Newsletter
Published on 5th August 2024
Welcome to Phaser World Issue 191
As the Paris 2024 Olympics are well underway, it's great to see Google use Phaser to add a splash of arcade elements to their huge Paris 2024 Google Doodle. Plus read the fascinating PuckIt post-mortem and of course catch-up with what's happening here in the studio.
Game of the Week
Google bring the Summer Olympics to your browser
Check out Google's new Where's Waldo-like experience that features hidden Phaser games.
Puckit! Post Mortem
Read about the development process behind Gamedev.js game jam's most popular Phaser game.
Summoner: The Bescarfed
Summon monsters and traps to fight the monsters raging down the Blackfire Steelmountain of Shadowdarkness!
Zombie Crush
Tap and crush as many Zombies as you can!
Newsletter Mini Survey:
Is it an essential part of your business that you release your HTML5 game on Steam?
Phaser 3: Build a Coin Plinko Game from Scratch with Matter Physics
Players aim to win prizes by dropping coins down a pegged board into differently valued slots. Combining luck and strategy, they decide where to drop the coins for the best chance of winning big.
Phaser 3 Tutorial: How to create a minimap feature using a Phaser 3 Camera
To build this example, we add a second camera to our Phaser Scene, use the built in methods for showing and hiding objects in each camera, and control size and rendered area of each camera.
Build an Asteroids Game with Phaser and JavaScript
you'll learn how to make a simple Asteroids game from scratch, using Vite, Phaser and JavaScript.
phaser-plugin-debug-game-scale
Shows Phaser 3 Scale Manager state.
LiveCodes now has a starter template for Phaser
LiveCodes is a feature-rich, open-source, client-side, code playground that supports 90+ languages and frameworks.
Check out our brand-new First Steps with Phaser Editor Tutorial. In this beginner tutorial, you'll go through:
- Understanding what Phaser Editor is
- Setting up a project
- Adding assets
- Using built-in shapes
- Manipulating game objects to introduce variety
- Add tweens via code
The second part of this tutorial has been completed and will be released this week.
Francisco: ¡Hola a todos!
This week, Richard asked me to investigate how to use Rapier with Phaser. To achieve this, I first studied how Rapier works and followed its getting started guide.
When I finished the getting started guide, I decided to try some things out, so I made a Phaser object fall from the sky, just gravity, nothing else with code without many revisions, and everything worked smoothly. However, I couldn't get an object to collide, like a floor, for example.
After many attempts, I concluded that I needed a system to see how the collisions were made. So, after researching a bit more, I discovered how to visualize the collisions and programmed a small function to render the collisions.
Once the debug system was created, it was time to come up with a way to make Phaser game objects have Rapier physics in a simple way. I came up with a function that accesses the game objects and applies the collision shape and some body to them.
If you want to see how to see how to use this function, I'll leave you some code on how you can start Rapier and how to use this function whit Phaser:
Here's an example of Rapier working with Phaser:
Arian: Hello friends!
We are now in the final stretch of a new Phaser Editor release! In the week that is ending, we completed the programming and documentation of the new Video scene object. In addition to supporting the Video object, we added a new UI to play video or audio files. You can now select a file or an asset anywhere in the editor UI and the Inspector view will show you a player. This way you don't have to switch windows to view your media files.
We have also been working on fixing some of the bugs you reported. We added a new window to display the EULA (which you must now confirm), and we are collecting some information about how you use the editor, to get a clearer idea of what we need to improve in the editor.
We will have a new release soon. Visit us on the #phaser-editor channel to get the latest news.
Greetings!
Ben: 2024-08-02
Nothing to see here, folks. Definitely no top-secret projects redefining the capabilities of the web or anything. If I had been working on them, I'd be showing you pictures of procedurally generated landscapes, built from millions of triangles, rendering at 60 frames per second. I'd be talking about how sometimes it's fun to do some sprite art and think about nature. I'd mention that there are actually a thousand screens worth of landscape, all part of a single game object. And I'd tell you that it's all being calculated in a single frame because GPUs are amazing and it's about time we took advantage of that power. Of course, this is overkill. You don't need to render that much stuff to get a single screen looking good. But if you're doing a lot of work, it might just be worth sending more of it to the GPU and freeing up the CPU for extra tasks.
So instead, let's talk about Aseprite for no apparent reason. It's a tool for making sprite art. You can make sprite art in lots of ways, but Aseprite is pleasantly chunky and precise in ways that match the pixels you're pushing around. Phaser can even import animations from Aseprite. If you're like me, and enjoy the precision and limitations of sprite art, you'll probably find it useful for making games.
Shhh. You saw nothing.
Phaser Releases
Phaser 3.85.0 Beta 2 released 23rd July 2024.
Phaser Editor 4.1 released 12th July 2024.
Phaser CE 2.20.0 released 13th December 2022.
Have some news you'd like published? Email support@phaser.io or tweet us.
Missed an issue? Check out the Back Issues page.
©2024 Phaser Studio Inc | 548 Market St PMB 90114, San Francisco CA 94104