Earlier quoted context omitted.
Your post is very disrespectful and dismissive and I'd really rather not dignify it with an answer but it's at the top right now (because it's the most recent?) so I feel like I have to. I'll take this as an opportunity to share useful links :). Here's a video of Superpowers (in all its early access glory) in action: https://www.youtube.com/watch?v=XxX7VFjf-XU Here are two high-quality 2D jam games made with Superpow…
Being extremely defensive isn't going to help you. PW had valid points.
Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#22Definitely something lost in translation... You don't need funding to make an open source solution to game development. There is lots of competition out there for what you are doing. Have you compared your project to others just like it? Best bet is to continue to work on the open source project, but if you need funding, do that separately, and don't confuse it with open source.
You don't need funding to make an open source solution to game development. I think you are confusing open source with free as in beer. A lot of open source projects are funded by companies, being open source doesn't exclude being paid to develop the software.
Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#23Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#24Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#25Great to see Superpowers making progress. I'm interested in your choice of Three.js. Did you consider other WebGL game engines? Like PlayCanvas[1] (where I'm a co-founder) which is also open-source[2] but more designed towards games than three?
Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#26Hi Elisee, Great to see Superpowers making progress. I'm interested in your choice of Three.js. Did you consider other WebGL game engines? Like PlayCanvas[1] (where I'm a co-founder) which is also open-source[2] but more designed towards games than three? [1]: https://playcanvas.com/ [2]: https://github.com/playcanvas/engine/
We went with Three.js because it's pretty versatile and does everything we need in the near future. Superpowers is built in 3 layers: the core (which handles projects, storage and networking), the system (which is basically Three.js + game instance/actors/components) and all the editor & asset plugins built upon the system. The system can be swapped out with something else, and a new set of plugins can be built on top of it, or the existing plugins adapted for a new engine, so the community will totally be able experiment with other engines including PlayCanvas!
We spent a lot of time designing the Superpowers platform so that this would be possible :). In fact, Superpowers could even be used to make movies or write novels collaboratively, with the appropriate system and set of plugins.
Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#27Any plans for shaders?
Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#28Hey, I saw craftstudio (your previous product before), and I fairly liked the way you could create models there. Is that the case with superpowers aswell, or are we limited to modelling using 3rd party tools? Any plans for shaders?
I've also been toying with the idea of making a "Superpowers Minecraft modding edition" when Minecraft 1.9 comes out with an actual 3D model + skeletal animation format (everything has been hardcoded until now), so that could go hand-in-hand.
EDIT: Missed your question about shaders. We do plan to have a material editor and postprocessing shaders!
Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#29Re: Superpowers – The extensible, collaborative HTML5 2D+3D game maker
#30I already saw you on TIGSoucre and thought Superpowers looks pretty awesome. I was wondering if deployment to PC/Mobile is already working and what the performance on mobile can be expected.
You can load up your games in a recent mobile browser or package them into APKs with the Intel XDK (we didn't have a chance to test iOS export yet since we don't have an iDevice but it should work). Performance-wise, I don't have hard numbers or anything. This is the Web, you won't get as much perf out of it as a native app, but the games we've built so far run great.