@Awesome_E, does the project builder allow importing presets into a project opened from a link? Iโm having trouble with that
I thought you should be able to but apparently I didnโt allow all file types and iOS doesnโt let you specify specific extensions for some reason. Thought I did.
Interestingly enough, I think thatโs the result of having two things outdated:
- Block names in block rendering: โnotโ doesnโt exist there, so it has the block and parameter descriptions (I think both the block description and parameter key are โnotโ, so it becomes โnotโ + โnotโ = โnot notโ)
- At the same time, I think my webplayer doesnโt support the โnotโ block, so it just doesnโt run it. Not entirely sure on that but I would have to check again.
Plus, local variablesโฆ
Yeah the rules with the not operators donโt run at all on your player.
I already know about the incompatibility of local variables on your player, and I saw how crazy and broken it gets, especially with my newer platformer. I changed them all to object variables for the purpose of something else
I knowโฆ I should eventually move to an API that can automatically grab the latest HS player and apply my mods to it
Less than a day later () โ done.
Webplayers should now be in sync with the latest production version from Hopscotch at all times. Modifications are made on the fly when you use my modded player at any given time.
(this also means that local variables and other features that werenโt added yet are now supported in the player)
Thatโs so Awesome(_E)
I am having a bit of trouble loading my game on your player. Was trying to test out the newly added controls.
It says โsorry, unavailable. try again laterโ (similar to that error) on my side. It does load in the project statistics, at least.
Controls: (PS4 / XBOX)
(R) = scroll
Options / (โก) = play/edit level
[L1/R1] / [LB/RB] = previous/next tile
[L2/R2] / [LT/RT] = previous/next tile category
D-pad Left/Right = Move Player
(X) / (A) = Jump
Edit: Tried doing a Force Restart with no luck.
@Awesome_E It seems only the projects with literally only 1 function will load on my end, but any more than that, and it will return the error โSorry, try again laterโ
I am 100% certain I am connected to the Internet.
And my project being tested was less than 1 MB (about 700 KB)
My bad, accidentally made a blank substitution go in as undefined
instead of empty string. Just pushed a fix, and it seems to be working now.
Yep, I can confirm itโs working again.
Even better. My older game is finally working on your player. It actually defines the level dimensions this time.
I did get a glitch where absolute value(-1) would turn into absolute value(-1)( ) after evaluating math operators in your player.
It affected round, floor, ceiling, sine, cosine, and absolute value.
Forgot to mention,
The official comment block will also let you run modded player actions in my player!
Since text in multiplication is always interpreted as zero, the multiply block will always be zero in vanilla Hopscotch.
But, what if in the modded player, I could evaluate a webplayer action instead of doing the multiplication? Then itโs still either 0 or 1. (This would only happen when the text starts with
_ae_webplayer_action:
Pros:
- no reliance on secret blocks
- can drop in any number slot
Cons:
- can be really confusing since multiply is so seemingly random, though
ยป
isnโt much betterโฆ - unforeseen consequences. If the behavior of multiply gets changed, this could be affected, albeit only with strings that start with
_ae_webplayer_action:
- Interesting, I would really like to see this!
- Maybe notโฆ
- I have feedback (please reply)
0 voters
To be honest I donโt care how random it is, Iโm too lazy to get secret blocks lol
Actually Iโm so lazy I feel _ae_webplayer_action:
is too long
Me too. I use a text replacement, which you can set up in your keyboard settings. That syntax is really to make sure you donโt accidentally have a string that causes it to think itโs a webplayer action
Settings > General > Keyboard > Text Replacement
[your string] โ _ae_webplayer_action:{"name":"NameGoesHere","args":[]}
I just made a few replacements for the controller input webplayer action
/m0 โ _ae_webplayer_action: {"name": "checkControllerButton","args": [0,0,0]}
m0 = mode 0. I have 1 for modes 1 and 2 as well
I also added ae_default, which returns a blank webplayer action (basically the string you mentioned above)
Not that I know of currently
Ah darn. Thx anyway.