Superpowers-collaborative 2d\3d html5 game editor- Has Been Open Sourced!!

Create games forWindows, OS X, LinuxAndroid, iOS
Intuitive and extensibleopen source HTML5game development!

Help them out here:
https://sparklinlabs.com/

KEY FEATURES

Built with Web technologies
Superpowers runs either in your browser or as a stand-alone app.

We want it to be free and open source
Likely MIT licensed. Assuming we can gather the financial support required to work on it full-time.

Completely modular
Like, really. Superpowers is just a small core and everything from editors to scripting are added by plugins. You’ll be able to improve or replace them all, and get more from the Superpowers community.

Real-time collaboration
As its predecessor CraftStudio, Superpowers lets you work with your buddies in real-time cooperation over the Internet… if you wish to do so!

some games made with it:


TECHNICAL DETAILS

  • The Superpowers game engine is built on top of Three.js.
  • The Superpowers server is based on Node.js, it can host multiple projects. It serves the app and asset editors over HTTP and project data over socket.io. NW.js makes it all incredibly easy to run on any computer.
  • The codebase is currently written in TypeScript.
  • On the scripting side, we also support LOVE.
  • Plugins can be written in HTML, CSS and JavaScript, or any language that compile down to those.

The team:


:ballot_box_with_check: Core design
The plugin, network and storage architecture are all in place, it works. To Superpowers, a project is just a tree of assets and a bunch of editors, all provided by plugins, served over HTTP and edited through WebSockets.

:ballot_box_with_check: Sprite sheet importer
Import spritesheets (any image format supported by Web browsers), set up grid and start/end frames for each animation.

:ballot_box_with_check: Sound importer
Import sounds and tracks (any format supported by Web browsers), set up whether to decode on startup (for short effects) or stream (for background music).

:ballot_box_with_check: Tile set and map editors
Import tile sets, configure tile properties, build layered tile maps. Includes various tools like select, flip, resize/move map.

:ballot_box_with_check: Scene editor
Create and manage an actor hierarchy. Add and configure components exposed by any plugins.
Very barebones right now, missing draggable transform handles for instance.

:ballot_box_with_check: Model importer
Import static OBJ and animated glTF models, with a single diffuse map for now.
glTF models can be converted from COLLADA with the official converter.

:ballot_box_with_check: Script editor
Edit scripts live together like in Google Docs. The TypeScript compiler helps catch errors early and source maps let you debug your game in your browser of choice.
Uses scripting APIs exposed by any plugins.

:ballot_box_with_check: Server manager application
Start/stop a local Superpowers server and manage installed plugins.
Just a ZIP to unpack, no external dependencies.

:ballot_box_with_check: Superpowers website (target: March 13th!)
Show what Superpowers is and wants to be. Provide a way for people to subscribe to support development and get early access.
The teasing page is up and work on the crowdfunding system begins now.

☐ Release machinery
We need to write some packaging scripts to automate creating builds of Superpowers and uploading them.

☐ Open source for everyone

☐ Much more…
We’ll have much to do to enable people in the community to effectively learn, meet, work together and share. And there’ll be a lot of work on existing editors and new ones to build (shaders! materials! fonts! to name a few).
Make games, improve Superpowers, repeat!
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Help them out here:
https://sparklinlabs.com/

also new website:
http://superpowers-html5.com/

Superpowers v1.0 has been released as open source software!!!
DOWNLOAD here:
https://github.com/superpowers/superpowers


Apart of TypeScript, it now also supports writing games in the LOVE lua framework
More info: http://itch.io/t/9542/the-superpowers-game-maker-megathread?before=24#post-7422

Ehhh… I wish them the best of luck, but don’t see anything that sets them apart from an already bloated market.

Being collaborative and open source maybe? Godot and unity cant do real time collaboration

I think this is a pretty sweet idea. There are other web based engines but this one actually appears to be really good. I can’t support it with monies but I’ll advertise it for free for sure.

Thanks for sharing!

If they’re not using WebGL as one of the technologies, then its ability to make 3D games will be very limited.

Right now, it could be seen as some sort of alternative to the Play Canvas project which limits you to free and open source projects if you’re using it for free (only that engine can do a bit of 3D because of webGL).

superpowers does webgl / 3d too. Its using Three.js. But does a lot of 2d as well.

Also their editor is not hooked to a server. You can use it offline too- as a standalone app- not just inside a browser, needing an account. You can host your own local server with the editor and others can connect to it via their web browsers. You dont have to pay a dime, even if you make a game with it.

Playcanvas on the other hand is just another paid web service - it has an agenda to make money off you




Its a paid online service, not an open source application. Their pricing is on a monthly basis - gets up to 400$ per month - or you lose access to your own project.

