AGS could offer a new world of posibilites to the game creator and some games could be easily expanded.
Well, I really aprecciate your comments and enthusiasm Jp, but everything my plugin does so far is open a browser window on a given website...
To be able to 'expand a game' using my plugin, you would have to open a browser window, then ask the user to click on some link, most likely an .exe or a zip, and then ask him to extract/execute it. Two out of three actions are outside the scope of my plugin, then I wouldn't say that games can be 'easily expanded' with it...
Anyway, if you want to go in that direction, take a look at the FileNet plugin
, I think it would suit this better.
I believe that the final user confirmation could be optional (as a programmer, i hate when the tools are not fully customizable)
Yes, I hate it too, but I wonder if you, as a gamer, would like to be taken, out of the blue, to some .ru website in the middle of the game, just because the game author wanted to increase his pageviews and generate traffic... :
I would hate to stain AGS's reputation as a safe gaming platform with my plugin, so, for the sake of it, and my own peace of mind, I guess some sort of confirmation is needed.
for security purposes, i believe is a good idea if the final release of the plugin is available in the same site as AGS, so the creator knows that the plugin is at least than trustable as AGS itself (of course, CJ must add a download link to it in the AGS main page)
This is not really necessary, and it would create yet another burden for Chris. The plugin author can post the MD5 hash of the DLL on the plugin thread, then anyone can check the file to see if it is legit, regardless of where it was downloaded from or hosted at.