Announcements, feedbacks and other discussions about GDevelop.
User avatar
By 4ian
#63349 Preview is fixed and should work flawlessly - it's based on Amazon S3 and it's almost serverless so should be 100% reliable and scalable!
I've added right click support for next version :)

I think some border and shadow around each event block and around options in the list could help on that and would also make it look better. Or at least if the background and each event block would appear in different color with some gap or something in case you really want to go for a flat design.


Good idea, added on my roadmap, will try it!

In Chrome, the scene doesn't load properly, lot of objects are missing.


Strange, examples assets should are stored on a Amazon S3 bucket so it should not be a problem. It happen to myself too from time to time, will check.
User avatar
By 4ian
#63351 By the way, I'm working on a new wiki for GDevelop 5 : http://wiki.compilgames.net/doku.php/gdevelop5/start

It's empty for now, but it already has a new and cleaner theme :) The goal is to make something more accessible, with a clear menu on the left. I will progressively add Help links in GDevelop 5 opening the wiki as pages are created. :)
User avatar
By ddabrahim
#63353
I'm working on a new wik

So, is the layout of the new IDE is final so we could start to add content with screenshots or better to wait a bit more until it done?

I will progressively add Help links in GDevelop 5

Wondering if would it be practical if a link to the wiki page could be added for each and every option in GD5. So let say if we right click on an item, a link to the wiki page would be included as an options to explain what the item is, or if we hover the mouse over the item and do nothing for 2-3 seconds, it could display a short hint about what the item is and a link or button to the wiki to read more about it.... So instead of having only a bunch of links on a start page or open the whole wiki page or something, I think it would be nice to let people click on any item/object/event/button/option in the IDE and select if they want to know more about it. It would also mean, the GD5 wiki need to be organised differently, among complete tutorials explaining "how to" and "getting started" it would required to have nice detailed pages for each and every option, button, event individually explaining what is it and how it works with screenshots and examples included. In case of events, we could even make very basic and simple stand alone examples included that the user can import with a click of a button to try it. GD5 would have some stock sprites included (kenney assets or whatever) and such examples need to use that stock sprites so people don't need to download assets and copy, move anything between folders, just click "import" from GD5 and it would download the project file from the wiki and open it...... But I think I'm going way too far as usual. I don't know, just flashed through my head when I was read about the wiki and help links and I couldn't resist.
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By 4ian
#63354 I guess we can start. Let's try to complete things and if the interface changes or I want to reorganize things I will update the content of the wiki :)

My goal is to have GDevelop 5 as being the main version used by new users so even if it's not finished and quite raw compared to GDevelop 4, let's write the documentation now!

But I think I'm going way too far as usual. I don't know, just flashed through my head when I was read about the wiki and help links and I couldn't resist.


Ahah, well at least I was thinking about "Help" links in most dialogs so that it should cover most of the software. Of course every Help link will open the Wiki at the right page. But every button is maybe a bit too much. :mrgreen:
But the other ideas are good. For example, having example of events is something that I would like to have in the events category in the wiki.
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By 4ian
#63370 GDevelop 5 is based on the exact same codebase as GDevelop 4 so yes!
However, for now, only the HTML5 games are supported in GDevelop 5. Once it's working well, I'll add support for the remaining object types and native games.

But again the game engines (both HTML5 and native), the internal classes and tools handling the games, objects, events are exactly the same between GDevelop 4 and 5 so GDevelop 5 should be fully compatible.
In fact you can already open GDevelop 4 games with GDevelop 5 :mrgreen: As long as it's HTML5 games :)
User avatar
By ddabrahim
#63377
I guess we can start. Let's try to complete things

I tried to remake the beginner tutorial from the GD4 wiki when I realized, I can not make a new empty project, can not give a title for the game, can not add my own resources to the resource manager and can not add new objects and groups :lol:

I guess I was too optimistic on this one. Too many functionality is just not there yet :P

every button is maybe a bit too much

I guess what I really had in mind is that, some new game makers I did come across in the past few months do have interactive tutorials where they highlight the buttons you need to press while making your first game and you can get more info on the purpose and functionality of certain options and button by selecting it and I kind of liked it. For someone completely new to game development, this is the very first attempt making a game I've found this way of "help" very useful. You looking at something, wondering "what is this for" and get the answer by simply clicking on it. Pretty cool if done right in my opinion.
User avatar
By 4ian
#63388
I tried to remake the beginner tutorial from the GD4 wiki


Wow, first things, thanks for this! :mrgreen:

I can not make a new empty project
can not give a title for the game


True! But Title is not important for now.

can not add my own resources to the resource manager


You can add images directly in objects editors :) The goal is to avoid having to use the resource manager at all.

can not add new objects


You can! Have you looked at the + button at the bottom on the objects list? Maybe it's not visible enough?

It's also true that groups are missing for now (well, they are supported in events but can't be created) and so that is limiting what we can do :lol:

Also if you're using the desktop version, it's lacking a few features that I've developed and deployed to the web app but not yet in the desktop version :)

But now I know what I should prioritize to get a version of the new IDE advanced enough for writing a tutorial :P
User avatar
By ddabrahim
#63391
Have you looked at the + button at the bottom

Nope, I didn't scroll down for some reason I was expecting somewhere....just right in front of me 8-)
Now that you mention it, I have just noticed the plus sign is below the items everywhere.
I don't really like that as the list of items can be very long so that's definitely not the right place in my opinion as you need to keep scrolling all the time you want to add a new item.

How about to place a plus sign simply on the top/title bar everywhere? It always on top and always visible.
mokup1.png
mokup1.png (10.88 KiB) Viewed 3025 times

mokup2.png
mokup2.png (7.07 KiB) Viewed 3025 times


Or, you could make it so if the plus sign is outside the screen then make it gently sit/float on the bottom of the screen at all times. Of course it would overlap items, but it could be fixed by let the user scroll the items a bit further if it in the way.
mokup3.png
mokup3.png (22.5 KiB) Viewed 3021 times


But then it would be a problem if there is multiple different categories outside the screen like Scenes and External layouts...
Personally, I would go with the top/title bars really.

The goal is to avoid having to use the resource manager at all.

I'm not too sure how do I feel about that. Even though it a bit slower and require more steps, I do like to keep and manage all my resources in a single place so I don't need to browse a bunch of folders on my PC all the time I want to use an image.
I can just drop all my images in to the resources and whenever I want to use one, I can just pick one from the resource manager regardless how the images are organised and stored on my PC filesystem and inside the project folder for that matter.
Last edited by ddabrahim on Tue 19 Sep 2017, 22:24, edited 1 time in total.
User avatar
By 4ian
#63393
Or, you could make it so if the plus sign is outside the screen then make it gently sit/float on the bottom of the screen at all times. Of course it would overlap items, but it could be fixed by let the user scroll the items a but further if it in the way.


Sure that would be nice, and a floating action button is something that is Material Design guidelines too :)
The thing is that it will be harder to add in the project manager... or on the contrary ! There can be a single floating "add" button, and when you click on it you can choose if you want to add a scene/external events/external layout!
It's something that is quite usual in mobile apps based on Material Design Guidelines too :)

Resources manager won't be deleted, but the goal is that new user should not need it when starting with GDevelop :)
Adding images should be as simple as clicking on a button and choosing a file (again, for new users).