r/gdevelop

â–˛ 7 r/gdevelop

Day 6

I changed the mobile controls

I added movement sounds and death music. But I think there's no sound in the video

I added different levels

u/GolbMelancholy — 15 hours ago
â–˛ 3 r/gdevelop

pause menu

hi i refuse to use gdevelop's ai features so i'm asking yall one favor
how do i make a pause menu?
i want it to be overlayed on top of the main scene and i want it to be navigable using the mouse or the touchscreen (i want my game to be playable on desktop and mobile)
i also want the pause menu to be full screen

edit: i followed this tutorial https://www.youtube.com/watch?v=zv0cMzMrvhM

u/daftrio — 14 hours ago
â–˛ 9 r/gdevelop

Slow Mo?

This is a feature I am experimenting with in my game as a way to make some encounters easier, currently the playtest build of the game (You can play here) does not have this mechanic.

u/DEVDEV_10 — 19 hours ago
â–˛ 20 r/gdevelop

Love this new gamedev journey I'm on...

It's not much but it's mine and I'm proud of this little game I'm creating. I'm almost 40 and finally getting into making the games I'd love to play. This is a little scifi jetpack inspired game I'm building. Game dev can feel really rewarding even though it can be taxing and time consuming. Much respect to all gamedevs.

u/Yujimbo_Cyber457 — 1 day ago
â–˛ 28 r/gdevelop

Our Final Term Project for GameDev Class

This game took us the entire semester to finish, and we’re proud that we did it. We worked hard to bring Simon’s Adventure to life. Even though it’s not perfect, it’s still ours, and that makes it special. Through the process of making this game, I learned a lot about developing with GDevelop. I made mistakes, discovered new techniques, and realized that creating a project of this scale requires stronger hardware. I built it on a laptop with 8GB RAM, an Intel i3 M380 processor, and a graphics card with only 64MB, which caused enormous amounts of lag. Despite the challenges, I managed to finish coding, and the experience taught me resilience and problem-solving.

Our team divided the work into specific roles to make the project possible: I served as the Programmer, while my teammates took on the roles of Project Manager, Game Designer, Level Designer, Art Designer, Sound Designer, and QA. Together, we combined our efforts to complete this project and bring Simon’s Adventure to life.

We hope you enjoy playing this game as much as we enjoyed making it

THE GAME - https://gd.games/jb_ramizares/simons-tale

- Br. Entertainment

Finals Presentation

u/NotMosquila — 2 days ago
â–˛ 0 r/gdevelop+2 crossposts

Game Title: Dungeon Survivors

Platform: Mobile (Web-based)

Playable Link: https://gd.games/youraverageoz/dungeon-survivors

Description: Dungeon Survivors is a 2D rogue-lite RPG specifically designed and optimized for mobile devices. Inspired by classic survivor-style gameplay, it challenges players to survive waves of enemies using strategic progression and fast-paced combat. The game focuses on providing a smooth handheld experience with intuitive touch controls and a compelling gameplay loop. I am looking for feedback regarding the UI layout, control responsiveness on different screen sizes, and overall performance to ensure the best possible mobile experience for players.

Free to Play Status:
• [x] Free to play
• [ ] Demo/Key available
• [ ] Paid

Involvement: I am the sole developer of this project, handling the design, programming, and overall development.

u/youraverageozz — 3 days ago
â–˛ 44 r/gdevelop

My Game has a Seasonal Cycle!

Hello everyone!

This is my first time sharing footage from the game I'm making (aside from the help thread I posted a week or so ago). As you can see, I've created a seasonal cycle! This world is called Maeflower, and it experiences everything from dry hot summers to harsh, frigid winters. The temperatures tend to fly into the extremes at times - this is normal.

Funny I show this, and this isn't even half of what this game is about! But, more on that later... for those interested, I'll be sharing updates from this pretty regularly, now that I've finally got the ball rolling. Believe it or not, my game is primarily a Platform game, however there are RPG/Top Down elements included as well! Hope you look forward to seeing updates, and let me know what you think!

Also note: I am already planning several changes. Nighttime ambience will be different, for example, and there will be lots of decoration changes added in that I simply haven't gotten to yet. This footage is just primarily showing off the seasonal changes with the grass, the weather, and my simple interface. Thanks for checking it out!

u/ApXlDeCA — 3 days ago
â–˛ 5 r/gdevelop+3 crossposts

Kikna Starlight with a crossbow that needs save your world again because Kibo Wave dead by Boki (WIP)

By defeating Boki, you release Kikna, a kitten that uses a crossbow that shoot in monsters

u/BootPen — 3 days ago
â–˛ 8 r/gdevelop

Desperately need help

When I fire bullets they spawn lower on the you axis when I move forward

u/SWviolet — 4 days ago
â–˛ 32 r/gdevelop+2 crossposts

I make a Hair Generator game (link in body description)

Hellu!

