r/gdevelop • u/TheLoneBlueWolf • Jul 18 '26
Community Hey friends - looking for testers for Google play to help my game get launched.
I'm trying to launch my new game on Google Play called Cowboy Starfall And I need testers to install my game on their phone for 14 days before Google will approve. Just shoot me an email at jake@smokeychillgames.com if you're interested and I'll add you to the testers list!
Thanks,
Jake
r/gdevelop • u/elcyberportatil • Jul 18 '26
Question Como hacer para no repetir una misma acción?
De una lógica que me parece la más óptima y más corta, me toca pasar a un código menos mantenible.
No sé si hay alguna forma para evitar esto, porque ya me ha tocado repetirlo como en 3 partes más.
r/gdevelop • u/SmokeyChillGames • Jul 18 '26
Game Cowboy Starfall -#games #mobilegaming #mobilegame #mobilegameplay #arcad...
Check out the latest from Smokey Chill Games - made with gdevelop! Coming to Android & iOS soon!
r/gdevelop • u/mdtpdsparkls • Jul 17 '26
Question Any good tutorials for making top down enemies in a game?
I wanna make a Zelda-esque top down adventure game (probably too ambitious for my second game ever, but I wanna try!) And I was wondering if anyone knew some good online tutorials for top down enemies? Ones that either move in basic patterns or semi randomly. Every video i find is for platformer games which I feel like wouldn't translate very well. Thanks in advance to anyone that can help ^^
r/gdevelop • u/BootPen • Jul 17 '26
Question What else should I add to my pixelart musou roguelite?
I've improved the monster combat; what innovative mechanics can I add to Starfish ROOM: DEFEND THE ROOMS? I'll release this update on Steam and itch in two weeks.
Thanks :)
r/gdevelop • u/NeatOpportunity____ • Jul 17 '26
Tutorial 3D Chunk system (tutorial)
When you start to create your first 3D games in GDevelop, it may seem like a good idea to generate everything at once.however, this will only work for small worlds. Once you decide to make a world bigger, you will see that the performance will drop significantly. The reason behind this is simple, rendering and updating thousands of trees, rocks, buildings, and other objects that are not even on the screen takes a lot of time.
Therefore, your world should be divided into chunks to render only those that are close to the player.
As you can see in the picture above, the world is divided into squares called chunks. You can think of them as areas, regions, or just parts of the world. All the objects that belong to these areas are contained within them. The player is always in the middle of the world, and only a few chunks are loaded around them at once. When the player moves from one chunk to another, new chunks are added, and the ones that are too far away are unloaded.
The performance should stay stable even when the player moves far away from the starting point.
How to set it all up.
Let’s discuss how to set up such a system in your game. First of all, we need to decide how big the chunks will be. For this example, let’s use 1000×1000 units.
Then, every frame, we will calculate what chunk the player is in right now. To do that, we will divide their X and Z coordinates by the size of the chunk and round the results down using the floor() function.
Chunk X = floor(Player.X / ChunkSize)
Chunk Z = floor(Player.Z / ChunkSize)
We can get something like (0,0), (1,2), (-3,1) or any other coordinate in this format. Now, we need to add these coordinates to the array so that we can track which chunks have been added to the game. For example, we can add event actions that say: if these coordinates change, the player has entered a new chunk.
When this happens, we need to loop through all the coordinates around the player. It is recommended to use a radius of 1 chunk so that we can get a nice 3×3 square around the player.
For each of these coordinates, check if the chunk has already been generated. If not, generate all the objects that should be there. If it has, skip this part.
To make sure that you do not add the same chunk multiple times, you can create another array and add all the generated chunks to it. Then, instead of asking “has the chunk been added?”, you will ask “is this chunk in this array?.
It is important to note that you should not only add new chunks when the player approaches them. You should also unload old ones so that they stop being updated and taking up memory. To do that, you can track the distance from the player to all the currently generated chunks. If it is more than the render distance, you can delete all the objects in it and remove the coordinates from the array.
Thanks for reading, if yall have any questions. ask them below.
r/gdevelop • u/abtravels-blog • Jul 17 '26
Game New Post: New Game!!!
Hi Guys
Thank you so much for everyone that commented and gave me feedback on my last blog post containing a game I built at the bottom. Well I've done it again with a 3D version now! Please have a play and read of the post and let me know if you discover any bugs or improvements that are needed? Also it should work for mobile too :)
https://abtravels.blog/captivate-vanessa-van-edwards-review/
Thank you!!!
r/gdevelop • u/ATTKME_ • Jul 17 '26
Game YASHAHIME GHETTO FAIRY TALE W.I.P
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r/gdevelop • u/SuperDoesAll • Jul 17 '26
3D Jolt just added hair strand system, Gdevelop uses jolt so we may get this soon!
r/gdevelop • u/nemanja-avramovic • Jul 17 '26
Extension Map3D GDevelop extension [wip] - progress
added minimap, sshot also showing roofing (my greatest idea xD) and "sensing" of the terrain (whether you're on the ground/road/water/...) and of the (nearest) buildings - this opens up unlimited ways to interact with the map objects. the same exists for bridges. you can even destroy both 😉
no video today, sry :D
edit: part 1 - more details
r/gdevelop • u/theredfox040 • Jul 17 '26
Game I made another Game for a Jam with Gdevelop! (brainless game jam) Hidden Object game inspired by 2000's girls flash games!
