Hello :)
Please tell me what is your system, and what do you mean by its not working ?
If you can provide a screenshot of the problem as well, that would be good so i can help you mroe :)
VegeTato
Creator of
Recent community posts
In Tiled, if you changed the tiles in the tileset, without giving it a class, gdevelop won't be able to create the collisions for it, so the player will go through it, to fix that, you can simply add the Class in Tiled so gdevelop auto-detect the collision, you can read how to do that in here:
https://wiki.gdevelop.io/gdevelop5/objects/tilemap/#define-tiles-collision-mask
The class filter name used in the project is Floor
So make sure to Tiled → Open tileset editor → Select your new tiles you want them to have collision → Set the class to Floor → Export as .tmj → Import into gdevelop and replace the old level collision.
The range attack unlocks during the game, not at the beginning (of course you can change that in the events if you want).
By push ability, you mean the enemy getting pushed after doing the melee combo attack ?
If so, I use forces + platformer character behaviour to give the push feeling with gravity :)
Hello :)
If you mean in THNK-P2P
Then there are few things that help in that:
1- Use (Set target tick rate) and reduce the number to something like 15, or just keep reducing it until you are satisfied (the lower the number the less the sync data, and the less the game feel responsive).
2- Avoid syncing every frame.
I already did most of that in the template, but i didn't play with the server tick rate, the default is 20, you can reduce that if you feel the game is lagging.
The template doesn't use Autotile, it uses External Tilemap object for the level making.
But you can easily replace the tilemap object with sprite object and use my Autotile extension to do the job 😉
https://vegetato.itch.io/autotile-extension
or if you want to go with internal Tilemap object, and wants autotile, then i suggest you take a look at my Farming Template
https://vegetato.itch.io/farming-template
I built an autotile system in it that uses gdevelop Tilemap object (not an extension though, but soon will turn it into an extension), you can use the same system in any of your projects (Copy-Paste the group event) :)
Hello :)
Make sure you actually changed the boss spawn position and the trigger area position:
Game scene → Bosses mechanics → Dragon boss → Player enter boss area → the current player X position is -8512, change that to the new area x position (if the player X position pass this area to the left, the boss will spawn).
Game scene → Bosses mechanics → Dragon boss → Player enter boss area → change the Create DragonBoss action X and Y position to your new area.
Sure, changing the skins is by simply replacing the object animations with the new one, but it must match the exact fight style (like Attack1/attack2/attack3) if your skin doesn't have this exact combo, then you're going to need to adjust the events (codes) to support the new fight style for your skin.
Of course, you can publish/sell games from the template even if you didn't add or change anything in the project, the only thing you are not allowed to do, is selling the template as Template not as game, even if you adjusted the codes.
You can read more about the license at the bottom of the template itch page.
As for autotile but for top-down, all you need is your top-down tileset, but it must follow the same rules for the Autotile extension tileset (can be found on the extension itch page), the system in the template should be the same.
No, the template have the older version of the extension, you can get the extension latest version from its itch page, and you can import it into the template without any problem, the latest update for the extension does not break anything.
Hello :)
Nothing is broken in the extension, I just added a new action to be used in a specific case.
I also updated the example to use the new version of the extension, you can open it and check it out, nothing broke in it.
Open the example and learn from it, though my guess for your case, is that you ruined the actions order for change position and snap to grid in your project, make sure the action Change cursor position is at the top and right below it is the action Snap cursor to grid
If you make snap action above the change cursor position action, the snap will not work, because gdevelop read the actions from top to bottom.
If that didn't solve your problem, please send a screenshot of your events related to auto tile and cursor position and snap to grid so i can take a look :)
Hello :)
Thank you for your purchase <3
Unfortunately, you can't open gdevelop projects directly from your phone storage, but there is an easy way to solve this:
1- Open GDevelop desktop app on PC or Laptop.
2- Unzip the template project and open the .json file in gdevelop.
3- Save the project in your cloud (make sure you are logged in into your account).
4- Close everything and open gdevelop from your mobile.
5- Now you can simply select and open the project from your cloud projects list.
Hello :)
Thank you for your purchase <3
Your tiles are spawning slow because you are creating them in every single frame per second (so 60 tiles created per second).
If you want them to spawn immediately (instant), then you simply increase this process by using the Repeat event, I made a quick example for you in the screenshot, you can follow it.

0- Please download the extension again from its itch page to get the latest version, I released an update to include a new action you are going to need.
1- We do it as a sub-event under At the beginning of the scene condition, no need to run this in every single frame, Repeat event will already make the event run as much as we want in a single frame (which is the beginning of the scene).
