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

Here is the official github repository for gitf:

If any developers are interested in providing an exporter for blender! :slight_smile:
Right now you can convert collada files to gitf, but it s not ideal as it takes more steps to get your animated model to the game.
Also at the moment superpowers needs to import a gitf file for each animation of a mesh. I dont know if it is a file type limitation at the moment (not supporting multiple animated clips) or a game engine limitation. In any case, it is possible to put all the animation in a single clip (maybe a part of the future gitf exporter in blender) and then in the game engine set up frame ranges for each animated clip - the way Unity does it. Or automatically batch export each animated clip in an appropriately named gitf file.


For everyone who can not wait for Superpowers to be open sourced and made available:
If you fund their project:
https://sparklinlabs.com/
You get full access to both the engine and its source code, as well as an account for their asset store.
You get free asset packs and example game projects (source code).

NEW ASSET PACKS

Pixel-boy crafted three new asset packs with many sprites, backgrounds, visual effects, tracks and sound effects. They can be downloaded by all our supporters over athttps://sparklinlabs.com/account.

Top-down shooter, RPG and layered backgrounds!


SOURCE CODE ACCESS FOR SUPPORTERS

Supporters can now access Superpowers’s source code repositories from their account page! We’re not quite ready to accept pull requests and issues but we’ll be open sourcing to everyone in a few months and we’re already giving you folks read-only access. You can definitely send patches our way though!


COMMUNITY HIGHLIGHTS

Florent has released a new plugin, fGui, that exposes a simplified API to build HTML user interfaces.

Ralmn has contributed some patches to fix a few bugs and he’s volunteered to port the Cannon.js plugin to TypeScript. Thanks!

TEXT RENDERING PLUGIN

Also new is the text rendering plugin. Partially based on work by community memberRalmn, the new Font asset type lets you import both vector fonts as well as monospaced bitmap fonts.

They are also selling it at itch.io along with a bunch of other indie game development apps and assets packs:
https://itch.io/b/4/gamedev-starter-pack


Here are two free example games made with Superpowers:

There is also a trello board, where you can follow the development more closely:

They are working on it really aggressively and the community has already started contributing code and plugins.

There is an official community board for Superpowers! at reddit:
http://www.reddit.com/r/superpowers/

Collada is supposed to be a format to transport 3d assets between applications, while glTF was specifically designed to be compact and to load fast. The results are not too surprising with that in mind.

version 0.7 released today! Check this out for animated screenshots of new features:
https://sparklinlabs.com/releases/0.7.0

unfortunately blenderartist does not allow embedding of animated gifs

This is nice to see. They really are developing this thing pretty quickly. Hope they reach their 2000 mark and beyond. I’ll probably contribute once I can get a stable job >.>

I’m sure the 3D part will get better, but right now it’s not something I would develop a 3D game in.

The .gif image for the flying airplane as of now show stray pixels that do not get updated right away (especially in the shadow). There also seems to be aliasing everywhere, that section seems to be in its infancy while the 2D part seems a bit more advanced.

I think the priority here should be to get the 2D part to the point where it can make bug-free games up to a moderate complexity and then get put more effort into the 3D (so you at least could have finished projects with which to promote the engine).

Version 0.9 came out! Here are the changes since 0.7:

https://sparklinlabs.com/releases/0.8.0
0.8.0 released on 2015-06-05USER INTERFACE IMPROVEMENTSMost panes are now resizable to your heart’s content by dragging their edge.
https://i.imgur.com/sxz3P4v.gif
The asset tree widget gained a proper icon for the “Open in new window” button, and very long names are now properly ellipsed.
Dialogs now support client-side validation so you’ll be greeted with a nice informative message before the dialog closes rather than afterwards.
https://i.imgur.com/qUUd9tm.png
RESIGNED GAME SPLASH SCREENThe default game splash screen has been redesigned to feature our mascott, Leonard. The screen resizes automatically based on the viewport width so it should look great both on desktops as well as mobile phones, even in portrait mode.

If your game can’t be loaded for any reason, an informative message will now be displayed, be it because the build wasn’t found, there was a script compilation error or even if WebGL couldn’t be initialized.
https://i.imgur.com/SRR8KRo.png
SCRIPT EDITOR IMPROVEMENTSWhen hovering code, a tooltip will now appear providing useful type information about whatever your cursor is pointing at.

We merged the workers responsible for auto-completion and error reporting (for lower memory usage) and made them persistent for faster error reporting and auto-completion.
The auto-completion popup doesn’t blink anymore and it provides type and signature information about the choices it offers.

