The new launcher will be more of a dashboard that you can bring up at any time (it'll have an icon in the notification area, like Steam or Skype). The repository is at https://github.com/superpowers/superpowers-launcher, you can even try an early version from the Releases tab.
Here are some design mockups: https://trello.com/c/IVEnTXCe/701-redesign-launcher
It'll have a global community chat, servers will open as tabs and you'll be able to manage your whole server from there, updating it, installing/updating/removing systems and plugins too.
> 3D Prefab position resets to (0,0,0)
So, the issue is that the component's.setup
method is called before the prefab root actor is correctly positioned (http://hg.sparklinlabs.com/superpowers/sparklinlabs-plugins/file/8e45fb00c55b/scene/api/Sup.Scene.ts.txt#l35).
I created a card to fix it: https://trello.com/c/UeljJOti/475-scene-when-instantiating-a-prefab-make-its-components-are-setup-after-the-root-actor-s-transform-has-been-setup
> Moire pattern in shadows
I believe this is an issue with models shadowing themselves (being both shadow casters and receivers), probably something we can fix but have yet to look into.
For the shadow looking tile-like, I think it's related to the shadow map's size which hasn't been exposed as a setting yet.
So... I guess I don't really have solutions right now for both of your issues but they'll get sorted out ASAP.
Our idea with the asset store is definitely to let you share and sell your own stuff. We haven't started any work on it obviously since well, we're building the whole IDE + engine thing first ^_^.
For the forum, we're trying out this subreddit thing. Depending on how well it works for everyone, we might stick with it as the main community discussion board, or setup a more traditional forum elsewhere.
Reddit supports custom flairs I believe so I will look into getting that setup :). A supporter badge would be cool indeed!
EDIT: Just setup a repository for the subreddit theme and created a card on Trello.
> Would it be much of a problem to add an "Open project" button in the project selector, to open the currently selected project from the list? Did you tested or considered running Superpowers editor on a tablet through a web-browser? Would be cool to work on your games on the go on an iPad Pro ;) And Codea already shows that it's actually a possibility :)
Superpowers should work on tablets except for all (potentially many) touch usability issues. If you want to try it out, you can input the URL of an asset editor directly, or of a project (http://your_local_server_ip:4237/?project=your_project_id) in your tablet's browser.
We could add a button to open projects but I believe there'll be a lot more changes to be made before it's usable and since we don't have a tablet around, we're unlikely to be able to fix them all soon.
That'd be a cool way to contribute to Superpowers once we open source though!
> Also the Command+X/C/V do not seem to work properly (tested on Safari and Chrome). I have to copy paste using the right-click menu.
I believe it's a known issue, will have to look into it. Created a card at https://trello.com/c/idWNTD3P/526-there-are-still-issues-with-copy-paste-on-mac-cmd-x-c-v. Can you describe where the issue happens exactly (app or browser? script editor or somewhere else?)
Hey, thanks for writing this up!
Documenting the editor controls and shortcuts is one of the very next things I'll be working on: https://trello.com/c/11tW2jcD/294-create-a-documentation-tool-and-have-each-editor-expose-their-shortcuts-in-there
> Editing a script in the superpowers non-web app, if you middle click a scroll bar, then an little OS scroll widget appears, and bricks the program.
Wow, that's a crappy bug :D. Adding it to the Trello, I'll probably have to report it to NW.js, I doubt it's something we're doing.
> PS: As a separate quick question, how do you get elapsed time since last update call in a Behavior's update method?
It should be constant (unless the game lags) so you can assume it's 1/60s (or whatever value you setup in your game settings). We'll expose the setting in the API at some point.
If you need something precise, you can do declare var window;
at the top of your script and then use window.Date.now();
to get the current time in milliseconds since the epoch. Store and compare it between two update()
calls.
> There's probably a pretty reliable way to track references to the assets in the scripts.
One possibility (already suggested by someone else) would be to generate a typed namespace that mirrors the asset tree hierarchy and encourage people to use that for referencing assets. In a minimal version, when an asset is renamed / moved, the reference would be broken and a script error would appear. In a fancier version, references would be automatically updated maybe (not sure if it's actually a thing I'd want as a user, but maybe).
I have no plans to work on this at the moment to be clear, it'd be nice but non critical. But that's one way it could be approached.
> On a somewhat related note, is there a plan to have prefab objects placeable in the scene editor?
Yes: https://trello.com/c/TfGjOvtv/303-scene-add-a-way-to-make-prefab-and-instantiate-them-in-a-scene
This subreddit is a good place. Our strategy for tracking bugs and suggestions (at the moment) is to read the various public channels (subreddit, Skype group chat, Twitter @SuperpowersDev) and then create cards on the Superpowers Trello board linking to the relevant posts.
(EDIT: For security or sensitive bug reports, you can email .)
We strive to track all reported bugs in Trello but for features, we only track short-to-medium term items on it. The idea is that if it's not urgent/important enough for us to implement fairly soon but it actually matters, it'll probably come up again later when we are done with the more urgent/important stuff.
That way we don't end up with an unmanageable list of outdated tasks. We do read and appreciate any and all suggestions though!
(Thinking out loud, we should probably have a long-term roadmap somewhere... I plan on adding a development section to docs.sparklinlabs.com at some point so that's probably where the roadmap will end up.)
This sub was created for the Superpowers HTML5 game engine (see the sidebar on the right)
It's mostly dead though, so it's kind of refreshing to see activity in the sub!
If you're having a Windows Script Host Error, it probably means you ran the .js file directly rather than with node
and Windows's internal support for JS tried to do something with it (and failed).
Can you try installing node
from https://nodejs.org/ and then do cd Path_To_Superpowers\app
(return) then node server/
(return) and report any errors.
I expect it will just work and that the crash you're experiencing has something to do with NW.js instead... but we'll see!