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New Extension: TurboModz #248

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hammouda101010
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@hammouda101010 hammouda101010 commented Oct 31, 2024

this extension is still shit, im going to work on it so it no longer crap

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@jwklong
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jwklong commented Nov 1, 2024

what is this extension meant to do?

@hammouda101010
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hammouda101010 commented Nov 1, 2024

what is this extension meant to do?

well implementing mod support to your projects with custom sprites, sounds, costumes and runtime values, which can be then exported as a .twmod (or .pmmod) file for mod sharing

@hammouda101010
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hammouda101010 commented Nov 1, 2024

well implementing mod support to your projects with custom sprites, sounds, costumes and runtime values, which can be then exported as a .twmod (or .pmmod) file for mod sharing

but maybe it would be a better idea of interacting with an API that the user can create and use instead. i will accept any feedback and sugestions and try to implement it to my (crappy) extension

@RedMan13
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RedMan13 commented Nov 2, 2024

isnt everything this will do something the pm runtime extension will also :huh

@hammouda101010
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isnt everything this will do something the pm runtime extension will also :huh

no, it can load multiple sprites at once in one mod JSON package, just like how games would have a mod creator and loader

@jwklong
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jwklong commented Nov 2, 2024

isnt everything this will do something the pm runtime extension will also :huh

no, it can load multiple sprites at once in one mod JSON package, just like how games would have a mod creator and loader

yeahhh but whats the point of this, people can mod a pm game by downloading it and like,,, if you want to add mod loading to your game just do that yourself fr

@hammouda101010
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yeahhh but whats the point of this, people can mod a pm game by downloading it and like,,, if you want to add mod loading to
your game just do that yourself fr

duh, it's an extension to falicitate modding, but i want sugestions, not complaints

@derpygamer2142
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the point of commenting on pull requests is to give feedback on what is good and what to change

@Monochromasity
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Monochromasity commented Nov 10, 2024

You can already do this with Asset Manager. It allows you to use blocks to upload sprites (the code saves) and costumes. Combine this with the Zip extension and the Files extension and you get a fully functional mod loader and mod maker (a sprite you can use for the mod maker is this). I would suggest making a direct importer block from a list of mods that can be fetched from a site of verified mods so that people can trust mods, but other than that it's fairly useless in my opinion. It would definitely make mod loading easier but not that easier than already possible.

EDIT: You can also set extra settings with a custom-formatted txt file to be added to the renamed zip (the .pmmd file) like runtime options, and you can easily implement a runtime option changer using a runtime extension that looks at the txt file and changes the appropriate settings.

@hammouda101010
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hammouda101010 commented Nov 10, 2024

I would suggest making a direct importer block from a list of mods that can be fetched from a site of verified mods so that people can trust mods.

ok i will try to implement this but im too busy rn

@Monochromasity
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A good way to make it work is to do something like what PenguinAI/PenguinGPT did where you would connect to the proxy and a dropdown would then show every item from a certain list, but if you didnt connect, or the connection failed, it wouldn't show anything. This would be good as you could easily add mods without changing the extension code, and you could have mod editing blocks instead of the blocks you have currently, as it would be cool if you loaded a verified mod, and then you could change some settings from the code, but it wouldn't save to the mod itself (its kinda a confusing idea to explain but you probably get the gist)

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5 participants