400 pages of detailed articles, tutorials and guides. With full source and graphics.
- 8 complete Games with 'Making Of' Tutorials
- Comprehensive Phaser State Manager Guide
- Flip-screen games, 3D and physics
- Gorgeous original pixel-art through-out
- For Phaser 2 / CE only
Interphase is a new book for Phaser developers of all skill levels.
With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks here.
As well as the book you get all the source code, graphics and assets to go with it, as well as lots of extras too.
Contents include:
A Guide to the Phaser State Manager
A comprehensive to using States in Phaser. It explains the internal workings of the State Manager, describing what the reserved properties and methods are, how to use them and how they can make your code more concise.
It also includes lots of example source code. If you've ever wondered how, or why, to logically split your game up then this guide is for you.
8 'Making Of' Guides
Interphase contains 8 complete games. Each is finished to a high standard. With clearly named variables, logical structures and professional original pixel art. The detailed 'Making Of' guides for each game will teach you different aspects of Phaser.
You'll learn how to use P2 Physics by building a game of 8 Ball Pool. 10 Second Clicker introduces shaders and adding your own uniforms to them. Create a bitmap based particle emitter in Lazer Dash and loads more. Check out the full contents list for details.
Full source code, graphics and extras are included for all 8 games.
Each game also has a Debug Mode built in, so you can hit the D key to view all kinds of debug data specific to the game. From physics bodies to aim lines, it's a very useful way to learn. Here's the 8 Ball Pool game with Debug mode enabled:
These are not your average 'beginners guides'. Here's some of the topics covered:
- Tile Map scanning
- Level design with Tiled
- Using shaders in your game
- Adding uniforms to shaders
- Revolute Constraints in P2 Physics
- Collision detection and hit boxes
- Bitmap Particle Emitters
- Creating underwater turbulence
- Screen sized bitmap fonts
- Multi-axis tweening
- Object pools and object re-use
- Creating a billiards game in P2
- Making sprites shake
All games were written using Phaser 2.4.4 so are completely up to date.
We plan to release more issues of Interphase in the future, however we promise that all content is fully self-contained. You will never find an article that says "Continued next issue".
Extra Tutorials
As well as guides on how to make the 8 games we've also got extra tutorials that focus on one specific topic.
For example there's a tutorial on recent advancements to the Phaser Loader - it may sound dull, but it can cut your game code down dramatically!
Or how about a tutorial on plotting the trajectory of Arcade Physics sprites so you can determine where they will land? Or how to build a flip-screen tilemap game? It's all in here.
Hidden Content
Make sure you explore the 'Cover Disk' folder carefully - because we're hiding a couple of little treats in there specially for you :)
The image below shows 6 pages out of 400!
What will I actually receive?
You'll get a zip file containing all the code and assets for the games and tutorials, as well as PDF, ePub and mobi versions of the book, so you can read it on any device.
Interphase will also be published on the Phaser web site where we can keep the content fresh (sadly even we make typos!). Your purchase includes access to this site once it's live.
In short you'll get an instant download of all the content and the ability to read it online too.
Learning so much reading through "Interphase #1" from @photonstorm!
— Brian Garcia (@briangarcia_dp) September 13, 2015
@photonstorm Having a blast reading #Interphase, it's very informative even for people with experience. Can't wait for the next issue!!
— Javier Corra (@jackfreak) September 12, 2015
Juste receive the link to http://t.co/z6LDmInX4t, the digital book for #phaser framework devs from @photonstorm and ... It's amazing !
TU !
— Grégory Besson (@gregorybesson) September 13, 2015
#Interphase #phaserjs I am impressed with the content. Good job @photonstorm Can't wait till I go through it all. #gamedev #indiegame
— AbelaNET (@abelanet) September 13, 2015
@iLkKke @photonstorm Great design, awesome pixelart, and amazing content! Love it!
