I think I am getting the way this engine works. Differently than I expected in the beginning but it can be handled. After all this also helped me understand the power of the JavaScript event when giving commands to the browser…
In that thread I started writing pseudo code myself.
So I have had some more exposure to gdevelop and I tried adding sounds and music.
The first time my sounds should play they are all delayed, which is kind of annoying. Following Audio [GDevelop wiki] I played them at the beginning of the scene with zero volume but in my case it did not help.
Even more strange for music, when I started the play in the scene initialize event, I never heard the music. I tested back and forth, all the other sounds were available but the music. Until I realized there is this setting to stop all audio when the scene starts up. Here’s the catch:
Why does the scene initializer run before all sounds are stopped? If there is a reason for this please add it to the documentation. Otherwise it might be easier for users if audio were stopped before the scene initializer runs. One less pitfall to hit.
hi im a little lazy so i didnt copy the text and … in here
a few days ago i creat a topic about the things that they can be in gdvelop and some bugs i think i will put the link of the topic down here to just be sure that u will see it
you can read the FEATURE and BUG
Hello,
I am a frequent Gdevelop user and i think its a great app but i kind of have a little problem…
Whenever i open an interface such as the editor for animation, I tend to setup all the various character actions such as idle, jump, fall etc. all at once including hit boxes and points so that i wont have to do them one at a time…During this process if I accidentally click outside the window it closes and I loose all work done and I have to start all over, due to this little issue i have had to change my timetable several times… It will be nice if one of the future updates would have a way to fix this issue Thank You…
P.S this issue applies to all other interfaces too
I agree with this. I lost so much time due to this.
In the animation window and more so in the global variable window (mostly by missing the scrollbar down). I use the scrollbar because I have lots of Gvars and the wheel is annoingly slow
This idea have been discuss a while ago… (a year or more)
The thing for that you call a fix is a feature.
Confirmation dialog boxes break the immersion and fluidity in the application.
The edit window is already a dialog box… add a confirmation over another one, it looks like a habit from 15 years ago on a bad OS.
If you miss click you have to be more precise with your mouse and all change need to be done with your complete attention relative to what you trying to do.
The mousewheel allow to scroll in you list.
About the scollbar:
The scrollbar is moreover an element that becomes more and more useless, it remains and must always be visible to indicate a large area to scroll.
But its manual use is almost obsolete. Even more so with the age of touch.
The only people I see still using the scrollbar with the mouse are people 40 years old and older.
Your mouse has a scroll wheel, your keyboard has PageUp/PageDown
The fast iterating is a great thing, i’am not agree for destroy it because some users are not attentive.
As @Gruk said this is a feature, and this is the best thing to avoid a confirmation box and a great point for fast iteration.
A confirmation box is fine only when an action of the software is unrecoverable.
Like converting an object to a global object, same for groups, and when you want to close the application.
Hmmm…I would say losing any/all changes to a sprite or another object is something I consider unrecoverable. Especially because many sub-windows are larger than their parent windows. (e.g. Piskel is much wider than the sprite object window, so if you accidentally double click save and close the piskel window, it could be picked up as clicking outside of the sprite object window).
I wonder if there could be an IDE option for “Request confirmaiton when clicking outside of a window to close” (disabled by default).
Something I’ve noticed is that the collisions editor isn’t very user friendly (for me at least). It’s hard to work with and I think it would be a lot easier to use if there was an option for a dynamic collision mask (not counting empty pixels as collisions), which would make it a lot easier for beginners to make platformer maps use a lot less objects which could improve performance for some users.
I don’t know if I am late, but I have a request. Improve resource management in GDevelop. I recently found a a bug where if you overwrite a file, it is not reflected in GDevelop. I tried to delete the resource from GDevelop, change the file path, (I am not sure if deleting the file and adding it again will work, most likely not), nothing worked. You can only reset it by making another file and adding it to GDevelop. This can be a nightmare for resource management. Maybe like “update file data” in the resource manager.
Another one is GDevelop able to delete unused file from project folder (Not only from GDevelop). As, it can be hard to find out which files are used and not used, it will be great if GDevelop did that by itself or atleast when the dev requests it to.
One more, putting files in folders according to file type. This is a small one, but can improve managing the files. GDevelop will sort files by image, font, audio, into different folders. It can be done by the dev, but it can get hard if it is a large project.
In my opinion, this can improve the usability of GDevelop when doing a large project or even small ones.
Just to clarify, this is doable today. Open the resource manager window in your project, right click anywhere on the right bar, and choose the remove unused items options.
That will remove it from your GDevelop project files (not your folder). If you want to remove it from your folder, use the “Save As” function for your project and save to another folder. Only resources listed in your resource list will be stored in the new folder, and you can then delete the old one.