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warspyking
#155385750Thursday, February 05, 2015 10:25 PM GMT

Us plugin developers, we need to test our code. But what process do we have to go through to test it? Publish -> Install You may find that simple but it becomes tedious as you start to debug your code and find more bugs, and glitches. The worst is when you made a typo. Each time you want to test a new version of your code, here's the process: Publish -> Close place -> Update plugin -> Open a new place What happens as we find more bugs? Glad you asked: Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place -> Publish -> Close place -> Update plugin -> Open a new place Get my point yet? It becomes annoying. In fact, I love making plugins, but this is one thing that discourages me. You could be thinking I'm lazy, but the time adds up: Publish: 30 sec for it to load the window, 10 seconds to actually update close & update: update time can range, it really depends on how big the plugin is. It's usually 5-30 seconds open a new place: about 5 seconds to load it up. So that's 1 min and 15 seconds to simply set up a good environment for testing the plugin. So once we find, say 10 bugs, that time has now been increased to 12 min and 30 sec That's 12 min wasted setting up the place!!! Not to mention the initial creation setup for publishing where you have to add a name and description. But what if there was a better way to do this? What if we could immediately load up a plugin from a script/model to test it without needing to publish/update/change places. I propose a spot under the plugins tab of the RibbonBar menu of studio (I don't know SystemMenu so I have no idea where I'd put this) a "Plugin Simulator" subtab, which would have, by default, nothing. How would we add a plugin to simulate? Open up the context menu of a script (right-click menu) and press the NEW option, "Simulate as Plugin" which would replace whatever was in the Plugin Simulator subtab with this plugin. Allowing us to do this would save a lot of time, and make it easier to test. Not to mention it reduces the risk of people taking it when you publish and have to install it yourself. I will start the supports :D Support Ratio; 1:0
ForumTurret
#155385906Thursday, February 05, 2015 10:27 PM GMT

Support.
warspyking
#155386501Thursday, February 05, 2015 10:36 PM GMT

Support Ratio; 2:0
CUBES4LIFE
#155386928Thursday, February 05, 2015 10:42 PM GMT

support
XenonLi
#155387086Thursday, February 05, 2015 10:44 PM GMT

support, it was really hard to make my terrainify plugin because of the long testing cycle
eLunate
#155387330Thursday, February 05, 2015 10:48 PM GMT

Support. I've not even bothered making a plugin yet simply because I can't test if I'm using the plugin keyword properly.
PokeShadow77
#155387481Thursday, February 05, 2015 10:50 PM GMT

I'm not a plugin developer myself, but I can see your pain. Support
North1233
#155387590Thursday, February 05, 2015 10:51 PM GMT

OP supported his own idea. THIS IDEA IS NOW INVALID, EVERYONE LEAVE! Hand over the cheese!~If the tortise beat the hare, why won't my turtle beat my dog?
lokkut
#155387870Thursday, February 05, 2015 10:55 PM GMT

This is easy to get around, just make it a lua script and run it directly from your PC. You need to check if things are possible, before complaining that it's not.
sovied
#155388031Thursday, February 05, 2015 10:57 PM GMT

support
warspyking
#155388339Thursday, February 05, 2015 11:01 PM GMT

Support Ratio; 7:0 @lok That's technically unsupported by roblox. It's the deprecated way of making plugins a while ago, and even that takes a few seconds to setup. This way is quick, efficient, and supported. I also tend to steer away from deprecated stuff.
warspyking
#155401607Friday, February 06, 2015 2:05 AM GMT

Bump.
KapKing47
#155439603Friday, February 06, 2015 8:43 PM GMT

Support "My Life is going Good... but..."
Nyxis
#155439818Friday, February 06, 2015 8:48 PM GMT

Support. Even though publishing a plugin to test it is not necessary. You can simply: 1. Create a new Text Document in the Plugins folder 2. Paste the script into the document 3. Save it as a ".lua" file 4. Restart Studio
Semaphorism
#155440026Friday, February 06, 2015 8:51 PM GMT

Another genius idea, support. siggy:Destroy() -- Twitter @umaybleed
warspyking
#155451576Friday, February 06, 2015 11:35 PM GMT

Support Ratio; 10:0
ArceusLevelX
#155453044Friday, February 06, 2015 11:55 PM GMT

Supportz bro.
Neonifi
#155453822Saturday, February 07, 2015 12:06 AM GMT

Support, I'm no plugin-maker, but it's annoying when I want to use a plugin and have to go through a ton of crap just to use it, to find out it's terrible although the comments spam it's good [bot much?]. 'I rest my case.'
Spamroach
#155454252Saturday, February 07, 2015 12:12 AM GMT

An idea to make something quicker and easier? Support.
warspyking
#155457998Saturday, February 07, 2015 1:08 AM GMT

Support Ratio; 13:0
[rfa#hidefromsearch]
#155459107Saturday, February 07, 2015 1:24 AM GMT

[rfa#hidefromsearch]
PvN
#155460831Saturday, February 07, 2015 1:48 AM GMT

no cuz i want to ruin da ratio
warspyking
#155461541Saturday, February 07, 2015 1:58 AM GMT

@PvN So you're no supporting the ratio, not the idea :D Name one bad thing about the idea ;D
nicemike40
#166855922Tuesday, July 07, 2015 11:10 PM GMT

Support because I found this on google when I searched for a way to test plugins without this cycle. Also necrobump. ~Upload code to codepad-dot-org with Lua syntax highlighting to preserve indentation and make it easier to read!~
warspyking
#166878332Wednesday, July 08, 2015 2:40 AM GMT

Support Ratio; 14:0 btw @nice In the meantime use the plugin hotswap. It works miracles.

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