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ArcturusForge

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A member registered Jul 04, 2019 · View creator page →

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I have now integrated a wiki within ini Writer that should hopefully provide enough detail to begin working on your own plugins.

As always, happy to field questions and feedback :)

ahh good to know!

Thanks for taking my idea into consideration, I think your filter based pack/extracting is also a great feature to include as well!

This is a fantastic tool and I'm glad you are working on it. Thank you!

If I have any other ideas I'll be sure to let you know :)

I see.
The reason I ask this question is because my file path looks a little like this:

res://App/Extensions/My_current_extension/files_i_want_to_pack

res://App/Extensions/My_other_extension/files_i_dont_want_to_pack

etc..

the problem is that I want to pack only 'my_current_extension' but with the full file path from res://

If I wanted to do the full file path I would need to select 'App' as the root folder and deselect every other file but I have too many files for that to be something feasible so I was hoping there was an alternative way of customizing the file path used in the pck.

I was thinking like a textbox where I can write a custom path to attach to the front of the root folder path.

Like this: 'res://App/Extensions/' and then my root folder is 'my_current_extension'

This would remove the need to deselect a ton of misc files that I don't want exported.

I have a question. Does this allow me to customize the file paths for the files I pack?

For example can I get a file at res://Graphic/icon.png and pck it at the file path res://Graphic/UI/64x/icon.png ??

(1 edit)

Hello fellow devs!

Currently the example is pretty poopy. 

I want to let you know that I'm working on improving the resources available for you so that you can have a better experience creating extensions.

For the latest developments check out the github page so you can get improvements before they get released here.


For those of you who want to make an extension but don't know how to get started I'll give you a little setup guide.

  1. Download Godot version 3.5.1. If you can't find it, here is the archive link: Here
  2. Go to github and clone the ini-writer repository. The best way to write extensions is in the project itself.
  3. Open the project in Godot and in the file system window, navigate to res://App/Extensions/
  4. Create a duplicate of the example_extension folder and rename all of the files to match your purposes.
  5. Right-click your renamed folder and select "Open in file manager". Godot doesn't show .json files in the editor so we have to go looking for it.
  6. Rename and then open your .json file. Here we can tweak some of the config info for your extension
  7. Save & close. Now you can get to making your extension. (Edit this file as you go so it points to where it needs to).

That should get you setup for creating extensions. I know that I haven't talked about how to write the scripts.

I'll try to get some helpful docs created so that it will be easier for you. In the meanwhile please use existing extensions as a reference.

If you need help or have questions, leave a comment here and I'll help you when I can.

Use it.

No resell.

Free.

The pack itself doesn't end up in the final product. It is purely used in development to speed up file creation. Spread the good word to other devs is all I really ask but if you would like to donate some money I would greatly appreciate it.

(2 edits)

Have you used the Unity Profiler to make sure the rendering is your issue?

I'm a Unity Programmer so sadly that falls outside of my scope however I do have some tips for coding that may help.

1. Don't use GetComponent / GetObjectOfType in the update loop (unless you have to). These are resource intensive functions in Unity. Ideally you would cache the data in a variable and have it be assigned during the Start/Awake functions.

2. If you are instantiating a lot of prefabs in the update loop, you may wish to consider using Object Pooling instead. This recycles unused GO's instead of Destroying them. Brackeys has a video explaining the benefits of pooling on youtube if you wish to know more. Additionally I do have a Unity Package available on my itch page that you can download (It's free) that will handle the logistics of pooling for you, I do believe it has an example scene included if you don't know how to use it. (if not you can always reach out to me through this comment.)

Other than that all I can really recommend, without having a look at your code, is that you try to move logic that doesn't need to be in the update loop out. For example:

There is a button that handles the activation of a ui panel by setting a bool in your code. The ui panel, or its manager, checks this bool every frame (in the update) to see whether it should turn on or not.

Obviously for this example you would just have the button directly turn this panel on when you click it instead, however what I'm trying to suggest is that the ui panel does not need to know every frame whether it should turn on or not. You simply turn it on the moment the button is pressed. What this means is that instead of every frame some logic runs to check whether the ui should be on, this same logic runs only on one frame to turn it on.

I hope your optimization adventure goes well and that you can take back your frames. Happy hunting!

To preemptively answer a question that may come up.
The trait codes I'm referring to are the same codes that exist in the .txt document that users would use to rename images. 

tldr: trait codes == option codes.

(2 edits)

Wow I'm really happy that you liked it!
Thanks for reaching out.
You've made my day :3

Edit: I've been told by my family to request.. Please spread the word it would really help!! Once again thanks for enjoying my stuff :)

An error you may encounter when you create a new CreatorType script is that it has broken references to the ScriptCreator. This is not a bug, Please ensure the new CreatorType script is within an editor folder.

Post here if you have feature suggestions.

Post here if you have feedback

Post here if you have questions

(1 edit)

If you have the itch desktop app you can download web games and play them in their own window as if they were an .exe game.