itch.iohttp://itch.iohttps://itch.io/t/527759/which-time-will-support-the-gltf-format-version-20Which time will support the GLTF Format Version 2.0??https://itch.io/t/527759/which-time-will-support-the-gltf-format-version-20Wed, 07 Aug 2019 08:54:01 GMTWed, 07 Aug 2019 08:54:01 GMTWed, 07 Aug 2019 08:54:01 GMTAt the Blender 2.8 support export GLTF Format Version 2.0.When i  import the GLFT will report error,

Error :Ussported glTF format version:2.0.Supoorted version are :0.8,1.0.

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https://itch.io/t/160025/docker-image-for-hosting-a-superpowers-serverDocker image for hosting a Superpowers serverhttps://itch.io/t/160025/docker-image-for-hosting-a-superpowers-serverMon, 06 Nov 2017 14:50:13 GMTMon, 06 Nov 2017 14:50:13 GMTMon, 06 Nov 2017 14:50:13 GMTHi everyone,

I made a Docker image to easely setup and manage your Superpowers servers on local or hosted server and even on Raspberry Pi

You will found all the documentation you need on Github.

https://hub.docker.com/r/bguyl/superpowers-core/

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https://itch.io/t/63062/uwebsocketuWebsockethttps://itch.io/t/63062/uwebsocketSun, 19 Feb 2017 10:35:24 GMTSun, 19 Feb 2017 10:35:24 GMTSun, 19 Feb 2017 10:35:24 GMTWould it be easy to implement https://github.com/uWebSockets/uWebSockets with super powers to create a multiplayer game runnning on nodejs?

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https://itch.io/t/45093/lve2d-plugin-problemLöve2D Plugin Problemhttps://itch.io/t/45093/lve2d-plugin-problemFri, 28 Oct 2016 19:06:04 GMTFri, 28 Oct 2016 19:06:04 GMTFri, 28 Oct 2016 19:06:04 GMTI was trying to create a Love2D project with my own folders and file's structure but even if the project is correct, I tested before, it's hard since the plugin adds a number after every folder inside the project's folder. As an instance, when I opened my the entrie.json, I found the following contents (I will omit all it's contents since this is a simple proof):

{

"id": "9",

"name": "scenes",

"type": null,

"children": [

{

"id": "10",

"name": "SceneCredits.lua",

"type": "lua"

},

{

"id": "11",

"name": "SceneGame.lua",

"type": "lua"

},


And if I open the folder C:\Users\MyUser\AppData\Roaming\Superpowers\projects\love2d-boilerplate\assets I find this:

lib (6) (lib is a folder on my own project)

So, the reason why I can't Run the Project when I press F5 from the the desktop client is simple.

And, by the way, I build the app, everything works just fine. So, if the same procedure to "build" the project is used with some changes, it may solve the problem.

I will read the srcs from the plugin and try to solve this, if I find a way to "fix it" I'll communicate it.

Thank You!

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https://itch.io/t/43422/airconsole-pluginAirConsole pluginhttps://itch.io/t/43422/airconsole-pluginFri, 14 Oct 2016 02:56:33 GMTFri, 14 Oct 2016 02:56:33 GMTFri, 14 Oct 2016 02:56:33 GMTHello guys,

Recently I found this very interesting gaming platform:
http://airconsole.com/


It is a platform for games in HTML5 to play local multiplayer.
They have plugin for Unity3D and the Construct2D. In addition to an API in pure javascript.

I wonder if it would be possible to implement a plugin with this API in Superpowers.

http://developers.airconsole.com/

Thank in advance.

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https://itch.io/t/14201/including-voxeljs-in-a-projectIncluding voxeljs in a projecthttps://itch.io/t/14201/including-voxeljs-in-a-projectMon, 18 Jan 2016 05:30:56 GMTMon, 18 Jan 2016 05:30:56 GMTMon, 18 Jan 2016 05:30:56 GMTHello everyone,

I'm new to superpowers but I'm very interested in using it. I've created a basic project, dropped in a model and added some scripts. I like it so far. Now, I'm also interested in building a voxel world, an engine like voxeljs has all kinds of handy stuff in it for building and manipulating voxel worlds.

My question is, can I use voxeljs alongside superpowers without building a plugin for it? I looked at some of the plugin repos (threejs, etc.) to get a taste for writing a plugin, but I'd rather avoid any extra work if possible.

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https://itch.io/t/41180/problem-with-systemid-when-creating-a-pluginProblem with SystemId when creating a pluginhttps://itch.io/t/41180/problem-with-systemid-when-creating-a-pluginWed, 28 Sep 2016 17:58:31 GMTWed, 28 Sep 2016 17:58:31 GMTWed, 28 Sep 2016 17:58:31 GMTHello !

I try to do a plugin to get the phone pitch yaw and roll so here is what I did :

In Node JS console, i went in C:\'MyName'\Appdata\Superpowers\core

and typed node server init game:sheepKnight/PhoneOrientation

But apparently he can't find the game system (which is installed) :

"You don't have a system with the ID game installed."

Do anyone have any idea ?

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https://itch.io/t/23411/suggestion-superpowers-goo[Suggestion] superpowers-goohttps://itch.io/t/23411/suggestion-superpowers-gooSat, 07 May 2016 18:51:39 GMTSat, 07 May 2016 18:51:39 GMTSat, 07 May 2016 18:51:39 GMTGoo, a wonderful little engine made their code open source (editor is what you pay for but there's a free option). I think it would be nice if someone took it on themselves to make a superpowers system for it. It would take a lot of work, but if someone is looking for something to do, it's there :).

