Post-mortem - DWA - My GD experience for my first finalized prototype

Thank you very much for your comments, I will try to clarify my points.

I will submit a feature request here, I have no big hopesm but I think there is way to improve without jeoparding the closed portability concept.

As far I have experienced, the issue related to array and structure is still present, and if you rename an object it disappear form your group.

For this kind of thing, I would have expected this to appear clearly in the GDevelop engine Event creation, when I select this condition.

Well, the things is that if you have lot of instances stacked, it is very hard to pick the one you want. You select at best, a large group of instance, and you cannot unselect object which are not in front (Z), or only as a square selection. Maybe by multiple selection, the instance list could be reduced to the select object list. I will submit here also a feature request.

The type “array” or “structure” is not in the list of the possible type for behavior properties for an object behavior.

To be clearer, I use in other language something like in C:

static enum interaction_types = {
 None=0;
 Hide=1;
 Push=2}

When you call your value, you cast interactions_type.Hide in a variable of type interactions_type for instance. This way, if the typo is wrong, you directly have a compile error called at the right line, so you don’t have to search around where you have a typo error. And unity had it too, it even gave you a choice list for the property if you used the enum type.

I had issue when trying to create custom object inside 2D fixed UI at position based on the position of an object base layer. I scratched my head a while, and I had to use a workaround to set the new object on another layer than the fixed UI, I cannot say now what was made wrong.

I will put a feature request too here.

Thank you very much for your comment.