Will construct 3 have an official builtin plugin manager?

Post » Sun Feb 19, 2017 10:26 pm

+1
I had just dl'd Rex's plugins today through his downloader and it's a bit overwhelming to have a lot of plugins to choose from suddenly. Wish we had a "favorite plugins" tab where we can organize our most-used plugins to fit our needs. ;)
Image Image Image
B
31
S
11
G
27
Posts: 748
Reputation: 17,093

Post » Mon Feb 20, 2017 10:25 am

clickteam fusion has had a builtin plugin manager for ages :D
All the plugins that are listed in it are free.
it's right in the editor- it lists, updates and downloads plugins to your project with zero configuration needed by the user.

Separately they also have a store, which is used for premium plugins

Godot also recently got a plugin manager that gets them straight from github.

Most game engine editors nowadays have a built in plugin manager that can fetch them from a repository.

Construct2 has lots of community made plugins and even a couple of community made managers - but scirra has not done anything about managing them - so some of them are now on dead links. The editor has no infrastructure made for fetching plugins from an official repository!
I find the lack of a plugin manager strange and would love to see construct3's editor finally get one
B
40
S
15
G
4
Posts: 426
Reputation: 5,843

Post » Mon Feb 27, 2017 1:43 pm

"We want to host an online central directory of addons for Construct 3, to make it easy to find and install addons."

This mean?

@ashley
B
14
S
6
Posts: 35
Reputation: 1,110

Post » Mon Feb 27, 2017 4:54 pm

I wonder about the "Editor plugins", is it that I can create plugins from the event sheets, and not having to know how to program javascript?

It is quite nice idea, so can make plugins to streamline some processes. Like functjons but useable for other projects too.
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Thu Mar 02, 2017 4:07 pm

I realize I posted my question in an awkward place but maybe someone can answer? Maybe @Tom?
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Post » Thu Mar 02, 2017 4:15 pm

@helena I believe you have misunderstood. You won't be able to make addons using the event system. As I understand it, you will be able to create addons which can add additional functionality to the editor.
B
61
S
20
G
56
Posts: 1,077
Reputation: 35,986

Post » Thu Mar 02, 2017 5:17 pm

helena wrote:I wonder about the "Editor plugins", is it that I can create plugins from the event sheets, and not having to know how to program javascript?

It is quite nice idea, so can make plugins to streamline some processes. Like functjons but useable for other projects too.


Hi Helena, I think you might be talking about Fusion 3, not Construct 3 *nudge nudge, wink wink* ;)

But yes, that would be a pretty cool option to have. Great for re-usability of functions between projects.
I don't see this happening in C3, though - unless the C3 devs decide to borrow this idea.
Win7 64- i7 [email protected], p6t Deluxe v1, 48gb, ATI 7970 3gb, EVGA 590 3GB, Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode
B
30
S
10
G
8
Posts: 170
Reputation: 7,074

Post » Thu Mar 02, 2017 5:24 pm

@helena I think Ashley answered at some point that it can happen in the future. Currently we don't know any more information, but it certainly would be a great feature. It's one of the functions I really liked in the Fusion 3 news.
B
135
S
33
G
17
Posts: 1,557
Reputation: 20,717

Post » Thu Mar 02, 2017 5:32 pm

No I wasn't confusing with Fusion 3. I just wanted clarification. Now I understand, adding functionality in editor as in adding things to GUI itself. Not to "code" plugins in events.

(yes I know in Fusion 3 you can do plugins in their event sheets)

Thanks.
B
58
S
18
G
13
Posts: 447
Reputation: 10,735

Previous

Return to General Discussion

Who is online

Users browsing this forum: mekonbekon and 3 guests