Is there a way to use unofficial scratch extensions and plugins like the extension Cloudlink or the Gamepad plugin?
if not can something like that be made or replicated?
stuff like this can be very useful for things like bigger or more complex games, it could absolutely revolutionize the amount and complexity of projects made here, and many peop[le would come here to make "bigger" projects iu just know it. i myself am trying to make a full fan game called UnderGlitchRune which could not be made on scratch due to limitations. since I can't really do any actual coding anymore tried E羊icques which allowed extensions, use of extensions here like E羊icques does on top of the libraries and removal of limits kind of thwarts the thought that block coding cannot be used for big projects due to . . . limitations and lack of flexibility because with extensions we can increase the flexibility by a ton and at this point making the snap engine powerful enough for people to make games that can even compete with more popular games made on engines like unity and gamemaker studio 2.
my point is that i am asking if snap has custom extension support not only for those made specifically for snap but for scratch mods like E羊icques and turbowarp and if not can we have support for that please. we very much need this.
We do have an extension mechanism, and some extensions (not as many as Scratch). You can make your own that can be written in Snap! itself. If your extension has to change the implementation of Snap! you can only do it in your private copy of Snap!.
If you click on the Snap! logo in the top left corner of the Snap! window, one of the options is "download source" and it takes you to the Github repo.
To expand on what Brian said, there is almost always no need to make your own version of Snap! in order to add in extra facilities.
The only thing is that your projects will probably have to have JavaScript extensions enabled which means you can't have them autorun when they load.
But if your extension has great merit, then it can be submitted as an official extension and then your projects will run without JS having to be enabled
No, that's not true. Modifying snap using the javascript block in vanilla snap, jens doesn't like. Making a mod of the snap source code, is ok, as long as you talk about it in Mods & Extensions
I think you're confusing two meanings of "library." The "Libraries..." option in the File menu is about official libraries vetted by the developers. But more generally, "a library" is what you get when you use the "Export blocks..." option, namely, a collection of blocks that can be imported into projects.
Oh. Yes, if you run a private version of Snap!, you have to have your own libraries and stuff. But if you have the complete repo, not just Snap! itself, it should find the libraries folder in the repo all by itself.
"But if your extension has great merit, then it can be submitted as an official extension and then your projects will run without JS having to be enabled"