Recent community posts
Hi all! "Runaway Reverie" is an interactive song and music game in the form of a 3D platformer. I'd actually completed it in December but hadn't thought to post it here.
It's pretty short (< 5mins gameplay), but I definitely plan to expand the concept for future works.
You can read more and (more importantly!) play the game here (in-browser, Mac OS X, or Windows): http://usdivad.com/runaway-reverie/
or of course on itch.io: https://usdivad.itch.io/runaway-reverie
Also, I wrote some custom audio classes to handle the loop-based layering, built on top of the Sound plugin; hopefully they'll either be integrated into Superpowers or I'll make a separate plugin for them, but in the meantime you can find the classes here: https://github.com/superpowers/superpowers-game/pu...
Hope you enjoy, and I definitely welcome any feedback/suggestions/ideas for collaboration!
Hey Florent, I want to say that the linking-to-library solution is fantastic! It works perfectly for externally hosted scripts and makes using external libraries much more convenient.
I was wondering if there was a way to link to a local script in a similar way, ideally to a file within the project directory? Just for the option of being able to play/test the game offline, or as a standalone once it's published.
I also tried placing it in `Superpowers/Contents/Resources/system/game/`, but I get an error with the GET request even though that looks like it should be the right directory to place it in.
EDIT: Actually, I just tried publishing the game and then placing the scripts in the root directory of the output folder, and that worked!
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.