blurymind's Forum Posts

  • https://sparklinlabs.com/

    This engine looks interesting! it needs funding to get open sourced. Main differences over Construct:

    -it's a collaborative engine - the client syncs with other editors on the network and updates real time.

    -The games can be 3d, as well as 2d - it uses three.js - also the editor supports 3d objects.

    -Doesnt have visual programming yet, but the creators are hoping to do something akin to an event sheet.

    -Both core and editor will be open source!

    -Editor can run on linux and mac, as well as anything that has a web browser

    [quote:apehgarm]

    Hi, I'm Elisée! You might remember me from CraftStudio, QuadSmash or the Spelunky Death Roulette. Together with Bruno (better known as Pixel-boy) and Nicolas, we're working on software to make cool vidja games.

    Early version of Superpowers, the user interface will look much better later.

    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!

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

    MADE WITH SUPERPOWERS

    Those are some early examples of jam games made with the software as we're developing it. Right now it's all 2D but we've got 3D games coming soon. _______ _______ _______ _______ _______ _______ _______

    Hunt The Yeti

    Murder at the Residence Gudul

    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 CoffeeScript, but we'll be migrating to TypeScript soon.

    On the scripting side, we're also migrating from an experimental custom-built scripting language to TypeScript soon.

    Plugins can be written in HTML, CSS and JavaScript, or any language that compile down to those.

    Using 3D models (static OBJ and animated glTF models are currently supported)

    MILESTONES

    We're out to build a platform for people like us, small teams and lone developers. Lighter than Unity, more polyvalent than Game Maker. Open to contributions. Something you can fix yourself when the need arises. Easy to get started with. Collaborative.

    The team, guest-starring

    The plan is to try and get funded with recurrent donations, open source it all and keep working on it. When the time comes, we hope those who can afford it will see the value in funding a small team to build an open tool that everyone can enjoy no strings attached ^_^.

    10,000 feet view of what's we've been doing since summer 2014 and are working on now/soon:

    ☑ 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.

    ☑ Sprite sheet importer

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

    ☑ 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).

    ☑ Tile set and map editors

    Import tile sets, configure tile properties, build layered tile maps. Includes various tools like select, flip, resize/move map.

    ☑ 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.

    ☑ 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.

    ☑ 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.

    ☑ Server manager application

    Start/stop a local Superpowers server and manage installed plugins.

    Just a ZIP to unpack, no external dependencies.

    ☑ 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

    Once we're ready and funded, open up the repositories and start inviting people to contribute.

    ☐ 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!

    LINKS

    elisee — Personal accounts, French and English

    Superpowers Trello — Live updated task list

    — Live commit messages

    — News from the three of us

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  • C3 is two years away? jeez that is quite a while.

    I shouldnt hold my breath then

  • Since Construct3 will allow plugins to change the actual editor's GUI, that means that the developer of the Q3D plugin

    Should be theoretically able to add the ability to construct's editor to manipulate 3d assets in 3d space.

    So in that regard c3 is very much a step in the right direction in terms of allowing the community to evolve both the engine and the editor as they wish.

  • I dream of C3, because I dont use windows.

    Construct3 will become available natively on my platform. That is huge news to me.

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  • C3 will be backwards compatible with C2. I dont understand why people are against the idea of other platforms being supported by the editor

    That equals more sales = more developers.

  • html5 3d apps have never had a visual programming tool.

    Perhaps there is an opportunity for construct 3 to capture a marketshare in investing in 3d.

    Unity is a 3d game engine, but they invested a lot of effort into also making it a 2d game engine.

  • yes! if you can afford the personal license. It gets you over the limitations of the free version.

  • A visual editor of arrays/database. So instead of importing CVS files, it would be nice to heave a simple spreadsheet editor/viewer to edit a database of information and view it during debugging directly in construct2. That would possibly make it more accessible for games that rely on huge chunks of stats and string data (like rpg games, this is one of the strengths of rpg maker over c2)

    The other feature for me is- a native linux and macosx editor. I dont know how difficult it would be to get over the directx dependencies, but perhaps this would help?

    https://github.com/ValveSoftware/ToGL

    http://www.extremetech.com/gaming/17827 ... inux-games

    my fear is that microsoft is moving away from the desktop pc.

  • well, the actual game editor of the engine is coming to linux as well. I am assuming this has something to do with Valve's influence:

    http://games.slashdot.org/story/14/03/1 ... engl-layer

    There are a lot of indie developers using linux already

    http://www.gamingonlinux.com/articles/u ... ign=buffer

    so this is definitely exciting.

