github 4ian/GDevelop v5.1.157
5.1.157

latest releases: v5.4.213, v5.4.212, v5.4.211...
19 months ago

New ready-to-use objects 🕹ī¸đŸ”˜đŸŽšī¸â›‘ī¸

New ready-made objects are now accessible when you choose a new object to create:

  • Buttons
  • Toggles (Switches)
  • Sliders
  • Multitouch Joysticks (joystick that can be used on a touchscreen)
  • Health, progress or loading bars

ℹī¸ Those objects were previously available through the asset store, but are now visible here when creating a new object.

New objects

Show the GDevelop logo and your username at the start of the game!

We added an option so that, instead of showing the "Made with GDevelop" logo on the loading screen of your game, you can choose to display it at the bottom or top of your game for a few seconds, followed by your username.

  • It's useful: it can be clicked/tapped by the player and this will open your game creator profile on Liluo.io.
  • It's subtle: perfect for the first seconds of your game, whether you display a menu or directly start a game.
  • It's looking good: the logo has a fun rotating animation and then fades out to display your username.
  • It allows you to have the loading screen showing your game logo rather than the "Made with GDevelop" logo.

Example of the GDevelop logo

If you have a đŸĨ‡ Gold or đŸĨˆ Silver account, you can choose to hide both the GDevelop logo at the loading screen and this alternative logo too. We still encourage you to use this new format because it's helping GDevelop getting popular in the game development community, and your username being displayed can attract more players to look at your profile and your other games 🌟

Add support for "asynchronous" actions in extensions made in the editor (thanks @arthuro555!)

  • By marking an action as asynchronous, the actions and sub-events following it will wait for it to end. This is similar to the "Wait X seconds" action. It means you can now build your own "Wait ..." actions.
  • Don't forget to use the action "End asynchronous function" in the events to mark the end of the action. Otherwise, the action will never end.

💝 Improvements

  • Improve search accuracy for conditions and actions

    • Search should now return elements even if words are not in the right order.
  • Upgrade the AdMob extension and add new ads format:

    • Update the internal Google Play Services SDK version to 20.6.0.
    • Add "App open" ads.
    • Add "Rewarded Interstitial" ads
  • Add buttons and context menu options here and there to jump to behavior events.

  • Add a save icon button to the top left next to the project manager. Useful notably for touchscreen devices.

  • A few improvements in the interface showing your subscription to GDevelop:

    • Properly display the legacy subscriptions (indie and pro) in the user profile.
    • Show expiration date and clearer explanations when using a redemption code.
  • New Player and Leaderboard actions and conditions:

    • Add a condition to check if the player has just closed the leaderboard view.
    • Add an action to hide the player login banner.
  • Events or actions/conditions are now only pasted at a single, predictable location:

    • We previously allowed pasted events/actions/conditions to be inserted multiple times for each selected event, but this was more confusing than useful.
    • Now, the pasted elements are only pasted on the last selected event/action/condition (usually the one you just right clicked)
  • Optimization of the z-order action:

    • Scenes with a lot of object instances should be slightly faster to load.
    • Games that use "Y sort" or change the Z-order of a lot of objects should run much faster.

    ⚠ī¸ Overlapping objects with the same Z-order might display in a different order - because of an internal optimization. Double check the Z-order of your instances on your scene if you see a difference when your game is displayed.

  • Automatically open the file chooser when adding a sprite or choosing a resource with less clicks for Cloud projects

    • Choosing a file from the device/computer is also the default choice when adding any resource, like for local projects.
  • Show the number of instances on a layer in the dialog confirming its deletion.

  • Add a selector in external editors to choose if new files must be created, or existing files be edited.

    • This is useful for example if you want to create a new sound or sprite from an existing one (but leaving the original one unmodified).
  • Improve the display of comment and group events:

    • Fix a bug that added a new line when one typed Enter key to edit a comment event.
    • Automatically focus the comment or group event after adding it (so that one doesn't have to click on it after adding it).
    • Keep the same style when editing a group or comment event.
    • Submit modifications of group or comment event with Ctrl/Cmd + Enter.
  • Don't snap to grid when resizing an instance if Alt key is pressed (thanks @danired!)

    • This is similar to pressing Alt key when moving an object - it won't snap to the grid.
  • Hide the old, deprecated Text Entry object when creating a new object from scratch.

    • Instead, please use the Text Input object to display a field to let the player write something.

