I have my ways.
Thereās gotta be a way to distinguish them from Wall tiles, then. Maybe we could brainstormā¦
I have my ways.
Thereās gotta be a way to distinguish them from Wall tiles, then. Maybe we could brainstormā¦
The most obvious way would be to darken the tileset when itās used as a background. That way, itās easy to tell what you can and canāt walk through.
Yeah, or maybe add different art designs for the floors?
After Wendover made his platformer map, I desperately asked how he placed down the floor tiles. His answer was essentially that gimkit platformers use the same code for placing down terrain as top down maps, but in gimkit platformers the setting for floor/wall is automatically set to wall, which you cannot change. However, if you just change the setting using inspect or something, you can manually set the terrain to be floor terrain. The map was a proof of concept and something bigger may be made in the near future (like 65% sure about that).
Wow, Iām playing Wendoverās game rn. I can see how it might be confusing. Maybe they could add an option to tint the Floor tiles red or something to distinguish them.
I donāt know . Maybe you should read them and find out.
it doesnāt say, but i figured youād know. lol
I think the answer is a heavy no. Games that already have their own map-building tools should not have users use third-party software rather than the existing tools to publish their maps. This can lead to dangerous legal issues if that third-party software ever becomes hacked or involved in a major controversy.
well I donāt see why itās very necessary, having barrier backgrounds have a lot more potential and can look a lot better, plus, for terrain like grass, youād see no grass, only dirtā¦
Code pasted into the console canāt be āhackedā or edited after pasting it in. Console commands, if vetted for security before running, (donāt run random commands kids) are completely safe and canāt be āhackedā
Itās not software, just raw JS.
Do research before posting next time please.
There are certain JS commands that will steal your login credentials (donāt trust strangers) so always check your code. But if you write your own JS code from scratch you should be fine.
Ok then, so Riptide and I were talking about the same thing and I misunderstood him.
Hey, Iām the developer of Gimloader, which is the most widely used plugin loader. āModsā are completely identical to console commands- they are run and imported in the same way any other JavaScript would be. Outside of the browser, there is never any software that runs on your computer- itās a script loaded by a userscript loaded by a browser extension loaded by the browser.
Code is software though according to the online definition, and the Gimkit userbase (not community) is largely made up of young students who do not access the Gimkit Discord nor the Gimkit Forums and generally understand less about viruses, internet safety, and code than adults.
I think you can see why this would be an issue if a mod is ever updated to become malicious.
Because all the code is run in the browser, it is sandboxed in the same way other JavaScript is. It isnāt possible to get a virus on your computer from a plugin.
Gimloader currently does not have auto-updating. Once a mod/script/console command has been added, it cannot be changed. Safe code is safe and will continue to be safe for all of time. Unless Team Gimkit explicitly states that using code to modify your map isnāt allowed, it is reasonable to expect them to be okay. Josh has previously condoned modding that does not break the following rules:
Does not give free access to paid content
Does not offer a gameplay advantege
Does not stress Gimkit servers
I belive in this case, this mod meets all the criteria.
Thereās also Gimhook, which currently does not have all the sandboxing functions as a modloader.
Yeah, so if I modify the JS code in my Editing mode and then Publish it, then would that be allowed?
That would follow the three rules of modding, yes.