My questions are:
How does gDevelop handle different screen sizes for mobile devices?
Can CSS be used to help with different screen size?
I have made a game purely with HTML, CSS, and JS. I want to see what gDevelop can do for the next game I want to make which will be a stick figure fighting game and other mind games. As for the current two I have I’m working on the menu screen to enter them. I want to see if I can incorporate using gDevelop to make the menu or do it with something else for the current two I have done. If you have a consideration of what I could use to make the menu, I have been watching some tutorials as I work on the game on using react to handle everything such as the menu and entering into gameplay.
GDevelop doesn’t do anything special for screen sizes. It is up to you to determine what base scaling modes you want to use, such as just scaling the output (with or without keeping the aspect ratio), stretching by height or width, or just changing the game resolution to meet the new screen size compared to your designed resolution.
As with most game engines this means you as the developer need to decide how you want to deal with the various mobile resolutions out there. Here are some examples of the thought processes most devs have to think through:
Also Pixel Sharp Graphics at Multiple Screen Resolutions | Dev Blog | Ludicrous Games
No, you cannot natively use CSS within a GDevelop project.
I’ve also been making HTML/CSS/JS only games for a few years and I’m sure you’ll love the “blocks”. Things that take two days can be done in 10 seconds. For the most tasks, the event system is powerful enough. It also requires enough logical knowledge when it gets more complex.
html and css you can only use to overlap the game itself (iframe, input field,…)
the visual programming makes the code none usable in other applications. The one thing I will enjoy is the abstraction of HTML and CSS and it does not cause it is bad, but doing scene change and environment control put more time in you actually implementing a shallow game engine, so to be able to come across this is nice. ctjs is set up how I like it to be, but GDevelop is set up more like browsers seeing that I can query the scene from one page so in theory I could implement the game from one entry point/script and have it import multiple scripts to build the game. But I will have to deal with blocks if I want to get more out of GDevelop… ctjs feel and remind me more of unity as GDevelop reminds me more of scratch in how it is set up and attended to be used.