First I would like to apologize for the tone of my first post. I donāt usually go off like that and it was at the end of a long day where I was trying to do something that should have been simple.
Second I always try to find if my question has been asked already before posting it. It had and that thread led me to this one (sorry I lost track of the original thread).
Third this is not the only issue I have had with the engine. One of the first was when I found out there was no simple way to lock a mobile game into landscape orientation when almost every mobile game I play is played in landscape mode.
Last I would like to give a bit of my backstory. I have an autistic son, a 4-year old son, and a 2-year old daughter who all really loved a certain balloon popping game on their kindles. The problem was that it was so full of adds they would often click them and get frustrated wanting the game back. I have a degree in game development that I donāt use for work and I decided to try my hand at remaking the game so I could add things as they got older.
I originally made the game using phaser-ce and put it on a webserver. Then the issue was they would click on the address bar and get frustrated. So I googled ā2d mobile game engineā and this was one of the top picks. At first it seemed simple enough. I caught the line āthis is technically a 3d engine optimized for 2dā in the documentation and that didnāt bother me.
I first started being frustrated with the editor. No code folding, not being able to expand a node if it selected, funky keyboard shortcuts for my Dvorak keyboard (using scancodes instead of actual keys for the keyboard shortcuts). I grit my teeth and dealt with it. I worked through most of the tutorials to learn the ins and outs of the engine and then took a stab at building my balloon pop game. I didnāt need a loading screen or even a UI as this was going to be simply for personal use.
It started off going well. A little hiccup with the landscape orientation I ignored. I was able to add the background, and figured out how to use a tilemap for the balloons (which is stored as a single image). I figured out how to use the physics system to give the balloons a bit of gravity pulling them up. I figured out how to destroy the balloons when they leave the screen. Then I got to the tapping part and got stymied (yes I said stymied). That led to this post as I had spent several days learning the engine and tools to find out something as simple as tapping on a sprite couldnāt be handled by the engine. If there are plugins they should be mentioned in the documentation.
Since my initial post I have rediscovered love2d which has come out of beta since I last looked at it. It shows great promise as it took me less than a day to get to the same point in development as I got with defold in 3 days of work.
I wish you luck with defold. I think the engine needs a lot of work though and trying to gear a 3d engine for 2d games seems a bit more cumbersome than I would want to deal with.