⚙ī¸ Extensions

  • New extension: Object Slicer
    Useful for creating death animations such as explosions, crumbling, dissolve, or teleportation effects.
  • [Reviewed] [Multitouch joystick] Link the help button to the new documentation
  • [Reviewed] [Stay on screen] Use the bounding box instead of the position and the dimensions
    • It handles custom origin points better.
  • [Reviewed] [Cursor object] Remove the button behavior
  • [Reviewed] [Ellipse movement] Fix default property values
  • [Reviewed] [Joystick] Remove an useless behavior parameter on the angle expression and condition
  • [Reviewed] [Multitouch joystick] Add choices for the joystick name
    • The name can no longer be a custom value.
  • [Reviewed] [Button] Add an action to activate or deactivate interactions with the button
  • [Reviewed] [Follow multiple objects with camera] Changed calculations to use AABB (bounding boxes)
    • Changed the calculations to use the "AABB" (bounding box) instead of trying to estimate the proper width/height. This was only noticeable with very long objects, but now it works perfectly!
    • Version 1.0.0 removed the "MinZoom", "Layer", and "Camera" parameters. Layer is now selected automatically based on one of the objects being followed.
    • Events that were created with previous versions of this extension will continue to work without modification
  • [Reviewed] New extension for multitouch joystick with a custom object
    • The old multitouch joystick extension is moved to the community list.
  • [Reviewed] [Fire bullet] Fix the bullet angle that was set to the firing angle without the variance

🎨 Assets Store

  • Add Fantasy Lost World by GDevelop
  • Add Mini Interior Bed and Bath by H0ndred (packaged by @Entr0py404)
  • Add Warped Space Marine by Ansimuz
  • Add GothicVania Magic Pack 5 by Ansimuz
  • Add Fantasy Medieval Environment pack by Ansimuz
  • Add Quiet Hill by Ansimuz
  • Add Fantasy Dreamland Interior Grasslands and Village by Elv
  • Add Fantasy Dreamland Caves by Elv
  • Add Fantasy Dreamland Characters/Enemies and Bosses packs by Elv
  • Add RPG Weapons Asset Pack by Aaron Kersh

We also added "special" asset packs containing custom objects (see the beginning of the release notes): these are "prefab" objects with new actions, conditions and expressions, making interfaces easier to build:

  • Add a sliders and toggle switches pack.
  • Add a multitouch joystick pack:
    • Put them in your scene, bind the new conditions to the actions then the game become mobile friendly.
    • Behaviors that automatically move a platformer object or an object with the top-down movement behavior are also bundled with this object.
  • Add a resource bars pack: they can be used to display health, mana, ammo, etc.

🕹 Examples

  • New example: Sokoban
  • New example: Object Slicer
    Useful for creating death animations such as explosions, crumbling, dissolve, or teleportation effects.
  • [Geometry monster] Add a leaderboard
  • [Tappy plane] Simplify events
  • [Asteroid] Simplify events
  • [Space shooter] Fix the camera flickering issue and the screen shake
  • [Isometric example] Fix the character collision mask to avoid it being stuck in corners
  • [Pathfinding basic] Use the smooth path option
  • [Pathfinding] Use the smooth path option
  • [Tappy Plane] Use custom objects for buttons
  • [Top-down RPG] Update the extension with touch controls
    • Also use the new life bar objects in the Battle scene.
  • [Run Dino Run] Update the example of use button objects
  • [Boids] Better Boids configuration to follow the mouse
  • [Platformer] Use the multitouch joystick custom object
  • [Game feel] Simplify various aspect of the example
    • Use the screen shake extension.
    • Use the smooth camera extension.
    • Use the fire bullet extension.
    • Rename objects.
  • Extension example: Follow multiple objects with camera
    • Demonstrates how to make the camera follow a group of objects so that they all remain on screen.

🐛 Bug fixes

  • Fix rendering the grid of the scene in realtime when a change is made to the grid setup.
  • Fix the instruction group of event functions with operator.
  • Fix Events Sheet crashes and inconsistent order or location of pasting:
    • Fix extracting events to a function or to a group crashing sometimes the app
    • Also ensure events are copied/pasted or moved in their order of selection
  • Fix direction actions on Sprites after an animation change with custom origin:
    • Impacted actions were "Turn toward a position" and "Add a force toward a position".
  • Fix some missing extensions accepted for files for Cloud projects.
  • Fix error when trying to save in Piskel immediately after saving a project in the cloud for the first time
  • Fix performance issue when pinching to zoom on the scene editor.
  • Fix previews not automatically opened on iOS and Safari for the web-app.
  • Fix new images made with Piskel wrongly smoothed when the project is configured for pixel-art.

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