Overview
One guide per feature: what it does, how to use it in the editor, the
scripting API, examples / tutorials, what is saved, performance notes and
limits. The scripting reference is ../SCRIPTING.md; the
editor overview is ../../editor/README.md.
| Guide | |
|---|---|
| Level editor | The Level tab: LDtk projects edited in place - worlds, levels, IntGrid / Tiles / Auto layers with LDtk’s rule engine, entities and fields, definitions, terrains, per-tile data and animated tiles; the Ldtk_Doc API - with tutorials. |
| Aseprite | .aseprite files used as they are: tags played as Aseprite plays them, layers on / off per node, slices (pivots, hitboxes), user data, tilemap layers as TileMaps; live reload when you save - with a tutorial. |
| Skeletal animation | Spine and DragonBones exports on the engine’s own runtime: Skeleton and Bone Attachment nodes, crossfades, skins, IK, events, bone overrides - with a tutorial. |
| Animation editing | Custom key curves (cubic Bezier), method events with arguments and the animation_event signal, onion skin - with tutorials. |
| Draw order | Layers, Z index, Y-sort (top-down / isometric depth). |
| Navigation | Path finding on tile maps, LDtk levels and Navigation Regions; agents that walk there (radius, avoidance, doors) - with tutorials. |
| Accessibility | UI scale, colour-blind filters (and an editor preview), subtitles from dialogue and sound captions, screen shake scale; the Accessibility Menu template - with a tutorial. |
| Advanced camera | Virtual cameras with priorities and blending, follow modes (group, path, dead zone, look-ahead), limits incl. the LDtk level the target is in, trauma shake - with tutorials. |
| Web export | Export to the browser (a static folder for itch.io etc.), what works there, the prebuilt web runner and how the engine runs on WebAssembly. |
| Sprite atlases | Tick Atlas on textures: export packs them into pages (fewer draw calls); how it works, what to leave out, helpers for engine code. |
| Import settings | Per-asset settings next to the file: texture filter / wrap / mipmaps / slicing preset / QOI on export, audio gain and default bus - with tutorials. |
| Audio mixer | Buses (fader, pan, mute / solo, effects, routing), the Mixer tab, Lua control - with tutorials. |
| Gamepads and local multiplayer | Up to 4 players with their own controllers, hot-plug events, rumble (native per OS), button prompts that match the controller (Input.glyph), simulated pads for tests - with a co-op tutorial. |
| Input and rebinding | Actions, player rebinding (listen, conflicts, saving), gamepad menus, the Controls Menu template. |
| Changing scenes | Transitions, preloading, loading screens (background texture decoding) - with a loading screen tutorial. |
| Paths and followers | Bézier paths edited in the viewport; followers for moving platforms, patrols, rails - with tutorials. |
| Pixel-perfect rendering | Integer scaling, pixel snap, smooth sub-pixel camera - recipes for pixel art. |
| Object pooling | Reuse bullets, effects, pickups: Pool.take, on_spawn / on_despawn, prewarm, caps - with a tutorial. |
| Crash reports | What a crash writes (reason, stack, recent lines), where, the editor’s “report on GitHub”, and the Crash Lua module for games. |
| Visibility notifier | On screen / off screen events; pause, disable or remove the parent off screen. |
