[v1.2.4] Synmax - A Powerful and Fast Command Line for Developers

Working on the GUI module. This allows rapid scaling and building of GUIs. Soon to be finished and added to Synmax.

Also added the use of ‘;’ to recall the last command!

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Love the work you put in! Honestly looking foward to this!

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I’m very excited to announce that Synmax [v1.0] has been released! Pick up your copy here: Synmax [v1.2.4] - A powerful command line - Roblox

If you end up making a module, let me know. I’d love to see what you come up with.

:smiley:

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This looks really helpful if I do say so myself. I could definetly see this as a way to speed up my UI design work

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One nice thing would be for it to not disappear when you press enter, but rather clear the line on the bar and execute the code.
EDIT: Me realizes that’s what the “Pin” icon is there for… smh

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Currently working on a new update that incorporates function information as well as parameter hints.

This will allow developers to create more user friendly modules for players!

Example of the Function information:

Also, I’m working on a simple anti-backdoor module (as shown above) that can quarantine potential threats like external require() calls by id. I will be uploading a template for developers later tonight!

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Hello synmax users! Update 1.1 is here!

Update 1.1 includes notable features such as:

  • Function information and Parameter Hints
    image

  • New Modules (AV/Mods/About/Players)
    image

  • AV Notes
    – Still in early beta. This currently allows basic backdoor prevention by detecting external requirements in scripts. Most won’t have a need for this, but if you have a game with free models this may come in handy.

And finally, a template for developers!

This template will walk you through creating your own modules! If you end up creating your own, let me know. I’d love to see what you come up with!

Please let me know if you have any feature requests, or help writing a module!

EDIT: New Method!

interface = Methods.makeWindow("SynmaxMods", 250, 250, 250, 60)
interface.Title = "Synmax > Your Mod Name"

Create windows and custom GUIs easily!

Synmax v1.2 - Cross-Place Continuity


A quick update for synmax that introduces: cross-place modules!

This update introduces three new buttons:
image

  • Enable Saves: Toggles cross-place saving.
  • Sync Overwrite: Toggles on-load script source updates.
    – If this is disabled, synmax will skip the existing file if it finds a save for it.
  • Force Sync: Forces the current studio instance to pull saved modules.

In order to get full place-to-place continuity, you should enable Saves and Sync Overwrite


Build a library of custom modules and have them be persistent between places! Apply updates to them on the fly as needed, and have them persist between places.


A few things to note:

  • When saving is enabled, it automatically saves when you switch scripts.
  • To push a saved version of your mod folder, click Reload Mods.
    — This will automatically push a new save of your modules!
  • Saving binds to plug in deactivation as well.

Example (switching between two places):


This is still in beta, so please report any bugs you find.

Pick up a copy here:

Or update in plugin manager! :slight_smile:

Also, a quick poll:

  • I haven’t used synmax yet, but I plan to!
  • I don’t plan on using synmax.
  • I use synmax, but I have no desire to make modules.
  • I use synmax and would love to make modules.

0 voters

EDIT: Made the poll more specific!

Thanks for reading!

New Module Development Video!


I’ve created a new video showing the process of creating your own module. This goes in-depth on the core functions of Synmax!

Hope you all enjoy it!

Quick Patch v1.2.1 - New Animations for Synmax

Hello! I come with a quick new update and a severe lack of sleep. :zombie:

Synmax got some new moves! There are now animations when using the command line. These are purely cosmetic, yet very fun to watch.


Some notable fixes:

  • Drastically improved performance: Reduced the number of calls to the internal update function.
  • Fixed bug with Synmax not recognizing an argument when auto-filling with (TAB)
  • Implemented all current Roblox objects into the (new) module. (Synmax Helped :smiley:)
  • Fixed bug with Recall using ;
  • Made (TAB) only fire when there is a prediction present.
  • Other code optimizations

Showcase:




EDIT: Just added movement to the information section. :slight_smile:

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Very nice release. I’ll try to add it into my Desktop release, though I suspect it’ll take a while to actually do so.

