Ozmodian

Members
  • Content Count

    2
  • Joined

  • Last visited

  1. That is incredibly helpful, thank you so much. I had not seen that custom build section because i though i had read in Richards description of 2016 that he was building that in V3. Should have looked i guess. I will definitely try that and since it should not be too hard to use Pixi, i guess i will try that too. Hopefully won't hurt more than a few wasted hours of my life at the keyboard (not unusual!). Thanks so much for the advice. I really appreciate it.
  2. Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.