How does this compare to the "Community Edition" of the Phaser framework?
Phaser 3.0: HTML5 game framework
41–50 of 66 posts
Re: Phaser 3.0: HTML5 game framework
#42I'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…
imho the reason why Phaser docs are so bad is an excuse to sell... Books about Phaser. Maybe I'm wrong, but why they exists if community repeated many times that docs should be improved?
Re: Phaser 3.0: HTML5 game framework
#43Earlier quoted context omitted.
Can we see the game? :)
Of course! Though, I just tried to launch it on my phone for the first time in a year or so and it just crashes at the title screen YMMV (OnePlus3 running 8.0.0) https://play.google.com/store/apps/details?id=com.fraserhart...
Re: Phaser 3.0: HTML5 game framework
#44I'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…
I tried to avoid webpack since I knew compile time would be an issue for my other team members and it turned it out it was. As a web-dev I'm use to its workflow but onboarding game devs hate it. I have to hear everyday lets move to Godot, Unity, Unreal Engine because waiting 4 seconds for compiling is a headache.
Switching to Typescript is great for larger teams because it makes properties explicit. I personally like coffee-script and find it more productive if I'm the only dev but I swallowed the medicine on this one and it was worth it.
VSScode is powerful with Typescript but its not as productive as VIM. I think of code completion and seeing errors right away as crutches that atrophies a developers own skills to find code and errors but they can make it much easier for juniors and lower the bar, pair this with wallabyjs and you have a controlled environment that catches everything for you.
I found no resources on testing Phaser but figured out my own way of mocking Phaser objects, and came up with my own way to write acceptance-like tests for my game without electron.
I really wanted to contribute to Phaser3 and had put great effort to join but Richard was useless in responding. He said he was porting their tickets from Trello to Github and then I could contribute which never happened, I asked month over month. I really wanted to use Phaser 3 to future proof my game and I would have contributed significantly. I could have forked PhaserCE but its a mess which makes sense for the rewrite but working blindly on Phaser 3 would be futile. I am quite bitter about bitter about this because I 20 hours a week for 6 months I could have contribute and now I don't
I think I will likely just write my own lightweight game framework to map only what I need and gut Phaser. Even looking at Phaser 3 codebase with their big rewrite from scratch its still clunky and I think this is because they don't build games at a large scale with a team to have a good feeling to fine tune an engine.
Re: Phaser 3.0: HTML5 game framework
#45I really like it, but development on the project has been stagnant, and I’m considering a move.
Can anyone whose used both speak to what Phaser does better/worse than ImpactJS?
Re: Phaser 3.0: HTML5 game framework
#46Earlier quoted context omitted.
imho the reason why Phaser docs are so bad is an excuse to sell... Books about Phaser. Maybe I'm wrong, but why they exists if community repeated many times that docs should be improved?
everyone is entitled to an opinion, even if that opinion is quite clearly wrong. Phaser is a tiny team of very dedicated individuals and they have successfully produced one of the best JS/TS game frameworks. If you want better documentation, why not produce some? Want to help the team grow so they can afford to employ someone to write docs? Buy the books, pledge to the Patreon. Basically: help in some way. That's muc…
Re: Phaser 3.0: HTML5 game framework
#47Earlier quoted context omitted.
everyone is entitled to an opinion, even if that opinion is quite clearly wrong. Phaser is a tiny team of very dedicated individuals and they have successfully produced one of the best JS/TS game frameworks. If you want better documentation, why not produce some? Want to help the team grow so they can afford to employ someone to write docs? Buy the books, pledge to the Patreon. Basically: help in some way. That's muc…
An opinion can't be wrong, a statement maybe, but a statement "this is what I believe: " is in any case not up to debate. Because An opinion has to be supported by arguments and those can be wrong. But of course, you are entitled to your opinion.
Re: Phaser 3.0: HTML5 game framework
#48I'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…
My open source game is Electron+PhaserCE+Typescript+Webpack. I tried to avoid webpack since I knew compile time would be an issue for my other team members and it turned it out it was. As a web-dev I'm use to its workflow but onboarding game devs hate it. I have to hear everyday lets move to Godot, Unity, Unreal Engine because waiting 4 seconds for compiling is a headache. Switching to Typescript is great for larger…
Really? You would rub sticks together for fire rather than use modern tools such as a lighter? I can't see how this reflects being a better programmer. While you are rubbing sticks, I am probably wondering how X can be improved and implementing that.
Re: Phaser 3.0: HTML5 game framework
#49I'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…
My open source game is Electron+PhaserCE+Typescript+Webpack. I tried to avoid webpack since I knew compile time would be an issue for my other team members and it turned it out it was. As a web-dev I'm use to its workflow but onboarding game devs hate it. I have to hear everyday lets move to Godot, Unity, Unreal Engine because waiting 4 seconds for compiling is a headache. Switching to Typescript is great for larger…
Re: Phaser 3.0: HTML5 game framework
#50I used to make Web Games, but then I realized the race to the bottom and bailed all together. I found after 10 years as a GameDeveloper (where every project is practically unique) has made being a React developer almost like using a baby's soft toy.
My job is beneath me, I sleep like a baby, and I get paid 4 times more than being a game developer for a job that demands 1% of the effort on a daily basis.
I don't miss my times with gaming at all and I would never go back.
Each to their own!