ldtk
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"Corner" levels should be in neighbors array
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I saw that for some reason this was marked as a bug and "fixed" but I don't really understand the rationality, for a lot of games a player could traverse diagonally between levels, these levels can be connected and are essentially neighbors.
For the use case of procedurally loading levels as the players move around this could make life a lot easier, while not mandatory and can be done in other ways by having all adjacent neighbors available would make this easie
r