Path & Wave Designer

Path & Wave Designer v1.0.0.3 Update – Godot & GDevelop Support!

I am excited to announce that Path & Wave Designer has been updated to v1.0.0.3! This update focuses on expanding compatibility, making it easier for developers to bring their custom-designed paths into two of the most popular open-source game engines.

What’s New?

The core of this update is the new JSON Export System. You can now export your paths specifically formatted for:

  • Godot Engine: Clean, dictionary-based JSON that maps perfectly to Path2D and Curve2D nodes.

  • GDevelop: A streamlined format that works seamlessly with GDevelop’s structure variables.

Included Sample Files

To help you get started immediately, I have included two sample wave files in the new formats:

  1. demo_wave_godot.json

  2. demo_wave_gdevelop.json

Godot Demo Project Included!

Because I want to make sure you can see your designs in action, I’ve included a mini Godot Project in this download.

  • The Demo Features: A script that reads the JSON file, generates a path, and moves a sprite along the curve at a customizable speed.

  • How to use: Simply open the project in Godot 4.x and press play to see the wave in motion!

Note: While I have included a GDevelop-formatted JSON file, I currently do not have a GDevelop demo project included as I am still learning the ropes of that engine. However, the JSON structure is standard and ready for use by GDevelop veterans!

How to Update

Simply download the latest version from the project page. If you are using the Godot demo, make sure to check out the GDScript file to see how the JSON parsing works.

Thank you for your support! I can’t wait to see the bullet-hell and arcade-style waves you create.

Kind regards,

J.

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Path & Wave Designer v1.0.0.4 - Canvas & UI Refinement

This update improves the drawing experience and fixes critical UI mismatches to ensure a more intuitive workflow.

:artist_palette: Canvas Improvements

  • Aspect Ratio Sync: The drawing canvas now scales based on aspect ratio. This prevents the “unnatural” feel when working on non-16:9 targets, ensuring your strokes match the intended screen space.

  • Dynamic Margins: Maximum drawing margins are no longer “baked in.” They now calculate based on your specific canvas size.

  • Visual Guides: Added red lines to clearly show exactly how far past the canvas edge you can draw.

:hammer_and_wrench: Bug Fixes

  • Text Box Accuracy: Fixed a synchronization issue where x/y values in point editing text boxes did not match the values shown in the pulldown menu. They now correctly reflect the same data.

Kind regards,

J.

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