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Quick Patch v1.2.2 - Custom Editor Colors/Themes for Synmax

Hello all, Brand new update that introduces a lot more customizability into Synmax!

Added a new module titled settings. This module will allow you to tune Synmax to your liking. Currently, there are four changeable settings.

  • Proper Syntax Color, or color:norm (Default Green)
  • Function Color, or color:funct (Default Blue)
  • Error Color, or color:err (Default Red)
  • Info Text Color, or color:info (Default Yellow)

Changes to these settings save so your theme persists between studio instances!

In order to return the colors to the default palette, use color:defaults()


Quick Fixes:

  • The PIN and DEBUG toggles will now remember their state.
  • Internal tweaks to the update function.
  • Fixed a bug where the colors would not change.
  • Fixed a problem with the PIN and OUTPUT Toggles not working properly.

Check it out in action:

A cool looking theme I whipped up:

As always, if you find any bugs please let me know!

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This man is putting in WORK :mechanical_arm:

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Yoooo this looks insane! You kind of just created your own coding language!

Epic work bro!

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I don’t know what to say, this is an amazing plugin. I’m installing it right now, this should make my dev’ing experience much more better, though I suggest a help command

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Thank you for the kind words! I’m glad you enjoy it! :smiley:

I’m so glad this will help your development workflow! Also, there is a mods command that shows the currently loaded modules! If you have any questions on the modules themselves, please feel free to ask away in my DMs or on Twitter! :smiley:

I’ve created a quick module to load all functions of a modulescript, and to execute them later on.
You can get it here.
Load a modulescript by calling function add [path to modulescript]
All functions of the modulescript will be saved as [modulescript name].[function name]
You can execute a function by calling function execute [function name] <parameters for function>
The path to a modulescript works the same as in a script, except that you don’t use game:GetService to go into a service.
Parameters are seperated by spaces.

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Super late, but thank you very much for your contribution! I’m finally resuming updates on Synmax and I’m going to add a modified version of this as a stock module for everyone to use!

If anyone ends up creating a module for synmax, please post it here! If it gets added, you will be credited for your contribution. I will set up a GitHub repository where anyone can contribute to the source code or modules of synmax, so stay tuned!

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Synmax v1.2.4 - Brand new Module method and more!

Hello everyone! This new update is small, but comes with some great additions.

Thanks to @DarkageMast3r’s contributions, synmax has a brand new stock module. I rewrote it from the ground up with some new neat features.


Meet the 'module' Command!

view gif below
Module-method.gif

This command allows you to load a module script at any time, view its contents, and run any method within.

Usage

  • module load (selected|bypath) (path) | load module
  • module peek (all|methods|variables|bytype) (type) | view module contents
  • module run (method) (tuple:arguments) | run a method within loaded module
  • module unload () | unload module

Calling all Contributers!

I have uploaded all of the source code of Synmax and its modules to the GitHub Repository! Synmax is fully open-source and your contribution is more than appreciated!

Whether you are creating new modules or improving synmax’s core, submit a pull request for it to be added to the next update.


Documentation

I’ve created a documentation page for Synmax. This will host the API documentation for module development as well as stock module usage for end users. This is still a work in progress, as i want to rewrite Synmax’s stock modules before i publish it. I will post any updates here.

Quick Fixes / Changes

  • Fixed synmax output spam.
  • Added cleanup() method to modules.
    – This allows you to disconnect/remove anything that you created during runtime to prevent memory leaks.
  • Edited the main post of this thread to be more up to date.


    Thanks for reading and enjoy Synmax!
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Quick Post About Documentation!

New Synmax Documentation

Hello everybody!

I’ve written up some documentation to show how Synmax is used. I will be updating it with a full in-depth tutorial on creating your own module!

Have a great day!

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