gs plugins

GraphicWarehouseGraphicWarehouse Member Posts: 927
edited February 2012 in Working with GS (Mac)
is it legal to make and distribute gs plugins

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    you can make them all you want but more than likely they wont work. GS publishing servers will strip out or disable anything that is not part of their system or the account is not authorized to use.

    And keep in mind you can only make your plugins without reverse engineering GS as thats a violation of your terms of service.

    Cheers
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    I don't know … I made my own TPs … and plugged them into my GS app
    as they contain my logo … copyright notice … and lots of customBehaviors, etc. … don't think I would want to distribute them

    someone changed theie fontFile of Baskerville to display another fontFace so when the lua calls Baskerville it gets something else

    if you are distributing … send me a copy!

    @};- MH
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    i just wanted to know if its legal before we make them
  • old_kipperold_kipper Member Posts: 1,420
    It would be a wondrous thing if GS opened up the plugin format to at least approved developers. There are so many extensions I would love to see, and if these where available after purchase from an approved dev within the editor... oh joy! Shaders, iOS and Android api functions not currently planned for but desired... As long as plugins abided by conventions laid down by GS then I would think there would only an increase in use of GS and greater creativity with the tool. It might even lighten the load on the people in Austin? Anyway an interesting year is in prospect.
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    i hope they allow it
  • POMPOM Member Posts: 2,599
    edited February 2012
    +1
    @old_kipper

    Photobucket Roy
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    I think it would be awesome if they opened up the doors to third party plugins. Honestly that would be an awesome pro Feature. I know at one time years ago it was in the original plan. but I have a feeling the xml to Lua format has caused them problems. Maybe when they remove Lua it will be a more viable option.

    @MotherHoose. Can you elaborate what a TP is? Also I don't think the Custom Behaviors panel is what @MjMDesign is talking about.

  • MotherHooseMotherHoose Member Posts: 2,456
    TP = template … and know that @MjMDesign is talking about high-end functionality …
    was just commenting that people do fiddle around with app Resources without problems so nothing seems to be impeding a plug-in from working …

    @};- MH
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Ah I see what you mean. I still don't think and added functionality would work since it has to be coded on GS's end.
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    you would have to code it in lua i think
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    edited February 2012
    No you wouldnt code it in lua. The only thing lua has to do with gamesalad is thats what our projects our compiled into. Actual creator plugins would have to be coded in some form of c most likely.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Even if you coded it in Lua. GS publishing servers would either strip out the unknown components or fail the build all together. There is no Lua on our end. The creator puts together a group of xml files that tells the server how to code the project.
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    yes … in Xcode you can probably write the plug-ins … and calls to run them
    the engine32.luo (lua) in an Xcode/GS build looks the same as in GS builds now … probably just interpreting the projectFile

    @};- MH
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