https://discourse.mapeditor.org/t/workflow-for-side-scroller-with-slopes-variants/3510
I haven't managed to use #tiled a lot myself. I stuck to my own #LevelEditorForDS, which is far from being perfect, but it could at least help with two things:
- when you copy-paste a block on the front layer, you automatically copy the properties layer as well
- you can duplicate complex structures by L-touching a reference structure and then "painting" a copy of that structure starting with a copy of the block you touched. (https://sylvainhb.blogspot.com/p/level-editor-for-ds.html)
Workflow for side scroller with slopes+variants?

I’ve found Tiled immensely useful for top-down maps, but now I’m working on a side-scrolling game with two different kinds of slopes, and I’m having a difficult time creating maps with my tileset in Tiled. All the automation seems built for top-down maps. I was hoping others might chime in with their workflows for games like this. Here are the basic tile shapes I’m using, just simple 0:1, 1:2 and 1:4 slope tiles. (In reality, they’re more complex, as most of these tiles have a matching “top”...

Tiled Forum
Trying to get the doors working on the #NintendoDS too, but it seems that #LevelEditorForDS doesn't like something about them: it keeps damaging the file when editing it...
Tiled Map Level Editor

This is a level editor for the NDS made by Schmendrick to allow on-the-go level editing and testing homebrew platform games.

GameBrew

At least a bit of #ndsdev ... Finally merged commits the proper way to be able to test that "poke a special block at coordinates (24,192)" statement in my level script ... so I could try old maps without using the #LevelEditorForDS to place the special output ...

of course, the old maps used an old tileset and will have to be edited on DS before you can enjoy them (again) :P

(related: https://sylvainhb.blogspot.com/2024/06/mappoke.html)

map.poke

Building our dream games from the nineties on NDS. From bits to gameplay.

@NovaSquirrel I remember trying to use Tiled for another project and then never using it again, sticking for my own #LevelEditorForDS because Tiled missed the 'push tile to the other layer' or copy-like-you-were-a-CPC that I'm over-using when doing level design with LEDS ^^"
ah. Good. I can show configured tiles in the #LevelEditorForDS
I'll have to figure out
- how #LevelEditorForDS expects me to change tile palette
- why it is so tricky to create a new 64x64 map
Of course, the NDS has stylus and WiFi. Together with SD card storage from homebrew cards, that means you can write tools like #SpriteEditorForDS, #LevelEditorForDS and #AnimationEditorForDS!
From #ndsdev to #gamedev, wherever you want ^_^