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
Buy Now
$5 was $30

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.

offthehook lazerdash

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:

pool

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".

aquaplane

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.

flipscreen

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!

pages

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.

hothoops

10secs

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.

madeby

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
Buy Now
$5 was $30