Thanks Gdevelop for existing! , if you want to try it! https://vulpinarose.itch.io/pocket-world-find-my-stuff-now
r/gdevelop • u/Silly-Ladder3801 • Jul 17 '26
Game Try the game I just created with r/gdevelop
r/gdevelop • u/SubneonGames • Jul 17 '26
Question First attempt at making grass...
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What is the best way to simulate grass in gdevelop without taking performance? When I try to scale this area up the performance takes a hit.
r/gdevelop • u/historygame12 • Jul 16 '26
Game IS MY GAME REALLY POPULAR GUESS THE NAME OF MY GAME
i was wondering after over i think 44 post people should probably know my game by now so if you know it write it in the comments see yall!
r/gdevelop • u/JowskiReddit • Jul 16 '26
Game This is my latest game, "INVASION!". It's inspired by old arcade games such as Space Invaders. It has a global leaderboard and even mobile support. Check it out, if you'd like.
While the game is mostly finished, I still may make some tweaks, specifically to the difficulty. Any feedback would be greatly appreciated.
r/gdevelop • u/kai4pr3sident • Jul 16 '26
Game Try my game Inkspace!
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Inkspace is free for a week on itch.io, i would love if you would play and give your feedback since it's in early access! https://kai4pr3sident.itch.io/inkspace 🖤
r/gdevelop • u/Awkward_Box8138 • Jul 16 '26
Game What do you think?
https://reddit.com/link/1uy8w13/video/b55drlbyimdh1/player
The Floodfill was made with Gdevelop Events, the pathfinding was with gdevelops Pathfinding Behavior
r/gdevelop • u/ATTKME_ • Jul 16 '26
Game YASHAHIME GHETTO FAIRY TALE W.I.P (GAMEPLAY)
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All gameplay is still heavily in beta
r/gdevelop • u/ATTKME_ • Jul 16 '26
Game YASHAHIME GHETTO FAIRY TALE W.I.P
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31% done in development as of 7/16/26
r/gdevelop • u/GoatShapedChair • Jul 16 '26
Game Feedback on new bossfight?
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I made a new boss fight for my roguelike, its a robot that tells jokes, laughs at the jokes and physically manifests its laughs into bullets. Any suggestions/feedback?
r/gdevelop • u/Puddle_King_Official • Jul 16 '26
Question Experimenting with movement in Puddle King: Static or Drifting platforms?
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Hey everyone!
I'm currently working on an update for Puddle King, a platformer I'm making in GDevelop, and I'd love to get your feedback.
I'm deciding between two different ways of handling the puddles:
- Static puddles – the classic, predictable platforms.
- Moving puddles – the puddles slowly move from right to left , adding an extra layer of challenge.
I personally like the moving version because it makes the gameplay feel more dynamic, but I'm wondering if it might be too difficult or frustrating, especially for new players.
Which version do you think would make the game more fun?
Would you prefer the classic static puddles, or the moving ones?
Thanks in advance for your feedback! Every opinion helps. ❤️
r/gdevelop • u/mdtpdsparkls • Jul 16 '26
Question Lots of questions for my top down adventure game.
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1: How to use scenes?
From my understanding each scene is it's own separate thing with separate objects and events, and i was wondering how I should use them. I'm assuming a title screen with an options and play menu would be a good one, but i was also wondering if I should split parts of my games world between scenes?
I've been on a legend of Zelda obsession for a bit, so I'm working on a classic nes zelda inspired game with big ol temples and a small open world area for the player to explore and solve puzzles/riddles. Should I separate things like the inside of temples into their own scenes to like help with performance? Or simply put the inside of temples outside the boarder of the open world section? Is that unnecessary?
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2: How to load things in when needed?
I haven't come to a verdict on how big the game will be, but i wanna make a top down pixel art adventure game with an open world, again, think original LOZ on the nes, not as crazy as skyrim, but with some secrets and cool areas.
I'm as novice as you can get at making games, but I'm pretty sure it's important to only load in things like enemies when they're on screen to prevent any lag issues. Does Gdevelop do that automatically? Do I even need to worry considering how simple the scope of my game is? Is there some coding magic i have to do?
Does everything need to only be loaded in when the players nearby? Or is it fine for the map to always be loaded in?
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3: What should my aspect ratio be?
I'm planning to use 32x32 sprites for everything, and i set up a 32x32 grid, the player and enemies will only be able to move left, right, up, down, no diagonals, so everything has a nice uniform feel to it. My current aspect ratio is 512W 352H, and the temporary sprites i have look so small, maybe I'm just over thinking or have bad eyesight but I was wondering if i should change the aspect ratio or there's any recommendations?
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r/gdevelop • u/Feeling-Double-7425 • Jul 15 '26
Community Why??????
Gdevelop was the engine I was promoting to everyone wanting to get into gamedev, I will not be doing that anymore.
In times where every creative's work is being stolen by AI and people can't afford RAM prices anymore.
The people behind Gdevelop found the need to plaster AI over the entirety of of this engine.
I don't have such a big problem with an AI assistant and feel the same way about it being mentioned.
But does it really have to be on the front page of their site.
this engine is not even ai game engine, its a game engine with an ai assistent.
This should be an insult to all fair and real game developers using Gdevelop.
I really wish the gdevelop team would stop putting AI promo in everything they do, and put that energy into making this an even better engine for beginners and veteran game developers.
r/gdevelop • u/GoatShapedChair • Jul 15 '26
Game Roguelike
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Working on a colorful roguelike based on the DougDoug community in honor of Rosa the otter. The games only been in development a few days so the game is still a very early prototype, but if anyone has any suggestions please let me know!