DEBUGGING, RESTORED!We’re using source maps to let you debug using the original TypeScript code of your scripts even though they are compiled to JavaScript (ES5) when running the browser. Sadly, this was broken in Chrome 43 because source maps can no longer be loaded from blob URLs. so we switched to data URLs.
It’s actually a little nicer since the scripts will now appear in a folder bearing the name of your game rather than in a (no domain) node.

BUILDS ARE SERVED ON A SEPARATE PORTServing builds on the same port as the client led to funny things like Sup.Storage.clear() clearing your server authentication settings. So the builds are now served on port 4238 by default. You can configure this in the launcher settings.
https://i.imgur.com/L9Urldp.png
COLOR PICKERWhen tinting sprites, models or text renderers, you’ll now be presented with a native color picker rather than a simple text field.

CAMERA ORDERING AND LAYERSWhen working with multiple cameras, you can now explicitely define their rendering order (which one appears on top) with the depth setting and correspondig API methods. Previously, the cameras were ordered by their position in the actor tree, but this isn’t very convenient.
A rendering layer system has been added. Each actor now belongs to a layer and you will soon be able to customize which layers a camera should render (Elisée wasn’t able to finish that part in time). This will be particularly useful for rendering your game’s user interface with a separate camera without having to move the related actors far away from the in-game actors.
MOUSE PICKING IN THE SCENE EDITORYou can now (finally!) select actors by clicking on them in the scene editor. Transform handles to move, rotate and scale things around are coming very soon!
GLTF IMPORT FIXED AND IMPROVEDIt turns out the glTF animated 3D model importer was broken in the latest release.
Apparently no one uses it at the moment since no one complained ;).
The long-standing 90° rotation work-around for animations has been removed and replaced with support for any Y-axis orientation. Any existing glTF model will need to be reimported (or it’ll have a -90° rotation around the X axis). Sorry about that, we try to minimize breakage when possible but hey, this is early access!
PREFABS DIDN’T MAKE THE CUT, SORRY!A prefab (scene-in-scene) system has been implemented but we’ve decided to disable it at the last minute because of concerns about the approach. They are implemented as a special component rather than an actor setting, which after some thought might come back and bite us later.
This issue should be dealt with in time for the next release.
UNDER THE HOODAs with each release, we’re continuing to brush up the codebase and try to avoid accumulating technical debt. It may not look like much but all those clean ups add up and help us keep Superpowers stable and fun to hack on. With our open source release drawing closer, this is even more important :slight_smile:
Most editors have been split in multiple files for easier navigation.
While all of the code in the three main repositories of Superpowers had been ported to TypeScript, we still had a few CoffeeScript dependencies. perfect-resize, tab-strip, dnd-tree-view andoperational-transform have now been ported too, so we were able to remove coffeeifyentirely.
All editors using the game engine now update and play animations in a framerate-independent fashion.
ALL CHANGES IN THIS RELEASELots of other minor changes and API improvements were made. Many bugs were fixed too.
Read on for a full list of changes in reverse chronological order.

And new features in 0.9.0

it is getting closer to public source code release

https://sparklinlabs.com/releases/0.9.0
0.9.0 released on 2015-06-19GLOBAL SCRIPT SEARCH TOOLYou can now do a project-wide search with the new TypeScript global search tool. It can be opened from the tool shelf in the lower-left corner of your project window or with Ctrl+Shift+F from the script editor.
For now it is always a case-sensitive search, the ability to ignore case is coming soon.

You might notice that each tool now has its own icon displayed, too.
JUMP TO DEFINITION IN THE SCRIPT EDITORA simple but powerful addition to the script editor: place your cursor on a function, class or variable and hit F8 to jump to the exact line in the script where it is defined.
PREFABSPrefabs are here! They let you re-use scenes in other scenes. Very useful if you have complex hierarchy that you need to use multiple times.

Just click the New Prefab button in the scene editor, choose a name and type in the path of the scene to load in the Prefab field.
MORE GLTF IMPORTER IMPROVEMENTSThe glTF importer now takes the bind shape matrix into account when importing, which fixes horrible deformations when importing a model whose mesh or armature had a non-identity transform in their original scene.
The latest version of the COLLADA2glTF converter fixed the Y-up axis matrix (which was previous inverted). Superpowers’s importer will check for the converter version used when importing and automatically invert (or not) the matrix when needed.
UPDATED DOCUMENTATIONThe documentation website now has several categories: Getting Started, Resources andDevelopment. They will be fleshed out over time.
IMPROVEMENTS FOR SHARING PROJECTSWe’ve noticed people tend to ZIP and upload their project folders as is, sometimes containing hundred of megabytes of old builds. So builds are now saved outside of the project folders so you don’t have to worry about that. Additionally, we’re reduced the number of recent builds kept on disk from 50 to 10.
Putting your projects under source control (like Mercurial or Git) has also been made simpler: Scripts no longer save a draft.txt if there are no draft changes. Previously, we recommended addingdraft.txt to your ignore file.
SIMPLIFIED APIS FOR MANIPULATING ACTOR TRANSFORMSLots of overloads have been to the various methods to manipulate actor position, orientation and scale.
For instance, resetting the X coordinate of an actor:
// Previously you had to do this:
let oldPosition = this.actor.getLocalPosition();
oldPosition.x = 5;
this.actor.setLocalPosition(oldPosition);