    Godot engine is currently being picked up by that usergroup as an alternative to Unity.

    Leadwerks recently got ported to linux. They managed to get over 40 000 $ in their "lets port leadwerks to linux/ preorder leadwerks license" kickstarter campaign.

    I own a scirra license and must say that I think construct2 is a better engine, even though I started this thread.

    However I am also a linux user and would love to have similar to play with on the platform that I am using without emulators/wine.

    For this reason I funded them, even though some see them as "competition".

    Competition is a good thing though, if you think about it. It keeps them healthy and active. it's stimulating!

    Having said all that I did play with gamedevelop lately and really liked it. It has certainly matured a lot. 4ian is a very friendly guy too.

    I started a similar thread at multimedia fusion's forum and those guys are just petty. They deleted it the next day. They probably dont feel as confident as scirra

    Stuff like this must really be a test of character. As a result I think Scirra is a much more noble competitor. Clickteam makes good products, but they do have strange licensing pricing on their exporters and some cons in the engine when compared to c2. I think Construct2 will continue to kick their arse for a long time on the html5 front.

    Btw I did not know that is older than construct. Is that really true?

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  • directx= doing games for microsoft products (windows8).

    Opengl=Doing games with high compatibility in PC / MAC / LINUX / ""XBOX LIVE / PS LIVE""

    why do you think construct2 is only on windows? Its using directx <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    There is so much irony in the way you are misinformed, it blows my mind.

    Industry is dropping directx for opengl atm. Thanks to Valve and steamOs. And partly microsoft, for screwing game developers and themselves up.

    http://www.extremetech.com/gaming/17901 ... ead-opengl

    http://www.extremetech.com/gaming/17827 ... inux-games

    [quote:3b3kc4a9]Basically, almost every Windows game has a graphics engine — and that engine uses specific APIs (functions) provided by Direct3D. Direct3D, which interfaces between the game and the GPU, is only available on Microsoft platforms (Windows, Xbox). ToGL intercepts the calls to Direct3D, replacing them with the OpenGL equivalent. There’s a performance hit, of course, but it’s small. (I’ve played Dota 2 and Left 4 Dead 2 on OS X, and it runs just fine.)

    Steam LinuxNow, considering this only supports Direct3D 9.0c, ToGL isn’t going to suddenly allow newer Direct3D 11 games to be brought over to Linux/OS X (unless they have DX9 legacy support, of course). What it will do, though, is allow big studios to re-release older titles on OS X and Linux/SteamOS — and if there are any indie developers out there who develop games in DirectX, they obviously stand to gain as well. Let’s not forget that Valve rather famously said back in 2012 that OpenGL is faster than DirectX, even on Windows, too

    they did that and suddenly cry engine and unreal decided to get ported to linux

    http://time.com/22043/crytek-adding-lin ... -steam-os/

    http://www.gamingonlinux.com/articles/u ... ign=buffer

    Gamedevelop's main programmer Florian has started an indiegogo funding campaign to improve the linux version and make an OSX version.

    https://www.indiegogo.com/projects/game ... /x/6848183

    The money from the funding will also be used to improve gamedevelop's tablet support and even add monetization features.

    Gamedevelop is very similar in design approach to construct2 and construct (with some pros and cons). It is a younger engine.

    However Gamedevelop is multiplatform and the development environment runs on Linux as well as windows - soon also on OSX. Natively! it is not bound by the directx libraries like construct2. The engine is completely free.

    If you like construct2, but you are a Linux or OSX user, please consider donating to the campaign. Florian has also expressed interest in open sourcing it if this campaign is successful!! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    [quote:3nziubqm]

    First goal: Bring GD to MacOS and make Ubuntu a first class citizen for Game Develop

    Ubuntu and MacOS are both great platforms, but they currently lack such a nice game creation tool! Linux or MacOS enthusiats often complain about the lack of games for their platform: Game Develop will allow to build and play games on Ubuntu and MacOS.

    When the goal of this campaign is reached, we'll be able to spend more time on Game Develop (alas, we can't live on love alone, we need funds to work on GD!) and get a MacBook. This is required for porting GD to MacOS: with your help, MacOS users will have access to the first free and complete game creation tool for this system!

    We'll extensively develop and test GD on Ubuntu so that it will be fully cross platform and working flawlessly on Ubuntu, MacOS and Windows. With your donations, we will make MacOS and Ubuntu great platforms for creating 2D games!

