github 4ian/GDevelop v5.0.140
5.0.140

latest releases: v5.3.188, v5.3.187, v5.3.186...
21 months ago

✨ New features

Cloud projects: save and load projects directly on your GDevelop account

In order to make the life easier for users of the web-app, you can now save your project online and retrieve it from any device.

Cloud projects

  • Projects saved online can be edited from your phone, your computer, your tablet or any device able to run editor.gdevelop.io
  • In the near future, you'll be able to load these projects in the desktop version of GDevelop too.
  • For now, you can't import your own resources in the web-app but this will be also available in the near future, so you can create entire games on editor.gdevelop.io and edit them from anywhere.

To reduce risks of abuse and reduce server costs, you can store up to 10 cloud projects in your account. Subscribers can store up to 50 projects (Indie plan) or 100 projects (Pro plan).

You can now subscribe to GDevelop premium accounts with PayPal

You can now get a subscription, support GDevelop development and get more one-click online exports every day, using PayPal (or using credit cards as previously).

💝 Improvements

  • Add support for the Android 12+ splashscreen icon (add it in the "Icons and thumbnails" of your game).
  • Improve a lot the performance of the physics engine:
    • Internally, we replaced the Box2D library with the WebAssembly version.
    • It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
    • The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
  • Add a checkbox to seal an instance (make it impossible to select it on the canvas), in the instances editor.
  • Minimize in game/real cursor flickering when showing/hiding the cursor (Thanks @dos1!)
  • Add tween actions for camera zoom and camera rotation (Thanks @arthuro555!)
  • Homepage improvements:
    • Improve the project list with more context actions and better display for local projects
    • Rework the "Play" section to display Liluo games.
  • Add actions to change the tile map dimensions.
  • Display errors directly on the event sheet when a bad object is chosen for a parameter of an action or a condition.
  • Improve search and replace in event sheet
    • Fix a bug that hangs GDevelop when replacing with an empty search text
    • Allow to replace with an empty string to mimic a "Delete search text" feature
  • Add monetization tab in game dashboard:
    • Allow to enable or disable ads on the game page if published on Liluo.io
    • In the future, games that generate enough revenue will be able to opt-in into "revenue share", so that as a creator you can start earning from your game sessions.
    • This also this allows to maintain free publishing on Liluo.io for all.

⚙️ Extensions, 🎨 assets and 🕹 examples

Extensions:

New:

  • Crypto Api: (Note: this has nothing related with crypto currency) (Thanks @jposeyjr!)
    • Add Random Integer In Range
    • Add Random Float In Range
      These new expressions provides a more random number than Math.random() which is what the built-in functions use.
      That randomness does come at a cost of performance so be aware of your usage of this.
  • PinchGesture: Add an extension to move the camera or objects with pinching gestures.
  • Chat Bubbles: An extension for creating dynamic chat bubbles. (Thanks @planktonfun!)
  • Record: Allows recording game footage, and saving the clip on the player's computer. (Thanks @Add00!)
  • Voice Recognition API (Thanks @planktonfun!)
  • Sprite based lightining: An extension to make a tiled light effect. (Thanks @Astr0Cookie!)

Update:

  • SmoothCamera: Add the action "Move the camera closer" to fix the 1-frame delay when moving or jumping.
  • Health: Allow changing Max health and an expression to return Max Health.
  • Checkbox extension: Includes updates based on Draggable Slider extension.
  • ValuesOfMultipleObjects: Added size expressions.
    • Width (min/max/average)
    • Height (min/max/average)
  • Advanced jump extension: (Thanks @shadow00dev!)
    • The air jump behavior lets platformer characters jump in mid-air.
    • The wall jump behavior lets platformer characters jump and slide against walls.
    • The horizontal dash behavior makes platformer characters dash horizontally.
    • The dive dash behavior makes platformer characters dash toward the floor.
  • MarchingSquares: The fill action now change the field the same way as other drawing tools do.
  • MakeItRain: Update to new author format. (Thanks @VegeTato!)

Examples:

  • New game template: Ball Cup Boom
    • Sort 4 balls of the same color into a cup to make it explode.
    • Complete all 10 levels to complete the game and climb the leaderboards!
    • This game was inspired by "Sort It 3D".
  • New game template: Spherez
    • Shoot the blocks before they touch the ground. Aim carefully to earn extra balls and power-ups. What is the highest level that can you reach on the leaderboard?
  • Add a new example for the Newgrounds API extension (Thanks @planktonfun)
  • Add an example for the Chat Bubble extension (Thanks @planktonfun)
  • Add a voice recognition example (Thanks @planktonfun!)
  • [Not-a-Vania] Reworked to use a tile map collision mask object
  • [platformer-with-tilemap] Reworked to use a tile map collision mask object
  • [platformer-with-tilemap] Change the camera system by a linear camera following the hero.
  • [PlatformerPainter] Upgrade the marching square extension to have better collisions.
  • [QIX] Upgrade the marching square extension to fix a collision issue.

🐛 Bug fixes

  • Upgrade the Android SDK used to build games, so you can publish games using the latest "API level" required by Google on the Play Store.
    • The AdMob extension was also upgraded to include the "AD_ID" permission now required by Android 13.
  • Lots of Tilemap related fixes:
    • Fix handling of Tilemaps with invalid resources
    • Fix handling of Tilemaps having empty tiles margins
    • Show place-holders for tile map with invalid resources in the instances editor.
    • Give a better default name to tile map collision mask objects.
    • Add a border around the tile map collision mask objects in the instance editor.
    • Fix the loading of tile map atlases that was aborted when the image contains unused pixels at the right or bottom
    • Fix the tile map collision mask debug rendering that wasn't refreshed when there was no collision condition
    • Fix the collision mask of rotated tiles that were sometimes misplaced.
  • Fix raycast condition not working properly on objects with multiple hitboxes
  • Fix orange outline sometimes appearing around the scene editor canvas
  • Fix exported WebManifest file having a syntax error when the game description has line breaks
  • Fix json resource removed from project resources although it is used in event
  • Fix starters shown at the bottom of the example list on Firefox
  • Fix Asset cards text color to be visible on light theme
  • Fix Add condition/action buttons overflowing outside of their column on small screens
  • Fix display of the examples/starters on small screens
  • Fix layer names in drop-down lists were translated even though they are defined by users
  • Fix manual export URLs crashing the app on web
  • Fix rendering of the home page on Safari
  • Add the unit (milliseconds) in the Tween behavior action parameters
  • Fix colors of expanded/collapsed arrows on event sheet. (Thanks @BWPanda!)
  • Fix the extensions search bar that was only using the first 30 tags
  • Clarify the name of the actions to resume a paused sound/music

🛠 Internal changes (for developers)

  • Add type definitions on the Physics2 extension
  • Add various improvements to the P2P extension (Thanks @arthuro555!)
    • Updated PeerJS.
    • Fixes for Safari.
    • Improved typings.
    • New default TURN server.
    • Add a JavaScript API to get access to the raw connection.
      This allows to send custom messages from JavaScript. This allows to use a binary protocol from JavaScript.
    • Use Map instead of JavaScript objects in places where it makes sense (more performant and less error prone).
    • Avoid making a redundant get for every connection on the map containing the connections.

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