Hey,
I just recently found out about Godot, and it seems to me to me more powerful than what I initially thought. To play around and learn it, I'm working on a platform idea.
Now, I really like Tiled, and the idea of using that as an "level editor", instead of doing the level in Godot. I'm thinking that it would be smart to somehow "paint" the level in Tiled, and then (with some code logic too) read that level in and add things programmatically. I noticed it's possible to add "custom properties" which would be added soon here too (hopefully) https://github.com/vnen/godot-tiled-importer/issues/12 . Using this I plan of putting things on different tile layers in Tiled, with custom properties where I then in Godot can use this to add things per layer. Do you experts here think this is a good approach or am I missing a smarter way? Personally I would have liked a way to add a custom attribute to tiles themselves instead, but don't see a way to do it. That way I think it would be easier to add things like adding StaticBody2D and Collision2D nodes.
One of the big reasons I like this approach is that this way it would be rather easy to change tileset, because if I do everything in Godot, it will be hard to change tileset later. With the whole level separated, and things added to it in code, Tiled really would work like a flexible "level editor".
What are your thoughts on this? How would I go on doing this?
Thanks!