1) If you only want to include the code in edittime.js and not in runtime.js, why can you not simply code it directly into edittime.js itself?
2) What exactly are you wanting to include in your edittime.js?
3) Why do you call them "common functions"? What are they common to? (common.js is necessarily common to both edittime.js and runtime.js - that's what 'common' means, but what does it mean for you?)[/QUOTE]
1) Because i want it organized and like to use multiple scripts, it makes things much easier to organize and update projects that way.
Also as i said the common.js already offers this and it would otherwise be perfect for my needs however it has the problem i posted above in that it adds all the extra code to the exported project. Why would one want to use common.js and add to the exported projects file size when that shouldn't be needed on the edittime side though?
2) Various things depending on the plugins, everything from simple value limiting and variable storage to graphical things like drawing GUI controls.
Sure i could pack a load of code into a single file but then as the complexity grows the project gets messy, no doubt that is why scirra's own framework is split into multiple parts rather than in one huge js file. Basically i like organized projects where i can quickly find things, if you could set ../ on the path you could also use it across multiple plugins.
3) I was not referring to the common.js script, by that i mean commonly used functions (a library of functions basically).
The bottom line here is however i read a post where the developers of this program asked what features plugin developers wanted to help make this the best game development tool, i need this feature so i though requesting it would be a good idea. FireLight2012-08-03 12:30:48