// Now you can simply do this:
this.actor.setLocalX(5);
Similarly, whenever you had to pass a vector, you can now just pass 3 numbers:
// Previously you had to do this:
this.actor.setPosition(new Sup.Math.Vector3(1, 2, 3));

// Now you can simply do this:
this.actor.setPosition(1, 2, 3);
Finally, similar changes have been made for Sup.Math.Vector3.add and .subtract.
SPRITE IMPROVEMENTSYou can now play an animation just once in the sprite editor.

Flip renderer horizontally or vertically

TILE MAP IMPROVEMENTSLayers in the tile map editor are now listed in the more natural order, i.e. the top layer is at the top of the list.
Tile sets can now have non-square grids.
Various related API functions have been added, like Sup.TileSet.getWidth(), .getHeight(),.getGridSize(), as well as Sup.TileMap.getLayerCount().
MISCELLANEOUS NEW APIS AND FIXESSup.Game.getFPS()`` and.getScreenRatio()` have been added.
You can now pass “ANY” and “NONE” to Sup.Input.isKeyDown, .wasKeyJustPressed and.wasKeyJustReleased to detect any key.
Sup.Actor.getChild(…) and .getChildren() have been fixed to ignore actors which are about to be destroyed.
The initialization of customized properties inherited from parent behavior classes has been fixed.
The touched corners returned by a tile map Arcade Physics 2D collider have been fixed.
ALL CHANGES IN THIS RELEASERead on for a full list of changes in reverse chronological order.

Looks pretty neat.

Looks like it´s coming along nicely, yes :slight_smile:

Honestly can’t wait to give this a go once it becomes public.

Do they release it open source only when they get the funding, or will they release it anyway if it’s done ?

On the page it says:

☐ Open source and Public Release (a few months from now)We’ve got lots of things to setup to support the community: documentation, bug tracking, forums, asset store, contribution guidelines and more. There are also a few more features we’ll want to take care of before the first release.

so it seems it will be open source regardless, but the open source release might be delayed.


We’re at work on Superpowers 0.11. Lots of cool stuff in the works including more shader/material features, a better, browsable on-disk format for projects, a cubic model editor, new assets…

This week-end we took part in Ludum Dare 33 and created “Fat Kevin” using Superpowers: http://sparklinlabs.itch.io/fat-kevin.

http://i.imgur.com/H4nan3c.png

Notice something? Thanks to Bilou’s progress on shader materials, Rémy was able to put together a toon shader, giving the game a really cool look with back-face culling tricks for outlines.

We jammed at La Plage Digitale in Strasbourg, France:

More photos: http://imgur.com/a/89mQm

good to see some progress :slight_smile:
The source code is already available to people who fund the development, but it will also be made available for free later this year!

The toon shader is very cool to have - for NPR games

Nice :smiley:

Now we need a BGE -> export to web :smiley:

How is the Superpowers team going to handle the arrival of Vulkan when it comes out, will their current 3D code be able to take advantage of it or would it require rewriting what they just developed?

The initial demonstrations are already coming out with the promise of significantly faster graphics on any device.

they use WebGL, As far as i know Vulcan isn´t for web applications and games…

Exactly, though not sure why you believe it is not for games. Vulkan could certainly be used in the future as a basis for WebGL or maybe WebVulkan, just like OpenGL ES is used at the moment for WebGL.
Before the browsers will be able to use Vulkan, they are going to support WebGL 2.0 which is based on OpenGL ES 3.0. Due to the multithreading capabilities of Vulkan, I am not sure whether JavaScript would be able to use its potential. At the moment, memory can’t be shared between threads (Web Workers). With the introduction of Shared Array Buffers, this will become possible. Without this, Vulkan could only be used like OpenGL, meaning without multithreading and the performance advantages of Vulkan would be lost.

Lol, I should have written web-applications and -games (as in games on the web). I thought that was obvious though :slight_smile: As for Vulkan being used as base for future webGL, that might be, but then it depends on WebGL and not Superpowers.

Maybe it was, except for me :slight_smile:

Yep.

according to the main dev it will be released by the end of this year. Or so they are trying. I will move my update post to next page so its more visible.