TMX) export: this optional export now generates proper standard tile layers. However, to support LDtk stacked tiles feature (see above), multiple Tiled layers might be generated per single LDtk layer. Also, IntGrid layers are now properly exported to Tiled (as standard tile layers, with an auto-generated tileset image).
  • New color picker: it supports copy/paste, manual hex value editing and a much better UI (thanks to simple-color-picker).
  • Flood-fill fixes: if you hold SHIFT while clicking in a Tile layer, it will flood-fill the area using currently selected tiles (randomly, or by stamping group of tiles, depending on the current mode).
  • Flood-fill erasing: just use SHIFT+Right click to erase a whole contiguous area.
  • The layer Rule editor now overlaps left panel and allows level editing while being open (makes rule testing much easier). Press Escape to close it.
  • In Tile layers, you can press L to load a saved tileset selection (using S key)
  • Renamed the Level panel to World (for the 0.6.x future update).
  • It's now possible to change the tileset or even the source layer of an Auto-Layer without loosing your rules.
  • Auto-layer baking: turn a complex Auto-Layer into a standard Tile layer (think of it as the flatten feature in Photoshop). Be careful, it's a one-way operation.
  • Unified "Show/hide grid" and "Grid locking" options. You can now just press G to toggle grid (which also implies "grid locking" in supported layer types).
  • All options (such as "Grid on/off", or "Compact panel mode") are now saved to a JSON file in your app folder, in userSettings/.
  • Help window is now a side panel.
  • Opaque tiles are detected in tilesets for use in various optimizations (mostly related to the new tile stacking feature).
  • Fixed a crash when deleting IntGrid layer while an AutoLayer uses it as source.
  • Added some colors to UI buttons
  • New exit button icon.

New in LDtk (formerly LEd) 0.4.1 Beta (Oct 27, 2020)

  • Fixed a jQuery related crash
  • Smarter extern Enum file update (ie. silent if changes don't break anything).
  • Better logging in case of crash
  • Open/save dialogs are now modal to the application
  • Fixed distorted left panel in new projects

New in LDtk (formerly LEd) 0.4.0 Beta (Oct 25, 2020)

  • Experimental Ubuntu and MacOS versions (thanks to the community!)
  • Selections: you can now select any element in a level by using ALT + left click. You can move it around by holding left click. To select a rectangle area, use ALT + SHIFT + left click.
  • Duplicate: you can duplicate any element in the level by drag it with CTRL+ALT keys.
  • NOTE: For now, "undoing" a selection move or duplication will require multiple undos (one per affected layer). Undo/Redo features need a major rework, but this will only happen in a future update (see #151). Sorry for the inconvenience until this update!
  • Duplicate definitions: you can duplicate any Definition (layers, enums, entities etc.) by using the new context menu (right click or use "3-dots" buttons) in all panels.
  • Duplicate rules or rule groups: another much needed addition.
  • Multi-lines texts added to Entity custom field types.
  • Type conversions: Entity fields can now be converted to different types (like turning an Integer value to a Float, or into an Array). Some conversions might not be lossless.
  • Renamed the old Enhance active layer option to Single layer mode
  • Alt+left click now picks elements in all layers. If you have the Single layer mode activated (A key), it will pick in current layer only.
  • Added an option to allow selection of empty spaces
  • Better mouse coordinates display in editor footer
  • Added rectangle selection size to editor footer
  • Use DELETE key to delete selected elements
  • Use CTRL+A shortcut to select everything (limited to current layer in Single Layer Mode).
  • Optimized the JSON format to reduce its size (should be approximately 40-50% smaller).
  • Added the up-to-date JSON format doc to the app Home page.
  • Added fullscreen button to view Home changelogs
  • Pressing ENTER on the Home screen now opens last edited map.
  • Side bar is now more compact
  • Better "Enum sync" window
  • Fixed "Enum value in use" detection
  • Removed duplicate sample map file
  • Fixed mouse wheel zoom limits
  • Fixed "color" field size in Entity instance editor when the value wasn't default.
  • Updated help window
  • Pressing Escape key now leaves focused inputs first instead of closing panels.
  • Many bug fixes & minor enhancements