WavedashDocs

GDevelop

Export GDevelop 5 projects to HTML5 and ship them to Wavedash.

View example project on GitHub Playtest the example project

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

  1. Open your project in GDevelop 5.
  2. File → Export.
  3. In the dialog that opens, pick Browser → HTML5.
  4. 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.