GDevelop is a no-code / low-code 2D engine with a first-class HTML5 export. The exporter writes a static folder of HTML, JS, and asset files that Wavedash can host directly.
Export from GDevelop
- Open your project in GDevelop 5.
- File → Export.
- In the dialog that opens, pick Browser → HTML5.
- Export to a local folder (the example uses
./build).
The output is a self-contained folder with index.html at its root. Point upload_dir at that folder.
SDK integration
GDevelop lets you run arbitrary JavaScript from an event via the JavaScript code action. Add one at scene start — wrap it in a guard so it only runs once, and await window.Wavedash so the SDK is resolved before you call init:
Calling Wavedash.init() is required. Your game stays hidden behind the Wavedash loading screen until you do. Call it once your game is ready to play.
const scene = runtimeScene;
const sv = scene.getVariables();
const initialized = sv.get('initialized');
if (!initialized.getAsBoolean()) {
initialized.setBoolean(true);
try {
const Wavedash = window.Wavedash;
Wavedash.updateLoadProgressZeroToOne(1.0);
Wavedash.init({ debug: true });
} catch (e) {
console.warn('[wavedash] init failed:', e);
}
}
For anything beyond init — leaderboards, achievements, cloud saves — add more JavaScript events that read/write scene variables and call into window.Wavedash the same way. The Functions reference lists every public SDK method.
wavedash.toml
game_id = "YOUR_GAME_ID_HERE"
upload_dir = "./build"
entrypoint = "index.html"
The GDevelop build/ directory is an exporter output — it isn't committed to source control. Re-export from GDevelop whenever you change the project before running wavedash dev or wavedash build push.