GDevelop makes events happen every tick unless Trigger Once is specified, leading to plenty of bugs such as pause buttons being a pain to implement. Meanwhile, Clickteam Fusion and Construct won’t make events happen every tick unless the Always condition is specified.

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Thanks. 
To confirm, you’re not asking just for an always condition, but instead you’re asking for the entire event system to invert how it works currently?
If you mean something else, more context would be greatly helpful. An “always” condition did exist before, but it was for visual purposes only, since an event without conditions already runs always.
If you do mean that (wanting all events to only run once unless you specifically state otherwise in conditions), then you’re asking for the entire event structure to be completely reworked from the ground up. Every extension would need to be rebuilt, the logic structure of the main code build process would need to be changed from scratch.
Unless you mean bugs with how you’re trying to build something, there’s no bugs with the current method of the event sheet, or at least not from the engine itself. You might be better off rethinking how you think about building out your game logic to match how GDevelop works, rather than trying to adapt methods from other engines.
Also, there appears to be some confusion as Construct 3 does in fact process every event every tick, just like GDevelop.
From this page: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/how-events-work
The order of events is important. Every event is checked once per tick (about 60 times a second on most computers), and they are run from top to bottom in the event sheet.
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