Greetings! I just recently discovered this beautiful engine while looking for a good library to create HTML5 / JavaScript based platformers or RPG’s. I’m positively shocked by what I’m seeing, this engine is a big case of something so good it’s hard to believe it’s true in the world of open-source. The professionalism and attention to detail I’m seeing is remarkable, thank you developers!
I wanted to start with some simple questions on a few technicalities I was interested in, hoping it gives me a better understanding of when and how I can use the engine. I noticed the engine is written in C++ which initially confused me for something I hoped was 100% JavaScript, however this might help with some features I’ve been desiring in such an engine.
- One thing I’ve always wanted with HTML5 games and other projects was the ability to distribute them both as a website and a standalone version: If people want to play the game in a browser they just open the link, whereas if they wish to download and run it from a standalone package they can do that as well. Does GDevelop allow both options, exporting projects as a website but also a binary you can download and run without needing a web browser?
- A huge grievance I had with using JS engines in the past is they’d want you to create a local web server to be able to test your game. This is typically due to the insanely strict CORS settings in almost every web browser today, the cross origin policy is a nightmare for any developer: I always want the ability to open index.html from a local directory and actively design my engines with this ability guaranteed. Figured I’d ask just so this concern is out of the way, although GDevelop seems to have its own interface to test from which I take it doesn’t have such limitations.
- Speaking of web and format: Are GDevelop projects formatted in such a way as to make their Github repository compatible with Github pages and similar systems, so the latest commit can also be played directly on GH? That’s what I currently do with the little engines I write from scratch and it’s an option I enjoy having. As long as it automatically runs as a website and index.html is stored in the root directory I take it this should be the case.
- I know some JS engines were set up to load their libraries via network, which while useful in making a game smaller means you rely on the official website and an internet connection at runtime. Are projects fully self contained without requiring anything from any remote server in order to run them?
- Last thing I’d like to ask is if game developers should expect the code generated by the editor to be stored in readable format which can be edited independently in need. Obviously I’m going to use the interface if I have this option over coding stuff manually but was still curious; If I ever want to edit a piece of core logic in a text editor, can I do so without having to open GDevelop at the time, then when I do it automatically works with my changes without anything breaking?