GDevelop 4.0.91 (testing version)

GDevelop 4.0.91 is available! :smiley:

This is a testing version as there are 2 new exporters. Note that these exporters are experimental and for advanced users : you’ll need to install a few development tools and follow the articles on the wiki which can be a bit complex for now.

[size=150] New experimental option to export HTML5 games to Android/iOS/Mac/Windows using the Cocos2d-x as the underlying game engine. [/size]

You need to use the Android SDK or the platform specific tools (XCode, Visual Studio) and have cocos2d-x installed: more information on this wiki article. If you are an advanced user, your contribution is welcome to test and improve the documentation.

[size=150] New experimental option to export native games to Android. [/size]

You need to use the Android SDK to compile exported games: more information on this wiki article. If you are an advanced user, your contribution is welcome to test and improve the documentation.

[size=150]Other changes[/size]

  • Fix HTML5 game freeze after changing scene a few times when using the physics engine.
  • Fix “move to layer” menu items in the scene editor.
  • Fix “ignore default controls” option for the Top Down movement behavior.
  • Various fixes
  • Updated the translations of all languages. You can help to translate GD in your language on crowdin.com/project/gdevelop

[size=150]Download[/size]

You can download this version for Windows and Mac OS X on GitHub: github.com/4ian/GD/releases/tag/4.0.91
I’ll upload the Ubuntu version soon.

Remember that in order to make the new exporters better, we need help with the documentation. If you manage to run your game with the new exporters, tutorials, videos, articles are very welcome! :smiley:
This version will be publicly released on the website if there is no big issue or bug :slight_smile:

Have tested a small test HTML game and followed your docs and it works well, I created a signed apk :slight_smile:

Only problem I have encountered so far is when you do:-

‘cocos new -l js MyGame -p com.yourname.mygame’

if your game name has a space in it then cocos creates a directory with a space and the compiler will fail when you run

‘cocos compile -p android -m release’ from within the game directory.

Still playing with it and will try some larger sources tomorrow… and the native android export too :slight_smile:

Nice work!

Wow, awesome!! :smiley:
Good job! :mrgreen: Please do not hesitate to add details to the wiki page, it’s quite raw for now but I’m sure that with a few efforts we could make it more complete :slight_smile:

If it works well, this could be a good step to automate all these steps in GDevelop later!

What version of NDK are you using?

I had 10.b installed as I’ve used it before and cocos compiled fine, so installed latest v11.b and it will not build. Reverted back to 10.b and all is fine again.

Maybe v11 has some changes that cocos does not like?!

The lastest version of the NDK is r11c

Yes, and the build fails. As explained above.

I can build with 10b but not 11c

If you use 11c then it must be my machine. I’ll uninstall all Dev tools and reinstall all latest versions.

I think the doc needs versions stated so there is no confusion.

Thanks.

Thanks a lot for the native export, Both SFML → Android and Cocos2D → Android export is very exciting feature. I’ll give it a try as soon as I have some time (and the wiki is updated it seem doesn’t work for everyone) :stuck_out_tongue:

It may would be a huge step but I’m wondering if something similar to AGK would be possible in the future?

In case you are not familiar with AGK, when you compile your project, instead of compiling an executable, It is generating a file containing all the instructions you have just coded and to execute the instructions it is using a pre-compiled executable (AGK Player) for each platform. So when you press compile it is generating an encrypted file containing all the instructions and just simply copy the executable (AGK Player) in to your project folder. When you run the player, it start reading the instructions and execute them. It is make it possible to develop, export to multiple platform without need to install and configure 3rd party libraries such as Android SDK, NDK, Visual Studio…etc. And it is also make it possible AGK best and unique feature to broadcast a project over the network to any device for testing.

Do you think something like this could be done with GDevelop?
It could be an option for easy and painless way to export to different platforms at cost of a little bit of lower performance (from my experience it is not that much actually, I get stable 60FPS on most devices even on very old devices) but you could still offer the current method for advanced users and to get 100% native, fastest performance possible.

That’s basically what was done in early version of GD, and still done in some other game creation software.
The main drawback is that you “just” have to write a decoder that read this file and extract the original events from it and you’ve made a decompiler for GD, that can be used to generate back the project file. Not cool! :slight_smile: (A decompiler was available for Game Maker a few years ago. Now they’ve switched to code generation I think).
Also, an interpreter is indeed theoretically slower than generated code. But it’s not always the case, for example it’s quite sure that a C++ interpreter will be faster than JS code - but that can quickly change with optimization done in JS engines.