2- We set the repeat number to the number of tiles you want to create, in your case:
1920/32 = 60
544/32 = 17
17*60 = 1020 (so we make the repeat event repeat 1020 times to create the entire tiles).
3- I see you set the variables FillX and FillY to 0 at the beginning of the scene, that's not required if your default variables value is 0 (set in the variables editor).
4- I see you put your conditions to increase FillY variable in a new event, that's not required as well, you can make it as a sub event just like what i did in the screenshot.
And that's it !
This will create all of your tiles and autotile them in a single frame :)
Though that single frame might freeze for a second, because you are creating and autotiling a lot of tiles at the same time, you can either cover/hide this using loading screen, or just leave it as it is, it's up to you :3
Merci <3
Il suffit de remplacer la ressource InGameMap par une nouvelle, après l'avoir modifiée dans un logiciel de dessin (comme Aseprite).
Ensuite, pour ajouter la collision au nouvel emplacement :
1- Ouvrez votre logiciel de dessin (comme Aseprite) → ouvrez l'image du tileset dans : Dossier Template → Assets → Map → MapsTileset.png
2- Ajoutez votre nouvelle image au tileset, puis enregistrez-la.
3- Ouvrez le logiciel Tiled (utilisé pour créer la Tilemap) → Ouvrez le fichier → Accédez au dossier du modèle → Assets → Map → InGameMap5.tmj → La Tilemap devrait s'ouvrir. Si un élément est corrompu, double-cliquez dessus → puis localisez le Tileset ici :
Dossier du modèle → Assets → Map → MapsTileset.png
4- Dans Tiled, ouvrez l'éditeur de Tileset (il devrait s'ouvrir automatiquement après l'étape 3) → sélectionnez tous les éléments qui recouvrent votre illustration → Dans le menu de gauche, vous trouverez Property → changez la classe en Walls
5- Cliquez sur Fichier → Enregistrer sous → Enregistrez le fichier où vous le souhaitez. Vous devriez obtenir le fichier InGameMap5.tmj.
6- Retournez dans GDevelop et ouvrez le modèle → Scène de jeu → recherchez l'objet MapCollisions → Double-cliquez dessus → Cliquez sur Remplacer et sélectionnez le nouveau fichier InGameMap5.tmj
Et voilà !
Désolé d'avoir rendu la personnalisation des collisions un peu plus complexe, mais j'ai utilisé la collision de la carte de tuiles car elle est ultra-rapide et optimise les performances :)
Amazing work ! :o
The scene looks perfectly polished !
May i know what things you did externally, and what you did internally in gdevelop to achieve this graphic look ? :)
I didnt know you could achieve such polished looking graphics in gdevelop, so i was wondering if there are any you tricks used in the project other than the outline one that made the scene look high quality :)
In other words, the high quality graphic in this project, is just the models themselves ? (simply export from blender and imported into gdevelop) and adding outline + gdevelop built-in light and shadows, no other extensions or shaders or tricks ?
And whats the difference between SD and HD ?
What the project is doing when i trigger it ? Does it change the game resolution ?
And does it actually improve the FPS when it's SD ?
Great job again <3
Levels are very simple to add, i only added 1 to show you how all mechanics works,you simply use a variable to track the level number the player is currently playing, and then play with the Goal variable number, so level 1 goal is $700 level 2 goal is $800 for example...etc
and the dishes are just sprites, the assets I used in this template contain these 3 dishes only, you can draw your own and add as much as you like.
Sure, you only need to play with the candy swap events, to make it support touch as well, currently its Mouse only.
GDevelop is the same on all platforms, so if you have gdevelop, then you can open any .json file which is the project.
Just make sure you unzip the folder you downloaded using WinRAR or any unzip software, and then you will get the .json file to open in gdevelop.
Hello :)
Thank you for your purchase <3
Don't worry about the Windows tag, after downloading and unzipping the .zip file, inside it, you will get the .json file and the assets' folder, you simply open GDevelop on your Mac then load the .json file, and everything should work perfectly :3
Then you can publish to Android or IOS or to any platform you want inside gdevelop 👍
Keep in mind, the template supports PC only currently, but you can modify the events to support touch as well 😉
Mobile stick move is very easy to set, you just move the player to the left stick angle (there are a lot of free examples in gdevelop that show you this) you simply apply it to the player movement when the player is playing from mobile, and the same thing for the right mobile stick flashlight, checkout the free example in gdevelop called (2D Twin Stick Shooter) it has both the movement and the aiming sticks.




































