v0.17.0 — The last early access release!
Pre-releaseSuperpowers can now be translated!
We've added internationalization support to every part of Superpowers (except the launcher, coming soon!). This means people will now be able to translate it into their preferred language!
It might not feel like a big deal, but it helps a lot for those who don't speak English fluently.
Cannon.js has been updated to v0.6.2
Thanks to Harraps for contributing the updated definition files and of course, schteppe for his great work on the library itself!
Startup scene badge
The scene that will be loaded on game startup now has a badge in the assets tree to make it stand out.
Noteworthy fixes and improvements
- We've switched back to
XMLHttpRequest
for network requests as theFetch
API isn't available everywhere yet - We've updated to Electron v0.35.4, fixing some bugs people have been experiencing with earlier versions
- The buggy behavior class selector in the scene editor has been replaced with a simple dropdown box that works well on all platforms
Plugin development
There were quite a few changes for system and plugin development this time around!
SupCore.Data.Base.Resource constructor
All SupCore.Data.Base.Resource
classes now take an extra id: string
parameter at the beginning of their constructor.
Publishing methods for assets and resources
Assets and resources can now override the publish
method for customizing how they are written to disk when making a build.
Internationalization and localization
Plugins and systems now support internationalization. Documentation will be added to http://docs.sparklinlabs.com/ very soon.
Centralized pluginGulpfile.js
You should now use an npm script named build
for triggering whatever build system you use for your plugin.
There's a shared pluginGulpfile.js
you can point to if you use Jade, Stylus and TypeScript like we do:
"scripts": {
"build": "gulp --gulpfile=../../../../../scripts/pluginGulpfile.js --cwd=."
}