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Phaser 3.0: HTML5 game framework

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Re: Phaser 3.0: HTML5 game framework

#21
My son and I built a small game together a couple of years back with Phaser 2. It was a really pleasant experience. I don't do game dev any more, but will probably take a look at Phaser 3 in the next few months and probably build another tiny game out of it just for fun. Glad to see such an excellent project still kicking along.

Re: Phaser 3.0: HTML5 game framework

#22
post #13

At one stage this was built on pixi for 2d rendering ( http://www.pixijs.com/ ) but I think 3.0 it took out pixi? Anyone know what the rendering is like now?

It's finally custom build, Richard payed a guy called Felipe to work full-time for quite some time to help developing it. See the devlog [1] for more details. I loved reading it over the months. There is also a wrap-up post by Richard to summarize all of this [2]

[1] http://phaser.io/phaser3/devlog

[2] http://phaser.io/news/2016/12/phaser-in-2016-and-beyond

Re: Phaser 3.0: HTML5 game framework

#23
There is also a huge community around Phaser (as well as Pixi, the huge 3D gaming framework Babylon.js and many more) hosted by Richard who is developing Phaser.

http://www.html5gamedevs.com

It's a wonderful place to stroll stroll around even if you don't have a concrete question in mind.

Re: Phaser 3.0: HTML5 game framework

#24
post #9

"Games can be compiled to iOS, Android and native apps via 3rd party tools" Gonna need some explanation here... does it spit out native code? Where are the tools? And since it's HTML5 why can't I just run the thing in a native web view? Are there perf issues?

I would love to know this as well. Ideally it should just map the WebGL calls to native OpenGL. If this is not the case, why not?

Re: Phaser 3.0: HTML5 game framework

#25

What are the main differences with Pixi? I'm new to game dev, I picked Pixi 1 week ago because it's the one generally recommended on HN. Both frameworks have 17,500 stars on github.

Pixi is rendering. Phaser is full game engine (physics, sound etc.). Phaser uses an old customized version of pixi for the visuals.

They got rid of Pixi completely in v3.

Re: Phaser 3.0: HTML5 game framework

#26
post #16

I've spent the past 6 months building a game[1] using Phaser and TypeScript. On the whole, it's been a great experience. Actually, I was surprised to see this posted here now, since Phaser 3.0 is not yet out. It's mostly feature-complete, but they're still working on docs and preparing for the release (in the few days to a week). I've really enjoyed following the v3 devlog[2]. Richard Davey's dedication to the projec…

If we’re doing tips, here’s another: don’t use bazillion timers to control your actors lifetime! Timers array gets resorted at every addition and that can really add noticeable lag on slow devices. If you need to, rewrite the add timer method to use an insertio sort instead of adding last then sorting the whole array

(I was using timer instead of collision for bullets since I had the hit/miss outcome coming from a percentage base rile as opposed as game phisycs and expired bullets just at the right time to make them appear misses - maybe not the greatest idea mind you but eh got it working and was cool enough)

Re: Phaser 3.0: HTML5 game framework

#27
post #9

"Games can be compiled to iOS, Android and native apps via 3rd party tools" Gonna need some explanation here... does it spit out native code? Where are the tools? And since it's HTML5 why can't I just run the thing in a native web view? Are there perf issues?

I had many issues with iOS since their web view component didn’t enjoy full webgl accelleration. This made opening my game slow in chrome and slow when wrapped in a cordova app without using crosswalk, eventually just reduced graphic demands precalculating composed sprites, placing caps on concurrent bullets, reducing the game area etc.

In the end was running well enough from the browser too making wrapping moot.

It’s published at http://increstellar.com and the code is not obfuscated but beware: it’s very amateurish

Re: Phaser 3.0: HTML5 game framework

#28
I love Phaser! I've been in love with this framework ever since it came out because it's based on Flixel, which was per se an amazing framework built on AS3 by the same guy. Only Love2D comes close to it. I had completely forgot about it until now, and now that they added Typescript support I might just pick it up again for a spin. Is the renderer still bolted in? Last time I tried it I wanted to use it as backend for a multiplayer game, but couldn't because Pixi.js was a necessity.

Re: Phaser 3.0: HTML5 game framework

#29

A year or so ago I did a lot with Phaser. I learned I'm not cut out for indie game dev and since moved on, but man is Phaser easy to learn and easy to get more advanced in. Even though I don't use it anymore, I am a big fan of their work. Congratulations on shipping 3.0. I hope it inspires a lot of great talent to discover themselves.

Yeah, I've done some hobbyist stuff with it and it was a joy to work with. Felt like I spent most of my time actually making my games rather than learning arcane trivia about a framework, which made for a very pleasant experience.

Yeah, we used it for a Game Jam lasting 48 hours, and still got something done. Most of us never tried doing games, so that's a big thing, just being able to jump in like that!

Re: Phaser 3.0: HTML5 game framework

#30
post #16

I've spent the past 6 months building a game[1] using Phaser and TypeScript. On the whole, it's been a great experience. Actually, I was surprised to see this posted here now, since Phaser 3.0 is not yet out. It's mostly feature-complete, but they're still working on docs and preparing for the release (in the few days to a week). I've really enjoyed following the v3 devlog[2]. Richard Davey's dedication to the projec…

Phaser 3 is indeed out ) https://mobile.twitter.com/phaser_/status/963303506999480320
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