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  1. https://leanpub.com/html5shootemupinanafternoon Free to read online.
  2. Looking forward to hear what comes from this. One note: I see quite a few people are against subscriptions. That can easily be solved by offering a subscription while also giving everything an individual price. If the balance is correct, this gives you the best of both worlds.
  3. I'd happily pay a monthly fee for an online resource that is updated regularly with in-depth tutorials and courses. The ideal for me would be something like cgcookie.com, but for HTML5 gaming (Phaser, WebGL, pure javascript, art, maybe even other frameworks and so on). Once-off tutorials regularly and massive in-depth courses every once in a while. All for a reasonable monthly subscription. They also cover a wide variety of subjects and skillsets. For plugins, I'm not sure. I'd rather learn how to make them. Also, if you provide plugins for free you will increase the power of Phaser and draw more potential customers to a paid learning resource. That's just my chain of thought, but I'd also support a book or a once-off course to help contribute to Phaser.
  4. There is a second edition of HTML5 Canvas that was released in 2013 - http://shop.oreilly.com/product/0636920026266.do It is also available online for free (by Orielly): http://chimera.labs.oreilly.com/books/1234000001654/index.html Other books with good reviews: http://www.amazon.com/Core-HTML5-Canvas-Animation-Development/dp/0132761610 http://www.amazon.com/Foundation-HTML5-Canvas-Games-Entertainment/dp/1430232919/ http://www.amazon.com/Foundation-HTML5-Animation-JavaScript-Lamberta/dp/1430236655
  5. http://www.emanueleferonato.com/2014/04/04/how-to-create-a-complete-html5-2048-game-with-phaser/
  6. I agree with Rich. Make games and experiment. As your knowledge and experience increases, you will notice nice ways of doing things, and ways you prefer things to be done. And that will guide you to building an engine. If you would like a more technical look at what goes into creating an engine, I'd recommend this book by Pascal Rettig: http://www.amazon.com/Professional-HTML5-Mobile-Game-Development/dp/1118301323 You build a very nice engine, Quintus (http://html5quintus.com/), throughout the book and make loads of games along the way.
  7. http://www.emanueleferonato.com/2014/03/24/quick-html5-physics-test-with-phaser-2-0-and-p2-physics/
  8. Great stuff! That first game is hardcore. Nice and simple, but as has been said, it should maybe start out a little slower. The second game looks amazing. Can easily see this becoming a full game. A few things for the second game: If you play long enough the fog scrolls by completelyIt is difficult to see when the enemy attacksAttacks should also have knock backLastly, and this might just be me, but I think being able to jump over the guy would add some more strategyAnyways, good work. Enjoyed playing the games. Looking forward to more tutorials and games.
  9. I know what I'm doing this weekend.. Great work Rich!
  10. What will the reference manual consist of? For instance, will it contain code examples/snippets and use cases? Currently I've voted for option 2 since I understand things better by seeing them in use, but if there are loads of examples in the reference manual, then I'll easily switch to option 1.
  11. Played around with the new labs demo for way longer than I should have. Just tried the contact2 example again and it still looks like collision callbacks are called twice? Or is it just me? Also, can you please point me in the right direction for the following: How do I do a callback when a collision ends? Is it possible to have 2 bodies collide, but only 1 body is effected by the collision? Example: Swinging ball on chain hits a player, player is bumped away, ball continues swinging as normal. Or a moving platform/elevator that hit a player? How would I do overlaps with a callback? "One sided" platforms. Example: Player you can jump from bottom and not collide, but can walk on this platform. Thanks!
  12. Nice update! Noticed some strange behavior with the collision groups. This can all be seen in the contact2 wip example. With both the build from the build folder or from latest commit: The gotBox function gets called twice for each collision When built after latest commit: Collision groups break(run contact2 to see the weird behavior) when game.physics.setBoundsToWorld or game.world.setBounds is used If you are aware of these, just ignore this post.
  13. Ok, that makes sense. Thx for the reply. Looking forward to the Collision Groups.
  14. Loving the latest commit! I'm trying to wrap my head around the materials at the moment and have some questions: Can you use a collision between objects with certain materials to trigger a function? How would you do that?Is there a way to let 2 sprites overlap and then give friction based on their materials?Another question: How would I go about currently adding gravity to individual game objects? Example: A few small planets that has their own gravity in a platformer. Thx Rich! Really appreciate all the work you put in. Every night I get home it's like opening a Christmas present when I check your progress.