You are talking about using 1.x. I'm talking about using 2.x. If I'm mistaken please point out where you're finding this.I just updated my FHInput extension today. The IDE where you update stuff for the market has 2 columns with tree structures, with a few buttons in the middle so you can select stuff on the left(including objects) and then use the buttons to add them to the right. Then whatever is included on the right is what gets put into the file for the marketplace.
Now, I know this isn't exactly what you wanted. The exact thing you want I'm not sure how to make happen. But, an option would be to set yourself up as a publisher on the marketplace and create a new asset, even if for free. You technically could set it up and never actually publish it, and the developer side of the marketplace let's you download your uploaded assets too.
This is something I didn't know either. I didn't get into making extensions until I started using GMS 1.x regularly. I guess it makes more sense that extensions are only language based and then you can now create asset packages. It makes more sense it would just be nice if they pointed that out a little more clearly for people transitioning from 1.x to 2.x.No problem...the issue is that I DO remember that originally the only thing allowed in extension was gml code and d&d actions. Then with GMS they added a system to actually add objects, and even call a specific script when initializing the extension, so you could have it just work, creating it's own objects.
Since Russell mentioned it, I'm going to tag @Mike for this one. There's a genuine need for the ability to add resources to local extension packages, and removing it from GMS 2.x just to force us to use the Marketplace cloud sounds kind of fishy.That's not really a shortcut relative to what GMS 1.x can do, which is creating asset packages locally without committing to a marketplace-wide package ID or a publisher certificate. Why was that feature removed from GMS 2.x in the first place, and are there plans for adding it back?
Look, not every batch transfer is meant to be reusable in the long run, and making people rely on the cloud for routine local batch operations is a cause for serious concern.
This is something I can agree with entirely. I get the idea of separating language extensions from asset packages, but we should be able to create local asset packages that aren't required for the marketplace. Some things I don't intend to release to the public but still use regularly through out projects. No reason to have the marketplace be used as a glorified cloud service which is mostly what I would use it for if this is the only way to handle asset packages.I have actually brought up the same issue in another topic:
Since Russell mentioned it, I'm going to tag @Mike for this one. There's a genuine need for the ability to add resources to local extension packages, and removing it from GMS 2.x just to force us to use the Marketplace cloud sounds kind of fishy.
Please make this somedayWe are aware of the need for "local" libraries (which I guess this is really), and have plans to rectify this, but aren't in a position to do it just now I'm afraid. But I do agree...."local" packages would be great.
It's already in IDE 2.2.3.Please make this someday before earth explodes
how?I've been trying to find itIt's already in IDE 2.2.3.
http://docs2.yoyogames.com/source/_build/2_interface/2_extras/local_asset_packages.htmlhow?I've been trying to find it
Great, this is what I was searching for! Thanks!!