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Phaser World Issue 42

Newsletter

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Published on 5th August 2016

This newsletter was published over 9 years ago. Information or links within it may be outdated or no longer work.

issue-42-header

editorial

Welcome to Issue 42 of Phaser World

And we're in August already. This year really does seem to be flying past! You lot don't appear to be letting-up though, as there are some excellent new games and tutorials as usual.

There will be no newsletter next Friday, because I'll be on a very well earned holiday. It's also my birthday, and I intend to spend it with the kids on the beach, and far away from a keyboard :)

If you've got vacation coming up I hope you enjoy it. As it's always good to recharge the batteries. The newsletter will be back Friday August 19th.

Until the next issue, keep on coding. Drop me a line if you've got any news you'd like featured (you can just reply to this email) or grab me on the Phaser Slack channel.

Games made with Phaser

dont-get-too-drunk

Don't Get Too Drunk

Game of the Week

You're a musician who is about to play a house party, and wants the biggest crowd for the show.

blackjack-stack-master

Blackjack Stack Master

Staff Pick

A fun variation on blackjack, where you can play more than one stack at once.

adventure-runners

Adventure Runners

Draw the path for your player on-screen, and guide them across this endless runner.

trump-jump

Trump Jump

Make Games Great Again!

crackball

Crackball (NSFW)

Prove that you have a balls of steal in the real man's game!

Phaser Tutorials

hero-slide-tutorial

Hero Slide Tutorial

The first part of a new tutorial series on re-creating the game Hero Slide.

phaser-editor-overview

Phaser Editor Overview

Emanuele Feronato takes a look at the new Phaser Editor.

super-storage-plugin

Super Storage Plugin

A cross platform storage plugin for Phaser.

gamepad-video

Gamepad Video

A video about adding Gamepad support to your Phaser games.

js-kongress-munich

JS Kongress Munich

Making games with JavaScript and Phaser talk at JS Kongress Munich.

multitexturing-support-added

Multi-Texturing Support Added

The benefits of texture atlases, and how multi-texture support will help all our games.

Development Progress

mario-beach-party

There is no new Development Progress report this week, because both myself and Felipe are taking a well earned rest. Below is the report from last week included again, because it's really important in case you missed it. If you've read it already, sorry about that; here's a Dilbert cartoon on Agile Programming for you :)

The Previous Update

Easily the biggest thing to happen to Phaser this week (or indeed, ever) is that we've landed multi-texturing support into the dev branch.

I wrote a detailed article about what multi-texturing is, how it will benefit your games, and how to implement it. So I'd absolutely recommend you read it, and test out the dev build if you can. This feature will land in Phaser 2.7.0 final, along with WebGL tilemaps.

Compressed Texture Support

We've been hard at work implementing support for compressed textures. The first iteration of this has landed in the texture-compression-webgl branch on GitHub. This will allow you to use PVRTC, DDS, ETC1 and S3TC texture formats.

Using compressed textures allows the GPU to decode, and access, the texture data much faster than traditional image compression schemes such as JPEG. iOS devices in particular benefit greatly from using PowerVR Texture Compression (PVRTC). The resulting textures take up less memory than their traditional counterparts, and when it comes to iOS, every bit of memory helps!

It's also possible to achieve better compression rates in some cases. Lots of popular tools support export compressed textures, including the invaluable Texture Packer.

The Phaser Loader will be adapted to support multiple formats. For example you'll be able to load an image, or an atlas, and provide an object of texture formats. The first one Phaser comes across that the GPU supports will be the one loaded, falling back to good-old PNG / JPG if needed. Internally it will then parse the compressed texture, extract the data needed from it, and set it up so that WebGL can use it. All you will need to worry about is providing the files and slightly tweaking your loader calls, everything else happens behind the scenes.

This, along with multi-texturing, and WebGL tilemaps, are fundamental features in my mind, and I'm really excited to see them in Phaser. We've a few more core updates coming, which I'll talk more about next issue. Until then, keep your eye on the dev branch, because things are getting hot around here!

Geeky Links

spacebumps400

An hour-long video from Siggraph 2016 showing what's coming in WebGL 2 and glTF.

Nintendo release their summer 2016 wallpapers :)

Space Bumps is a versatile in-browser audio and video synthesiser which can be used to create experimental soundscapes and ambient landscapes.

Phaser Releases

The current version of Phaser is 2.6.1 released on July 11th 2016.

Phaser 2.7.0 is in development in the GitHub dev branch.

Please help support Phaser development

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