I made an avatar maker app, have fun!

https://gd.games/ath07/avatar-maker

The game is still in developing, I'll make more update in future; let me know if you'd like more options like marks or accessories for this.

u/Pitiful-Cry-9369 — 4 days ago
â–˛ 39 r/gdevelop+1 crossposts

WebXR (VR) GDevelop extension - available now!

Build fully immersive VR games in GDevelop — no coding required. This extension family brings the WebXR API into GDevelop’s event-sheet workflow, giving you spatial tracking, controller input, physics-driven interactions, and a complete inventory/holster system out of the box.

Free to use. Works in the browser on Meta Quest and any WebXR-compatible headset.

What’s included

  • VR Session & Head Tracking
    • Start and stop VR sessions from your event sheet. The VrHeadAnchor behavior locks a GDevelop object to the player’s headset each frame — your scene moves with the player automatically. Configure world scale (how many GDevelop units equal one real-world meter) to match any scene size.
  • Controller Tracking
    • Attach the VrController behavior to a 3D object to track either hand.
  • Physics-Based Grabbing
    • The VrGrabbable behavior lets players pick up, hold, and throw any 3D object.
  • Holsters & Inventory
    • Keep items on the player’s body with VrBodyZones and VrHolster behaviors.
  • Archery System
    • A complete bow-and-arrow system ready to drop into any scene. VrBow and VrArrow behaviors work together like a charm.
  • Levers, Sliders & Buttons
    • VrInteractable turns any object into a grabbable lever, slider, or button. Set the axis and range in the property editor; read the current value in events to drive doors, dials, or any game mechanic.
  • Point-and-Select
    • VrSelectable makes any object respond to the controller’s laser ray or a physical touch.
    • VrTargetable detects when a controller ray is aimed at any 3D object, including non-grabbable targets, enemies, and props.
  • Climbing
    • VrClimbable lets players grip any surface and pull themselves up. Configure grab radius, launch scale on release, and mantle boost.
  • Doors & Keys
    • VrDoor adds rotating and sliding doors driven by the same physics-grab model used elsewhere in the extension. Lock/unlock via events or with a VrKey: drop a key object into the door’s key zone and it snaps into the keyhole (only keys with matching tags dock), auto-unlocking the door.
  • Smooth and Teleport locomotion
    • VrTeleport fires a projectile arc from the controller and teleports the player to the landing point on release. Mark any surface as a valid landing zone with VrTeleportable.
    • Or use battle-tested PhysicsCharacter3D from GDevelop for smooth locomotion.
  • Floating Objects & HUDs
    • VrFollower keeps any object at a fixed offset from a target — useful for in-world HUDs, floating menus, wrist displays, or floating holsters above the player’s waist. Three rotation modes:

Download it at: https://avram.itch.io/webxr-gdevelop-extension

u/nemanja-avramovic — 5 days ago
â–˛ 2 r/gdevelop

🚀 Carrots Engine Achievement Timeline (v1.0.0 → v1.0.3) 🥕

Over the last few months, Carrots Engine has continued to grow with new features, editor improvements, performance optimizations, and major workflow upgrades.

From Blueprint Graph integration and Particle Effects Editor to rendering improvements, TypeScript support, 2D/3D workflows, and continuous engine optimization, every update brings us closer to our vision of a powerful and accessible game engine for creators.

This timeline highlights some of the key milestones achieved between v1.0.0 and v1.0.3.

We'd love to hear your feedback and suggestions as development continues.

đź”— GitHub Releases: [Carrots Engine Releases](https://github.com/Carrotstudio0/Carrots-Game-Engine/releases.com)

đź”— Download on itch.io: [Carrots Engine on itch.io](https://carrots-studio.itch.io/carrots-game-engine.com)

Built on the foundations of GDevelop and developed independently by Carrots Team to explore new possibilities for 2D and 3D game creation.

https://preview.redd.it/4s66si2s8dah1.png?width=1086&format=png&auto=webp&s=29ea0424b877b8c829ab6d829ff2f6db5d80fdc9

reddit.com
u/Ok-Disaster548 — 6 days ago