I’m new to doing voice overs for things - my British accent probably contributes to that ‘informational video’ feel
Ah. Also is there ever going to be a price drop?
No. We’re aware of the interest but we’re already operating on really slim margins. DevEx rates are super low.
Oh alright. I’ll still buy it later on though.
Thanks for understanding. Whenever you do decide to get it, hope it helps you!
I already know that it will, I always try to transfer scripts because I make UI’s and script them on separate games then I implement them. Plus I reuse most scripts but it always has to go game to game and stuff like that, this would 100% help me out with that issue because I would just be able to save them then get them off of the plugin.An example being the UI I’m working on right now, then scripting it after (which will require the casual game to game copy scripts)
I like your design and work you have put into this. Good work.
If you pop out the script menu it does lag around a bit, if you didn’t know that. Might just be me
Interesting, I can’t reproduce - can you send a video of it happening?
I’ll record it in a second I have to quickly grab something,
Incredible! I started using this plugin today and I already love it.
Could I perhaps make a feature request?
Would you be able to implement an import button? This would allow me to import the source of a selected script in the explorer and run it/make changes without affecting the original script.
My use case for this is to run the TestEZ bootstrapper for my project (synced in from VSCode using Rojo) without having to run the game or run the script via the command bar.
Added to our Trello, great idea!
The latest Studio update (454
) broke InCommand. It no longer opens and it emits this error into the output everytime it loads. (like when you start a play solo test or load a place)
ScriptPreprocessor is not a valid member of "Enum.StudioStyleGuideColor"
Stack Begin
Script 'cloud_4987562465.InCommand.UIManager.EditorUI.IDE_Stripped', Line 49 - function new
Script 'cloud_4987562465.InCommand.UIManager.EditorUI', Line 28 - function init
Script 'cloud_4987562465.InCommand.UIManager', Line 90 - function init
Script 'cloud_4987562465.InCommand.Main', Line 18
Stack End
We just fixed this with an update - make sure to update your InCommand asap
Also in the latest update is a tiny quality of life feature; if you have unsaved changes and accidentally hit the Clear button, you’ll get a confirmation dialog instead of losing all those precious lines of code!
The update should be out by the time I post this - you’ll get a small banner telling you to update next time you open Studio. Have fun
Thanks, installing the update now.
Problem is, you can’t see the banner while on the broken version because you can’t even open the plugin. =(
Hey, all of my saved scripts were recently cleared out of nowhere.
I don’t see any errors in the output when loading studio, and any new scripts I save work as intended. Is there any way I can attempt to recover all my old scripts? I had around 10-20 saved, and I’d hate to lose them all like this.
08:16:04.747 cloud_2867765019.Reclass.PluginUpdates:41: invalid argument #1 to 'pairs' (table expected, got nil)
08:16:04.747 Stack Begin
08:16:04.747 Script 'cloud_2867765019.Reclass.PluginUpdates', Line 41 - function getLatestVersion
08:16:04.747 Script 'cloud_2867765019.Reclass.Main', Line 31
08:16:04.748 Stack End
08:16:24.767 cloud_4987562465.InCommand.PluginUpdates:41: invalid argument #1 to 'pairs' (table expected, got nil)
08:16:24.767 Stack Begin
08:16:24.767 Script 'cloud_4987562465.InCommand.PluginUpdates', Line 41 - function getLatestVersion
08:16:24.768 Script 'cloud_4987562465.InCommand.Main', Line 22
08:16:24.768 Stack End
I keep getting this error from both Reclass and InCommand. Not sure where to post this since it applies to both plugins, but since this is where I reported a bug last time I’ll just post it here.