Seems like a really awesome game editor !
But sooo much choice, so much things to learn and only one life haha.
I wish them to succeed

they have visual programming planned for it too - construct2/gamedevelop style event sheet!! That is once it is open sourced.

This will make it the very first 3d game engine to support that style of programming.
Also the very first collaborative html5 2d/3d game engine that doesnt require you to sign up for some monthly payment service and be constantly connected to the internet.

You run your own localhost :smiley:

So, what’s the point of having this engine around?

there is no alternative to some of what it is offering to the community. I wrote about that in my post - some of it’s features or planned features. Did you read it? :slight_smile:

Its still not around. They have to get it funded/open sourced first. There is a development build with the core functionality

I skimmed over it, yes :slight_smile:

There is nothing on the list that Unity doesn’t offer, except collaboration, which is highly overrated feature. If collaboration was something people were eager to have, Unity / Epic would have implemented it. I know id Tech 5 offers such a thing, but that didn’t help making RAGE or another other games any faster than they were made.

So I am not quite sure how it is a selling point for this new engine.

Its html5 and open source in combination with the others? Its got a specific indie market aim.

Collaboration would be awesome for game jam events.

Since when open source became a selling point for masses? (and masses is who this engine needs to appeal in order to secure funding)

This sounds like a great project. I learned a bit three.js for a project of mine and like the engine very much. Having an editor running on Linux for WebGL applications and games with three.js would be very welcome. I wish them success!

Some news on the engine!! From here
http://forums.tigsource.com/index.php?topic=46317.20

===================
Superpowers devlog — Update 4

10 days ago we launched Superpowers in early access. You guys have been awesome supporting and spreading the word. Thanks to your generosity, we’re already at € 845 per month from over 100 supporters.

Superpowers’s future is bright!

http://i.imgur.com/aArHYdu.png


SUPERPOWERS v0.2 (and v0.2.1)

We’re going to try and release weekly updates. Friday night we released v0.2.0 (and v0.2.1 right away to fix a couple bugs that slipped in). I spent some time writing a couple scripts to automate most of the building and packaging process, seeing as we’re going to be doing a lot of that :D.

You can check out the MEATY v0.2.0 changelog
and read on for some highlights with screenshots!


DOCUMENTATION

Superpowers now has a pretty good Getting Started guide that will take you through setting up your project, writing your first scripts, working with scenes and more.

http://i.imgur.com/hsJPsTZ.png

To accompany the guide, we also released a first version of the built-in API browser. It lists all modules, classes and functions exposed by the plugins installed on your server. I plan to add some sort of JSDoc/TSDoc comments parser so that plugins can document each function, provide examples and more.

http://i.imgur.com/EBxl40P.png

The API browser is available from within your Superpowers client.


LIVE ASSET UPDATES IN SCENES

The assets rendered in the scene editor are now updated live! For instance, if you or someone else makes a change to a 3D model in another tab of the same project, the changes will immediately be reflected in the scene you’re looking at. This is something I wanted to have in CraftStudio for a long time but as with many things, the code base just couldn’t accomodate it. While redesigning Superpowers, we took great care in making sure it would be possible and thanks to Bilou, it is now done!


ERROR REPORTING PANE

When hitting Ctrl+S to apply script changes, your whole game is automatically checked for syntax and type errors with TypeScript. Starting with v0.2, any error found will be reported right below your script.

http://i.imgur.com/z0lZTmm.png

No need to run your game to discover typos or other pesky mistakes.


CHAT NOTIFICATIONS

Thanks to the Web platform’s support for desktop notifications, you’ll be notified whenever a chat message is posted in a project you’re connected to. Think it’s annoying? There’s a button to disable it in the top-right corner of the window.

SPRITE GENERATOR (PROOF OF CONCEPT)

Pixel-boy has been fiddling with a random character generator. This is just a proof of concept at this point, but it hints at the kind of tools we might release in the future to make creating games easy for all!

http://i.imgur.com/J6h0kQk.gif

COMMUNITY HIGHLIGHTS

Florent Poujol released a bunch of Superpowers plugins including a nifty text asset pluginthat can be used to load JSON and other formats into your game!

Ralmn created a plugin repository where you can find all of the community plugins currently available. He also contributed a few: a camera preview plugin and a canvas 2D-based text rendering plugin.

It’s incredible to see the community step up and start building add-ons even before we’ve had a chance to document anything! :smiley:

Oh and we set up Skype groups for the community. Come hang out and ask questions over at http://sparklinlabs.com/skype/en (or http://sparklinlabs.com/skype/fr if you’re into French!)

INTERFACE DESIGN

As you might have noticed, Superpowers’s user interface is fairly… bland, right now. I’ve been working on fixing that. I merged the window frame with the tab bar, reworked colors and borders and created custom icons for each asset type. Here’s how it looks now:

http://i.imgur.com/2nqwFJF.png

Hopefully this will make in time for 0.3 at the end of the week, or failing that, 0.4.
I haven’t reworked the editor at the center, just everything around it.

