Man i wish i could explain what i have to say about this way better… but check this out.
GDevelop did not support you using undeclared variable in expressions, this makes sense, and as far as i recall, that was my experience, but…
If you add an undeclared variable in an event, GDevelop now handles that variable as if its declared and does allow me to add it inot an expression.
THIS RIGHT HERE!!
This is why its always felt natural to work with undclared variables in the event sheet, once i add it onto the events, that variable feels declared, in fact even the fact of writting the variable down, feels like your declaring it and since the engine then acknowledges that variable in expressions afterwards, it just feels right.
All that without ever seeing the variable page, this is what i ment about how it felt like the way forward.
It does seem like your doing the “professional” step.
…and when i have a reason to declare variables, i still do it with no issues, their usually globals, like when i need a coin counter, or an item counter, or player level, stuff like that.
But simple scene variables that are used to lock key presses or open menus, like booleans, i have no need for all taht, i just “declare” them on the events.
I did still learn the importance of “declaring” the variable, and making it show on my “code” in the events, i just didnt do it the proper way…
I really hope you read that and that it made sense…