Newsletter
Published on 10th June 2024
Welcome to Phaser World Issue 183
Are you a Phaser dev who likes to hang out on Reddit? Then, you may wish to check out /r/phaser. We've recently gained moderation rights to this subreddit and are now posting to it - so it's no longer the wilderness it used to be. Feel free to join us there.
Game of the Week
Eternya Tactics
Granrock's Destiny Awaits: Dive into a Tactical JRPG Filled with Mystery, Strategic Battles, and Heroic Adventures.
Let Him Brew!
Let Him Brew! has very cool concept to craft potions and help out the desperate villagers in the town, looking for help. In the meantime you can discover around 20 potions to help different type of quests.
Charge Guardian
Charge Guardian is a action based survival platformer game. Pixel art is indeed catchy on the eyes, animations and mechanics matches with the art style, our goal is clear. Protecting the ship, gaining more energy to fly away!
Escape From Cygnus X-1
I have crawled out of a hole to bring you a game about a hole (in spacetime).
Phaser Remix Template
Bridging Web Apps and Games: Introducing Phaser and Remix Integration.
CodeVenture: Explore a Coding Adventure with Playful Coding Games
Spark curiosity and ignite coding skills with our fun and educational platform, aligned with international standards.
Spright
An advanced sprite sheet packer and sprite annotator.
We're building a T-rex game with Phaser
YouTube video of a live session.
How to handle a consuming energy bar, or measure the time a player is pressing a button, in your Phaser powered HTML5 games using TypeScript
This post covers in detail the process of handling a consuming energy bar, or measuring the time a player is pressing a button.
Rich:
There is simply no better feeling than seeing Phaser used to create games. I know that sounds strange, but for the past decade, it has been the overriding factor motivating me to continue working on it. The recent GameDev.js jam entries were a great example of this, with some truly superb games created in such short amounts of time.
And then you've games like our headliner this week, Eternya Tactics, which has taken many months of hard work and dedication. And wow, does it show! Even if JRPGs aren't really your sort of thing, there is no escaping the love and attention that has gone into it. I was utterly hooked by the campaign and only wish I had more time to explore it further.
The ability to create cool stuff and share it wherever the web can be found (which is pretty much everywhere these days) underpins Phaser Studio and backs everything we do.
So, if you've released a game that used Phaser, no matter how long ago it was, please feel free to tell us about it! You can ping us on Discord, post it to Reddit or just reply to this email. We promise to feature as many of them as we can.
Francisco: Greetings everyone.
This week, Richard and I have updated the CLI to version 1.2.0, and now you can enjoy new templates (Bun and Redux) as well as install projects in an already pre-created folder.
Also this week I have been investigating the possibility of making the CLI convert templates to a format that Phaser Editor can understand.
Between Richard, Arian, and I, we have been sharing information on how the editor works and how we could adapt these templates, so we might possibly see new templates oriented towards Phaser Editor.
If you have used our templates, you will recognize the following image:
Arian: Greetings friends!
We're almost done with the first version of the particle editor! We have been working on this new tool throughout the week, adding new features and testing those already present.
Phaser Labs has a folder full of examples of particle emitters, and we are implementing each of them in Phaser Editor to test this tool's limits. There are still a few examples left to process, but so far we've successfully seen how Phaser Editor can streamline particle creation.
There is a class of examples that we have not yet wanted to implement, and they are those related to emission zones. These examples require a feature that is not yet present in the editor: geometric objects. Although this is a deficiency that the user can make up for by inserting code into the scenes, we prefer to skip these examples.
A titanic task for me in particular will be to write the documentation for all this new thing we are doing. That should happen next week.
This week I've noticed a lot more activity in the Phaser Editor channel of the Phaser Discord. This pleases me because I like to have a close relationship with the editor's users. So, if you have any questions or concerns, be sure to write to us there.
Can: Hi there fellow Phaser lovers,
This week my duty with Nexus continues. It started with SVG filters, which you can attach different types of filters to any SVG object you created (be it image, text, geometrical shapes). We also had some SVG scaling animation performance attempt for over 100+ objects, as it's hard to optimize for infinite scaling per frame!
Another work is going on with new Input system. I am just scratching the surface - yet you are able to create tap and panning events already on GameElements. Listening events will have a handy feature to avoid some extra if statements! More of it coming by next week with more details!
See you next week everyone, may happy pixels be with you!
Robert: ¡Hace tiempo que no te veo!
Another week, the Examples aka Labs 2.0 has had a lot of its issues ironed out and will support importing from within your example, just like how you would code locally. Assets will need to be loaded from ./assets but otherwise build it like you want! Only needed that initial script tag to get it going. Everything secured on a separate domain just like with the sandbox. CDN in place and all that fun stuff. Feature requests? Let us know. And well here is a screenshot of a multi file example working:
Ben: 2024-06-07
This week I took a break from rendering, to focus on physics. You might have seen hints here and there that we're working on a new physics engine, codenamed Zeus. Well, development on Zeus has been held up recently due to some counterintuitive behaviors. So I was brought in to unstick progress.
The issue turned out to be non-zero centers of mass in physics bodies. For complicated reasons, if the body's center of mass is not aligned with the 0,0 point used to create it, things start to behave weirdly. Boxes roll onto their ends. Bricks fall left but not right. Objects dropped on their top left corner don't tip over. Like I said, things get weird.
The solution was to ensure that the center of mass is always zeroed. We shift the geometry around to zero it, vertex by vertex. But this means it's no longer where the user specified it, so we have to shift the entire body backwards. And now the position of the body doesn't match what the user specified either, so we have to add a further offset so something as simple as X and Y values remain useful and correct. Sounds complicated, but the result is a physics engine which behaves as expected and hides all the complicated stuff inside.
It's definitely going to be fun to play with Zeus!
Next week: Return to the Renderer - Kingdom of the Generic Vertex Buffer!
Phaser Releases
Phaser 3.90.0 Technical Preview 2 released 31st May 2024.
Phaser Editor 2D 4.0.2 released 30th May 2024.
Phaser CE 2.20.0 released 13th December 2022.
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