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SYNCRO allows game developers to synchronize (Activate or desactivate remotly) their game's switches, local switches, and variables with an online RAW file. This is particularly useful for games that require dynamic content updates without the need to release a new version of the game.

Features:

  1. Data Synchronization: Fetch and update game switches and variables directly from an online RAW file.
  2. Retry Mechanism: If the fetch operation fails, the plugin will retry a specified number of times.
  3. Internet Connection Check: Before synchronization, the plugin checks for an active internet connection by pinging popular websites.
  4. Freeze Data: Option to "freeze" synchronized switches and variables, preventing them from being changed in-game until they are "unfrozen".
  5. Failure Handling: Activate a specified game switch if the fetch operation fails after all retries or if there's no internet connection.

    You  only need to declare in a RAW URL (You can freely use a public GitHub repository) and declare:
Local Switches:
{map id, event id, common event letter, state}

Example:

Local Switches: 
{1, 10, A, on}

This would search on map 1, event number 10, and turn on the local switch "A" for that event.

- For switches and variables, 

it's even simpler:

Switches:
{switch id, state}

Example:

Switches:
 {20, on}
 {19, off}

This would turn on switch 20 and turn off switch 19.


Variables:
{variable id, value}

Example:

Variables: 
{20, 100}
{25, -40}

This would set variable 20 to 100 and variable 25 to -40.

Observe the following example, this will be the URL you should input in the URL field with the plugin command:

See example here

- Optionally, you can choose to lock the switches and variables, preventing the game from altering these values through events.


Note: 

  This plugin does not have a DEMO version. It is a FULL version plugin directly.

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In order to download this plugin you must purchase it at or above the minimum price of $4.79 USD. You will get access to the following files:

SYNCRO.js 12 kB

Comments

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(1 edit)

So....how does this exactly work? I can make a game  deployed for android, where game events can be controlled by me, and the players with active internet connection will get those changes? Or this work only on PCs?

Hello, thank you for your comment!

As you can see in the video attached to the post, what it does is allow you to synchronize switches and variables online with the games.

For example, this would enable you to activate time-limited events, gradually release the story at set intervals, create dynamic shops, or anything else you can think of with this system.

I'm not sure how it works on mobile. I usually work with nw.js on Windows. However, IN THEORY, it should work correctly since everything is JS and node, after all. But I can't guarantee it 100% because it's not my main focus.



Thank you for your answer, Undermax Games! I'll definitely check this out and let you know, so you can eventually mention that it work with mobile deployment, too! :)