So having a “Player” is quite unlikely. Also I’m not sure how it would work for Android/iOS as you still need Android SDK or XCode tools to generate the apk containing the file with your instructions + all the assets… Or maybe AGK is modifying it manually without regenerating it. And one last thing, you’re unable to add custom JS or C++ code because your player is just reading instructions, not executing real code. That’s a drawback for advanced users who want to be sure that they can add custom code if they are limited by GD events.

Anyway, thanks for pointing out this possibility :slight_smile: As you said it’s quite a huge step and for now the plan is to get the most of the native/Cocos2d-x exporters and see if we can ease their usage :slight_smile:

Personally, I don’t think it would be a big problem unless you are inventing something revolutionary like no one else before and you want to keep the secret for your self, but it is unlikely to happen with tools such as GD since you and everybody using the same resources the same building blocks to build a game. There is not much secret to hide except if you are simply selfish and you don’t even want to help people how to make the mushroom move left and jump over obstacles. :stuck_out_tongue:
Of course in case of big game studios and commercial games there are also different factors that need to consider when it is about protecting the source code but again for selfish and advanced users and big studios, commercial projects you could still offer the current method :slight_smile:

Game Maker is technically the most popular game dev tool out there for 2D games so having a decompiler is not that surprising and since GM decided to target not only indies but also big studios with the Studio version it was obviously a problem that had to be solved but it is unlikely to happen to GD since it is less popular and the current method would be there to avoid any security problem and solve any limitation if anyone concerns :slight_smile:

Yes, in case of Android, AGK is modifying an existing (empty) app which is waiting for the assets, the bytcode file with the instructions, the keystore file and the manifest xml file with all the installation and app details and just pack everything up in to an apk. If anything need to be compiled it is probably pre-compiled by TGC and to pack everything in to an apk, AGK probably have it own packaging tool to create the pack.

In case of iOS at the moment you need to use Xcode but TGC have announced the feature to export directly from AGK to iOS is on it way.

Anyway, thanks for your reply. I understand and accept your point I’m not arguing just wanted to share my point on this. Thanks again.

I’m testing Cocos2D to export HTML5 to see if it any better, any good and I have two problems:

  1. When I want to repeat a sound even if it being played already for example a shooting sound, Cocos2D stop playing the sound first and only after (in the next frame) repeat the sound again which is makes the sound sort of fragmented…

  2. When I want to hide the cursor it does not hide using Cocos2D.

I just made an example , if you export it using Pixi.js, (the normal web export option), it works fine, also in preview. If you export it using the experimental Cocos2D.js and open the index.html it doesn’t sounds right and the cursor is not hidden in Firefox. I haven’t tested in Chrome since it would require to upload it somewhere, I have tested only in Firefox.

Example:
test.zip (59.2 KB)

this is one hell of an epic release. Congratulations to 4ian and victor for the incredible work.

I believe that the native android apk is a HUGE stepping stone. :mrgreen:

construct2 guys have started moving towards a multiplatform version of their next editor - in gdevelop territory. It might take them a year or more to get there.
Most probably they will stick to their html5 only plan, so gdevelop will have a huge lead on exporting.

I still believe the engine has to catch up on extensibility. currently construct2 is much better in terms of features because of it’s plugin system. The devs have made it easy to make and share plugins that add new behaviors, conditions and actions to the event sheet. That has resulted in a community that constantly makes and shares new features for them.

Godot is currently working on a plugin system as well - forming a repository where people can share and even sell them.

I think there is a huge opportunity here that gdevelop has not taken advantage of yet.
if you set up a plugin system, we can start moving towards an asset repository and even an asset store.
% of sales of that store could go to gdevelop funding. Otherwise plugins should be free to share and enjoy on the forum.

They are tiny files that can be attached to forum posts. A new section of the forum could be made for that too

Seems like a great release and I completely agree with @blurymind.

But for some reason the program crashes every time I open the scene editor. I have no idea what causes it.

Update your graphic card drivers. :slight_smile:

Hello,

i would like to use Gdevelop to make my games

i need to know a few things

1.- If i export to Cocos-2dx, it is a native export? will it produce a native game or will it be a html5 hybrid game?
2.- Is it possible to take the Cocos-2dx export and add some IAP code/library?
3.- What my options when using Gdevelop (without the cocos export ) in terms of IAP/ADs, can use other libraries apart from AdMob?

Thanks for your help

I was able to compile a Native game to Android with the new Exporter :smiley:
It works out quite well so far! Is there any ideas about changing the icon and name though? :confused:

EDIT: Never mind. I think I figured out how to change it. I am having issues swapping scenes though.

EDIT:2 I fixed the scene swapping issue. I guess turning on Full Screen on Android can be a bit buggy.