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Phaser World Issue 43

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Published on 19th August 2016

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 Information or links within it may be outdated or no longer work.

issue-43-header

editorial

Welcome to Issue 43 of Phaser World

After a week off - we're back! There are two new product launches this week: The Advanced Phaser Course, and Phaser Editor. A bunch of new games, including a remake of the classic Launchball, and plenty of news and tutorials.

Development this week has been mostly catching-up with things that arose over my week off. In the Progress section you'll find a Phaser roadmap for the coming couple of months.

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.

advanced-phaser-course

Advanced Phaser Course

Become a black belt Phaser developer. Huge savings this week only.

phaser-editor

Phaser Editor

A multi-platform IDE to create Phaser games. Packed full of essential game making tools.

  • A visual game level builder

  • Smart Phaser Code Completion

  • Documentation Search Tool

  • Huge range of Project Templates

  • Asset Pack Manager

  • Sprite Sheet Editor + Preview

  • Audio Sprite Builder

  • Constantly updated!

Games made with Phaser

launchball

Launchball 2016

Game of the Week

The classic Science Museum Flash game gets a new lease of life.

perfect-block

Perfect Block

Drop the different textured blocks into the platforms.

linuxer

Linuxer

A game about using linux commands to discover, protect and install software packages in a virtual machine.

trump-the-mexican-wall

Trump the Mexican Wall

Dodge Hillary's ray guns and Bernie's bombs.

finances-101

Finances 101

A financial planning educational game.

Phaser News & Tutorials

slickui

SlickUI

A lightweight Phaser UI Plugin.

hero-slide-tutorial-part2

Hero Slide Tutorial Part 2

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

machine-learning-tutorial

Machine Learning Tutorial

Using Artificial Neural Networks in Phaser games.

student-success

Student Success

Mike Dwyer’s First Game and New Projects.

asset-pack-generator

Asset Pack Generator

A Grunt task that creates Phaser asset packs automatically.

paris-web-2016

Paris Web 2016

A 3 hour workshop on creating games in Phaser.

Development Progress

invader-pixelrat

After a highly enjoyable week away from the computer,there was easily two weeks worth of things that needed doing on my return!

First of all I set about going through the new Phaser GitHub issues and Pull Requests. There weren't too many new ones thankfully, so I mostly spent this week doing house-keeping tasks: knocking off a few new bugs that had been reported, and planning out the roadmap for Phaser over the next few months.

Phaser 2.6.2

Next week I shall release Phaser 2.6.2. This will be a point release, as indicated by the version number. Essentially what I'm going to do is bundle together all of the bug fixes that are currently fixed in the Phaser dev branch, and then push them out as 2.6.2. This will include a few small new features, but nothing major. The idea being that we keep on-top of our approximately once-a-month release schedule. This is especially important given a few of the fixes in this build, such as the Audio Context and Graphics update ones (see the Change Log for the full list as usual)

Phaser 3.0.0

As soon as Phaser 2.6.2 is released I'll move on to Phaser 3.

Wait, what? Phaser 3? The reason for the jump is because I'm now following semver much more carefully. So all of the large internal Phaser renderer changes: multi-texture support, compressed texture support and WebGL Tilemap support, need to be released in a version larger than just a point release, and 3.0 is going to be it.

There's quite a lot more testing that needs to happen with the above features, hence the delineation between Phaser 2.x and 3.x. If you've been following our progress over the past few months, you'll know that all of these major features are now ready. So I'm hopeful that the release gap between 2.6.2 and 3.0.0 will be quite short (i.e. under a month).

Features Roadmap

A few months ago I drafted the following top-level features list for Phaser. As you can see we are quite a way through it already. As Phaser 3.x development continues, we'll knock-off more of these features, before settling down, calling it a day, and returning to work on Lazer.

  • Weapon Plugin (completed)

  • Advanced Group / Sprite Alignment (completed)

  • Expand Input Manager process (completed)

  • Path Plugin (90% completed)

  • WebGL Tilemaps (v3.0.0)

  • Multi Texture support (v3.0.0)

  • Compressed Texture support (v3.0.0)

  • Revised Main Loop (v3.0.0)

  • Improved Texture Atlas support: rotated frames (v3.1.0)

  • Multi-Atlas support (v3.1.0)

  • Bitmap Fonts, Sprite Sheets, Tilesets able to be stored in Texture Atlas (v3.1.0)

  • Updated Animation system (v3.2.0)

I'd hope that by the end of September you'll see all of the above done. I don't guarantee that of course, and we'll still stay on-top of bug reports, but given our track record so far I feel it's more than achievable.

Geeky Links

vlambeer-book

A beautiful new book on the horizon: 120 Years of Vlambeer and Friends

What happens if you cover a GoPro in nuts, and let a squirrel take it for a run? :)

Microsoft have a challenge on: What kind of a web site could you create in just 10Kb?

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

Have some news you'd like published? Email [email protected] or tweet us.

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