    Note that contributors choosing a perk with a value of €20 (or more) will have access to beta versions, so that you'll be able to test the new MacOS version or the improvements made to the Ubuntu version very soon!

    First OS X beta versions should be delivered about two or three months after the fundraising goal is reached, and Ubuntu version will be improved even before.

    Second goal: Export games to iOS and Android

    Having a game that can be played on iOS and Android is a must for any game developer. The second goal of this campaign is to add a real export option allowing Game Develop to build games for these platforms!

    Reaching €3000 will allow us to do intensive tests on an iPad and spend extra time on Game Develop to make some much needed improvements to the game engine and add an export option so that games run smoothly on iPhones, Android smartphones and tablets.

    These platforms are growing at a fast pace, and specific features like games monetization will be created for them!

    With your help, Game Develop will be the first free software on MacOS, Windows and Ubuntu allowing anyone to create games for iOS and Android! Again, contributors will have access to beta versions and will be able to get better support for smartphones sooner!

    Third goal: New and improved features by hiring one or more developers

    When reaching more than €4000, we'll be able to hire full time developers to put more working hours in improving an extension or a specific feature, while we keep working on GD. Check the list of features that could be done below! Note that if you choose the "Ask for a specific feature" perk, you'll be able to pick which feature gets the most priority!

    Each additional €1000 will allow us to hire developers again for a new feature or to improve an existing one. This will accelerate a lot the development of Game Develop and ease the work of developers using Game Develop!

    Here are the features that will be developed:

    A new particle engine, for HTML5 games. For now, native games created with GD can use a particle engine to create visual effects, but games exported to the web can't. The new particle engine will be available for HTML5 games so that gamers will enjoy seeing realistic fires, explosions and other nice visual effects.

    Dynamic lights, for HTML5 games. Create and play to games with realistic shadows and lights! Also perfect to create dark ambiances, fog or games with limited line of sight.

    Port the extension to draw shapes on screen to HTML5 games. This feature is perfect for creating advanced effects like a laser gun.

    Sound object for HTML5 games. This object help adding sound effects on a scene. It will be adapted so that games exported for the web and mobile can use it!

    Editor improvement: dropdown lists and autocompletion to quickly fulfill parameters of conditions or actions

    New tutorials. We'll use our time to create new tutorials that will enable developers to master every aspect of Game Develop!

    New templates. There are already a lot of examples bundled with GD, but still we can create new one! They are a must have when creating a new game.

    New features being developed thanks to the funds raised during the campaign will be announced on the forum, the facebook page and twitter so that you'll be able to follow their development.

    And remember that you can choose to offer to some of these features a higher priority by choosing the "Ask for a feature" perk!

    And as a bonus! Registering Game Develop on Steam Greenlight

    Steam Greenlight is a nice way for the community to help promote which games or software should be added to the service.

    Alas, as a developer, there is a €99 fee required to register an application on Steam. €99 will be reserved to pay these fees and the community will then be able to see Game Develop on Steam Greenlight and vote for it so that it get permanently listed on the Steam store!

    This is an exciting way to make GD even more visible! The steam community will have access to a 100% free and complete game development tool. When GD is registered on Steam and when we reach €6000, we will also work on integration with Steam Workshop. Developers will be able to share their creations and custom content, such as sprites, sounds... in Steam Workshop and their projects to help the community with examples.

    Download gamedevelop and give it a spin , it runs on windows too.

    http://www.compilgames.net/

    We need your feedback!

    cheers! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • It's pretty neat!

    Today a new version came out for windows and linux:

    http://www.compilgames.net/

    Game Develop 3.3 is available! Download it as usual from the website.
    
    Entirely new icons for the interface, specifically designed for Game Develop. Many thanks to Constantine Shvetsov !
    Spanish translation available: Thanks to Franco Maciel !
    Pathfinding automatism is now available for HTML5 games.
    The pathfinding automatism has been rewritten and enhanced: You have to update your game if you're using it.
    Added condition “Trigger once”.
    Custom collision mask are now supported by HTML5 games.
    The maximum angle for a slope is now customizable for objects on platforms.
    Added “lerp” function.
    Fixed crashs
    Fixed velocity of objects not maintained after an object was resized.
    Fixed renamed automatisms not taken into account.
    Fixed ToDeg/ToRad for native games.
    Minors bug fixes.
    [/code:e4cnyy2r]
    There is now also a twitter feed!
    [url]https://twitter.com/Game_Develop[/url]
    
    and there is the fb page
    [url]https://www.facebook.com/GameDevelop[/url]
    
    I wish this had more tutorials