I am sorry about the shape painter tool, that was an oversight by me ( never used it despite using the engine for 4 years now ).
When it comes to tilemaps, what I mean is:
There is no vector support for easily drawing levels ( like for slopes and auto tiling ), as well as a lack for collisions ( like slopes, oneways, etc ), there also is no tag system for custom code on different types of tiles ( you could make a bunch of different custom tilemaps, but it would be much easier if everything was in just one tilemap ).
I do use the update button, but I wish there was a auto preview in the editor. Also, I can barely code in Javascript ( hence why I usually stick to no code engines ), so I wouldn’t even know how to do something “as simple” as making a custom shader… But what I meant was a sprite shader ( e.g. a brick break affect or player smoke, but made with an animated sprite ). I tried doing this with objects, And it did work, but was hard to mantain/customize so I scrapped it.
The physics engine is broken ( for what I wanted to use it for atleast, which even works in scratch btw ), but setting aside the dragging, it doesn’t work with triangles/circles, as when I tried stacking these types of objects it would glitch into the ground. Also, using the “Kinematic” mode didn’t work either, causing a similar problem where by moving an object into a wall, it would just fall through… Objects coudn’t collide with eachother. I’ve had similar problems, where by giving an object both the platformer and platform behaviors, and having them jump, the player would usually fall through ( while yes I could try to make my own custom code for this using the physics2D behavior, I already had problems setting it up in the first place, and It wouldn’t be easy to make custom jumping/throwing logic ).
Blockbench is for lowpoly modeling, not just “minecraft/blocky” models. I am not gonna show an example here, just search up someone like Brandon James Greer and you’ll see what I am talking about.
Used blender like once ever, so I didn’t know it wasn’t embeddable ( although kinda obvious since it doesn’t work in a web browser to my knowledge ).
GDevelop is fully open source, but I like not having to switch too often between tools often ( which is why I use Piskel instead of Aseprite despite owning it ), and it would be easier to have an easy way to fix/change animations.
I already said they could post new/unfinished builds in a subscription service, or something similar in order to gain monetization for their work. I am not sure how the AI would give them monetary gain, when people can just pull up a better AI ( GPT or Copilot ) and not pay for any credits.