OS X AND LINUX BUILDS

Working with portable Web technologies is (almost always) awesome :D. Porting to Linux and Mac only took a few hours, most of which was spent figuring out how to package things nicely with icons and stuff.

http://i.imgur.com/9LRs8HW.png http://i.imgur.com/Wa5RGm8.png

Superpowers running on Ubuntu Linux and OS X, powered by nw.js

EARLY ACCESS STARTS TODAY! HELP US GO OPEN SOURCE

So, if you like what you’ve seen so far and would like to start playing with early builds of Superpowers, we’re launching our crowdfunding campaign today, in just a few hours! The end goal is to create a sustainable situation so that we can open source the whole thing and keep making it better with you.

Support us
on SparklinLabs.com

We’ll be live over at hitbox.tv/elisee so feel free to drop by and ask questions and stuff! Thank you so much for all the support and talk to you very soon. http://forums.tigsource.com/Smileys/derek/wink.gif

Some cool news from superpowers devs:
Would be awesome if someone makes a 3d exporter in blender for superpowers.
Using 3D models (staticOBJ and animated glTF models are currently supported)

CUSTOMIZABLE SCRIPT PROPERTIES

The scene editor’s inspector has been updated with nicer look too, and the behavior editor gained support for customizing properties.

http://i.imgur.com/2WbwOIc.png

The “WeaponBehavior” class has a “boneName” string property and it can be customized in the scene.

This required a lot of under-the-hood work. When applying script changes with Ctrl+S in the script editor, the server searches your script for classes extending Sup.Behavior and then collects their public properties. Those classes and properties are then exposed in a new type of data structure called a “resource”. It’s a sort of project-wide asset that has a unique name and doesn’t appear in the asset tree.

The behavior editor, when used in the scene editor, can then access this resource to list all behavior classes and their properties.

Resources will have various other uses in Superpowers, for instance we plan to use them for storing plugin-specific project-wide settings like default sprite editor settings for instance, or to allow tweaking your game’s target FPS and desired aspect ratio.


NEW PLUGINS AND APIS

Various new things appeared: there’s now a seedable RNG plugin, a plugin for the p2.js physics engine has been added along with configurable scene components for Cannon.js, the 3D physics engine.

http://i.imgur.com/jdtBCpV.png

A physics cylinder configured using the CannonBody component editor.

Another highlight is the Sup.ModelRenderer.getBoneTransform API method. It returns the position, orientation and scale of an animated bone. Very useful for binding weapons or gear to any character.

http://i.imgur.com/s9oySs6.gif

The sword, goggles, turtle shell and even the hair on this character are all attached with bone transforms.


SHORTCUTS EVERYWHERE

Keyboard shortcuts for many common operations have been added: Ctrl+Tab and Ctrl+Shift+Tab let you navigate between tabs. Ctrl+W lets you close tabs. F5 and F6 lets you run and debug your games in a flash. Ctrl+O opens up the quick asset switcher. And probably more than I’m forgetting!

SCRIPT EDITOR IMPROVEMENTS

Bilou spent time adding client-side on-the-fly script compilation. That means you now get scripting errors reported as you type, even without hitting Ctrl+S to save. He also replaced v0.4’s naive auto-completion with context-aware TypeScript auto-completion.

http://i.imgur.com/N9zhvPp.png

Bilou started work on dynamic lighting and real-time shadows. I’m very excited for this! He also improved the 2D tilemap editor with a fill tool.

Image from our latest livestream (French)

I’ve been improving our scripting errors reporting pane for the next update:

Errors can be clicked to jump to the location right away and it won’t jump in / out anymore. I’ve ported perfect-resize, my HTML5 resize handle library to TypeScript and integrated it into Superpowers so you’ll start to see resizable panes everywhere!

I wrote a little debugger starting guide. Chrome’s dev tools are very powerful and it pays to spend some time learning them.

I’ve also been working on model importer improvements, especially better error reporting so that you can figure out why an import might have failed. Speaking of which, Pixel-boy is working on another 3D asset pack! More info soon…

Looks all very exciting, thanks for the updates on the progress!

glTF seems like a nice format, finally they realize geometry in XML is ridiculous (collada/x3d).

If someone wants a hand writing an exporter, let me know.

This is good, glad to see the project is still going. Very excited to give it a try. I wish I knew more about coding though, would like to contribute to the project :confused:

glTF is the future for web-based games. saw Tony Parisi talk about it a while back ago they had a demo space ship that took seconds with gltf and minutes with collada to load.

I can help texting the exported gltf file load in three.js, that’s about it. but I support the idea of gltf exporter in blender.