Here's the official site and the github repo for the engine.

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https://itch.io/t/18565/cant-make-a-working-build-on-windows-10-ms-surface-3Can't make a working build on Windows 10, MS Surface 3https://itch.io/t/18565/cant-make-a-working-build-on-windows-10-ms-surface-3Sat, 19 Mar 2016 19:31:10 GMTSat, 19 Mar 2016 19:31:10 GMTSat, 19 Mar 2016 19:31:10 GMTI have been able to build and run Superpowers Game on my Mac without any problems, but I can't seem to get it working on my MS Surface 3 running Windows 10. I have the latest node installed, the npm build script executes correctly. There are some warnings about graceful-fs and lodash that concern me.

However, when I launch it, firstly the server hub does not seem to be working properly. I get JavaScript errors creating new projects, and the project does not display in the list until I refresh. The errors -

  • SCRIPT5022: SyntaxError - index.js (2348,13)
  • SCRIPT5007: Unable to get property 'classList' of undefined or null reference - index.js (2260,9)

Then, when I try to edit a project, the tool bars display in red and it does not connect to the server, so I am unable to create assets. There is another JS error -

  • SCRIPT5022: SyntaxError - index.js (4767,9), seems related to tabstrip

Running in IE11 results in different errors. I haven't tried any other browsers yet, as I have read that they don't work so well on the Surface.

The errors seem to be related to the html elements and the tabstrip, both of which I know have been under development recently. I'm just wondering if the code on GitHub currently runs out of the box. I haven't tried to run a build on my Mac for a while, so all I know is the it worked fine on there a few weeks ago, following the instructions in the docs. The 0.19 build works fine, but I want to work with more up-to-date code, and I want to work on some of the plugin code.

Any ideas?

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https://itch.io/t/18284/plugin-documentationPlugin Documentation?https://itch.io/t/18284/plugin-documentationMon, 14 Mar 2016 12:31:38 GMTMon, 14 Mar 2016 12:31:38 GMTMon, 14 Mar 2016 12:31:38 GMTIs there any documentation on how to create a plugin? I would love to try making one, but couldn't find any.

Thanks

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https://itch.io/t/13576/suggestion-server-api[suggestion] Server APIhttps://itch.io/t/13576/suggestion-server-apiMon, 11 Jan 2016 14:09:47 GMTMon, 11 Jan 2016 14:09:47 GMTMon, 11 Jan 2016 14:09:47 GMTI love writing multiplayer games but have no idea how to write a server. A server API in Superpowers would be fantastic.

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https://itch.io/t/17010/need-help-getting-lve-to-work-with-superpowers-Need help getting Löve to work with Superpowers :)https://itch.io/t/17010/need-help-getting-lve-to-work-with-superpowers-Thu, 25 Feb 2016 16:02:25 GMTThu, 25 Feb 2016 16:02:25 GMTThu, 25 Feb 2016 16:02:25 GMThey everyone, me and my friend would like to work together on the same project and wanted to use Löve. But, we didn't have yet get them to work together because we have such a basics knowledge about how we should do :/


So im here asking for you some help, we had created a new project with löve but couldn't create anything in it.

thanks, for you precious help

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https://itch.io/t/16686/how-to-clean-up-the-source-after-npm-buildHow to clean up the source after npm build?https://itch.io/t/16686/how-to-clean-up-the-source-after-npm-buildSat, 20 Feb 2016 23:33:40 GMTSat, 20 Feb 2016 23:33:40 GMTSat, 20 Feb 2016 23:33:40 GMTI know this is more of a TypeScript / npm question, but it's bugging me and I can't find the answer online.

Basically, I have followed the instructions on the website to clone and build Superpowers Game. I've made a few modifications myself and have built them successfully. The only problem is, my source tree is polluted with all of the generated JS files that npm creates. My GitHub Desktop tells me that I have made all these changes, but they're just part of the build process and shouldn't be synced.

How can I clean up my source tree after running build, so that I can do commits and PRs without hassle?

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https://itch.io/t/15381/batch-asset-importer-scriptBatch Asset Importer Scripthttps://itch.io/t/15381/batch-asset-importer-scriptMon, 01 Feb 2016 20:35:48 GMTMon, 01 Feb 2016 20:35:48 GMTMon, 01 Feb 2016 20:35:48 GMTHey all!

I've just started using Superpowers last month to build an "interactive song" game piece, and it's proved to be a blast so far. I'm really excited to dig deeper into the game engine and development environment.

One thing I've been dealing with is importing and updating assets, especially since I'm using quite a lot of music files and adding/updating them one-by-one using the GUI takes a while. I might just not be noticing a batch import function somewhere in the engine, and maybe something like this will be available in the new v1.0, but in the meantime I've written a little Python script to help with batch importing assets. You can find it at https://github.com/usdivad/bagatelles/blob/master/seize/samples_export/import_superpowers_assets.py

It's rather naive and probably takes a bit of effort to set up (the "entry_parent_id_list" and "asset_json"* parameters in particular are implemented quite poorly and should be replaced/redone eventually), but it's already been helping me manage my asset development workflow, so I thought it might be of use to some others here as well. In any case, thought I'd share!

* Right now the "asset_json" parameter only works for Sound assets, as those are the only ones I've been batch importing. Other asset types will probably require more work to automate, in which case you can set "asset_update_json" to False and do the JSON manually.

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