— ArtBIT (@ArtBIT) September 12, 2015
I got Interphase #1 :D Thanks for this #f*amazing stuff @photonstorm
— Jorge Enríquez (@jorgeenriquezm) September 12, 2015
Wow! Interphase #1 is awesome! It worth every penny I paid! Great work, @photonstorm ! You're cool! :)
— Vladimir Karmishin (@dr_vlat) September 12, 2015
Interphase issue 1 is out, and it is awesome. @photonstorm and Illija have created a fantastic #gamedev resource. http://t.co/UHSV7f9nZq
— Ryan Malm (@ryanmalm) September 14, 2015
Full Contents List
Here's the "Contents" list from the book so you can see exactly what you get:
Section | Page Number |
---|---|
Welcome to Interphase | i |
A Sense of Wonder | ii |
Feedback | iv |
Phaser Version | v |
1. State Manager Guide | 1 |
Introduction | 3 |
Close Encounters of the first kind | 4 |
What is a State? | 6 |
There can only be one active State | 7 |
States don’t have Display properties | 8 |
An Example of a State | 9 |
A note on terminology | 13 |
The Structure of a State | 14 |
Predefined Methods | 15 |
Predefined Properties | 17 |
The State Flow | 19 |
The State Methods | 25 |
init | 26 |
preload | 29 |
loadUpdate | 33 |
loadRender | 39 |
create | 40 |
update | 41 |
preRender | 46 |
render | 51 |
resize | 55 |
paused | 58 |
resumed | 61 |
pauseUpdate | 62 |
shutdown | 64 |
How to create a State | 65 |
Object Literal | 66 |
Extending Phaser.State | 67 |
Adding a State to the State Manager | 69 |
Dynamically adding a State | 71 |
Changing States | 72 |
The State Change Process | 73 |
clearWorld | 75 |
clearCache | 80 |
Restarting a State | 81 |
Project Structure | 82 |
Quick and Dirty | 83 |
A Small Project Structure | 84 |
A Medium Project Structure | 86 |
A Large Project Structure | 95 |
Summary | 104 |
2. The Making of 8 Ball Pool | 105 |
The Game Concept | 106 |
The Game Artwork | 108 |
The Game Code | 110 |
1. Preparing the Table Physics | 111 |
2. Building the Table | 119 |
3. How deep are your pockets? | 120 |
4. Creating the Balls | 122 |
5. Laying the Table | 125 |
6. Adding Ball Shadows | 128 |
7. Contact Materials | 132 |
8. Drawing the Cue | 134 |
9. Cue Power Fill | 137 |
10. Taking the Shot | 139 |
11. Placing the Cue Ball | 142 |
Extending the Game | 147 |
Further Reading | 148 |
3. The Making of 10 Second Clicker | 149 |
The Game Concept | 150 |
The Game Artwork | 152 |
The Game Code | 154 |
1. Creating the Alien | 155 |
2. Our alien has got the shakes | 156 |
3. Click Handler | 157 |
4. Countdown Timer | 160 |
5. Adding a shader to the background | 163 |
6. Updating the shader | 165 |
7. Adding our own uniform to the shader | 166 |
8. Changing the uniform over time | 169 |
9. Star shine | 173 |
10. displayStars | 175 |
Extending the Game | 178 |
Further Reading | 179 |
4. The Making of Lazer Dash | 180 |
The Game Concept | 181 |
The Game Artwork | 183 |
The Game Code | 184 |
1. Player Controls | 185 |
2. Wish upon a Star | 187 |
3. Picking up Stars | 188 |
4. Pulsing Stars | 189 |
5. Sharks with Lazers! | 191 |
6. World Wrap | 194 |
7. Bitmap Particle Emitter | 195 |
8. Death Sequence | 203 |
Extending the Game | 205 |
Further Reading | 206 |
5. The Making of Mined Out | 207 |
The Game Concept | 208 |
The Game Artwork | 212 |
The Game Code | 214 |
1. The Tilemap | 215 |
2. Moving one tile at a time | 217 |
3. Checking for Mines | 218 |
4. Counting adjacent Mines | 222 |
5. The Warning Bubble | 224 |
