This is a testing version containing a reworked internal platformer engine. It brings a lot of improvements to games using moving platforms and rotated platforms, but could also introduce small gameplay changes. Be sure to test your game with this and let us know if you find a bug by sending us a video or a test project.
As for all testing versions, please make sure to backup your game project files before trying this new version!
💝 Improvements
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Add major improvements to the platformer engine to better handle slopes and moving platforms (Thanks D8H!)
- Platforms going up and down are now properly handled by characters - they won't fall or vibrate like before. You can now freely use platforms doing any movement and characters will stay on them and can move freely on them.
- The characters on platform are no long stopping when going from one rotated platform to another.
- Characters Y position will now stay stable when moving on a flat platform and between jumps.
- Note that if you use the collision condition to check if an object is touching a platform, you should instead use the condition "Is object on given floor": this will always work consistently.
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Add an option in the Sprite editor to allow animations to play even when the object is hidden/outside the screen.
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Add support for using arbitrary URLs for images/sounds/resources in the web-app.
- Be sure to only use URLs that are publicly accessible and will stay accessible in the future (like your own web hosting, your own FTP or web server). Google Drive/Dropbox/OneDrive are not yet supported.
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Improved previews and implement support for the Debugger in the web-app.
- Preview now opens in a separate window using the size from the game properties.
- One or more preview windows can be launched and used with the GDevelop Debugger, like on the desktop app.
- To run the Debugger, click on the button next to the Play button in the toolbar and choose "Start Preview with Debugger and Performance Profiler"
- This is useful to inspect instances of objects, inspect internal messages or run the performance profiler.
- A right click on the Play button will also allow to launch a new preview, in a new window.
- Also fix the loading screen not shown in the preview on the web-app even when asked to be shown (using the game properties preview button)
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Clarify names of particle types in the Particle Emitter editor (Thanks @tristanbob!)
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Update naming of events in the menus to make them easier to understand (Thanks @Midhil457!)
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Show the preview window, when corresponding preference is enabled, above the editor but not above all windows on the screen (Thanks @arthuro555!)
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Add CrazyGames.com in the links where to publish a HTML5 game
⚙️ Extensions, 🎨 assets and 🕹 examples
- Fix compressor extension
- Fix Rewarded Video for YandexGamesSDK (thanks @fedoric!)
- Fix a sentence in extension FlashTransitionPainter (thanks @westboy31!)
- Add Pixel Art Vehicle Pack by Kenney.nl (packaged by @Midhil457)
- Add Kenney Font Pack by Kenney.nl (packaged by @Midhil457)
- Add Simple Space Pack by Kenney.nl (packaged by @Midhil457)
- Add Kenney Isometric Pack by Kenney.nl (packaged by @Midhil457)
- Add label on GitHub when submitting a new example (thanks @Midhil457!)
- Update description of the Virtual Joystick example (thanks @Midhil457!)
- Add missing authors to the examples (thanks @Bouh!)
- Update Sticker extension and add random crew member selection in "Stick Objects" example (thanks @D8H!)
🐛 Bug fixes
- Fix a glitch where a sound being played at a low volume can actually be heard at a high volume for a split second.
- Fix contributors list (Thanks @Midhil457!)
- Fix user not always logged when opening export after relaunching the app
- Also fix signup/login dialog closing before the signup/login is entirely finished.
- Fix potential crash in the scene editor.
🛠 Internal changes (for developers)
- Update esbuild and enable minification (Thanks @arthuro555!)
- Refactor gdjs.Logger to allow disabling specific log groups in the console
- This reduces the logs during GDJS tests, as this was cluttering the
terminal.
- This reduces the logs during GDJS tests, as this was cluttering the