Really fun. Congrats on this beautiful game!
4ian
Creator of
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Salut qirajeux, j'ai lu ton post/retour d'expérience sur la création de ton jeux et je suis interessé d'en savoir plus sur ton expérience avec GDevelop (je suis le lead développeur de GDevelop :)).
Il semble que le plus gros soucis vienne du "foutoir" dans les évènements. Je ne sais pas si tu as regardé du coté des "Custom behaviors", ce qui est la possibilité de créer des evenements séparés de la scène, et que tu peux associer aux objets ensuite ?
Si tu as quelques minutes pour qu'on en discute de vive voix ou par chat sur Discord (je suis "4ian" sur le Discord GDevelop) (ou simplement ici), ça m'intéresse car je pense qu'on manque d'une bonne UX et de pédagogie pour mettre en avant le fait qu'il est possible de créer des comportements ("behaviors" en anglais) ce qui va beaucoup alléger et rendre la création du jeu plus dynamique :)
While you could do them manually in your scene using objects, some events and some clever time manipulation, I agree it would be easier with something built in. I've added a card for you to vote on this feature on the roadmap :) https://trello.com/c/RNGXWHhG/455-add-an-easy-way-to-make-transitions-between-sc...
To clarify on GDevelop (I'm GDevelop main developer): you can totally do "real" JavaScript coding (which, while it has bad press because of its history, is a nice, JIT-compiled language, with static typing with TypeScript making it a very nice experience and safe language ;)) - though 99% of games are made without it.
Also exports give you in one click, and after a ~3 minutes wait, a ready-to-publish Android/Windows/macOS/Linux game - though you can go the manual export way if you want full control on what you do! :)
This won't change your mind but I still wanted to make this clear :)
About GDevelop (disclaimer, I'm GDevelop main author :)) - seems like there was some misunderstanding on the export.
GDevelop does not limit you in the number of exports as long as you're doing them manually. You can export your game an unlimited number of times a day to HTML5 or any other format - but will have to manually install command line tools and other stuff if you want to build a native app for iOS/Android/Windows/macOS/Linux (which is the same as most game engines you would code with!).
We offer a way to do this in one click - a packaging that uses an online build service to export to Android/Windows/macOS/Linux without installing anything (it even works on the web version editor.gdevelop-app.com!). This service is limited to avoid overloading the servers and we make a subscription for people that want to help GDevelop development. This is optional though, and while it's shown as the first exporting options, you can use the advanced one if you're an indie studio that already has experience bundling games or hosting HTML5 games :)
I recommend people giving a fair chance to GDevelop. It's (from my biaised point of view ;)) the sweet spot between "real coding" and visual programming using an events system that does not limit you arbitrarily and is efficient to use (no slow and tedious "drag'n'drop") - you can even extend the conditions/actions and create new behaviors for your objects with the same events system.
The whole game engine is open-source and based only on open-source, proven, battle-tested technologies like Pixi.js. You can even drop at any point a JavaScript code block and code if you wish to.
Happy to talk more about GDevelop, but I wanted to clarify these points :D
Right, Itch.io version is super old I totally forgot to update it! Download the latest one (beta 64) on https://gdevelop-app.com/download