6. Action Replay | 226 |
7. Scoring | 228 |
Extending the Game | 229 |
Further Reading | 230 |
6. The Making of Off the Hook | 231 |
The Game Concept | 232 |
The Game Artwork | 234 |
The Game Code | 236 |
1. Creating the Player | 237 |
2. Dynamic Properties | 239 |
3. Controlling the Player | 240 |
4. Horizontally and Vertically flipping a Sprite | 241 |
5. Dropping the bait | 244 |
6. Catching the bait | 248 |
7. Bubbles Particle Emitter | 250 |
8. When the wind blows | 253 |
Extending the Game | 256 |
Further Reading | 257 |
7. The Making of Slalom | 258 |
The Game Concept | 259 |
The Game Artwork | 261 |
The Game Code | 262 |
1. The Player | 263 |
2. Player Controls | 264 |
3. The Land and Depth Sorting | 266 |
4. The Items Timer | 269 |
5. Releasing Obstacles | 272 |
6. Releasing Flags | 273 |
7. Collision Detection and Hit boxes | 275 |
8. Getting Faster | 278 |
Extending the Game | 279 |
Further Reading | 280 |
8. The Making of Aquaplane | 281 |
The Game Concept | 282 |
The Game Artwork | 284 |
The Game Code | 285 |
1. The Visual Structure | 286 |
2. Boat Building | 288 |
3. Revolute Constraint | 290 |
4. Attaching the Rope | 292 |
5. Controlling the Boat | 294 |
6. Releasing Items | 297 |
7. Custom Bounds with Arcade Physics | 301 |
8. Making Waves | 302 |
Extending the Game | 304 |
Further Reading | 305 |
9. The Making of Hot Hoops | 306 |
The Game Concept | 307 |
The Game Artwork | 309 |
The Game Code | 312 |
1. Preparing the Physics Shapes | 313 |
2. Team Building | 316 |
3. Creating the Balls | 319 |
4. White Pixels can’t Jump | 321 |
5. Creating a Physics Sensor | 323 |
6. Ball vs. Sensor | 326 |
7. The P2 Reference Hierarchy | 329 |
8. Moving the Backboard | 330 |
9. Recycling the Balls | 332 |
Extending the Game | 333 |
Further Reading | 334 |
10. Tutorial: Overloading the Preloader | 335 |
Introduction | 336 |
Contents | 337 |
1. The stages of the Loader | 338 |
2. Loader.baseURL | 340 |
3. Loader.path | 341 |
4. Relative vs. Absolute | 343 |
5. Auto URLs | 344 |
6. Image Arrays | 345 |
7. Auto-detect Texture Atlas Format | 346 |
8. Optimizing our Preload code | 347 |
Summary | 349 |
11. Tutorial: Super Fake 3D | 350 |
Introduction | 351 |
Contents | 352 |
1. Prepare your ‘3D’ Image | 353 |
2. 10 Lines of Magic | 354 |
3. Adding a little Depth | 356 |
4. Making it Ghostly | 358 |
5. Zooming Ghostly Blurs | 360 |
6. Try different Images | 362 |
Summary | 363 |
12. Tutorial: Physics Body Direction | 364 |
Introduction | 365 |
Contents | 366 |
1. Creating the Physics Object | 367 |
2. Adding a Direction Line | 368 |
3. Rendering the Line | 369 |
Summary | 371 |
13. Tutorial: Flip Screen Tilemaps | 372 |
Introduction | 373 |
Contents | 374 |
1. Preparing the Tilemap | 375 |
2. Building the Game Objects | 376 |
3. Defining the Scroll Zones | 378 |
4. Walking up Ladders | 381 |
Summary | 384 |
Game Over. You Win | 386 |
Thank you!
Thank you for taking an interest in Interphase. We hope you learn, enjoy and get inspired by what we've put together. All the best with your game development, where-ever it may lead you.
Rich & Ilija
400 pages of detailed articles, tutorials and guides. With full source and graphics.
- 8 complete Games with 'Making Of' Tutorials
- Comprehensive Phaser State Manager Guide
- Flip-screen games, 3D and physics
- Gorgeous original pixel-art through-out
- For Phaser 2 / CE only