Arian Fornaris

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Everything posted by Arian Fornaris

  1. Change Workspace path

    Hi @defiraid You can change those settings here, in the Windows > Preferences > General > Startup and Shutdown > Workspaces: (When you have issues similar to this one, you can google for example "select different workspace on Eclipse". Phaser Editor is based on Eclipse so there is a huge community supporting it. Also, you can search in the Phaser Editor offline docs (Help > Help Contents).) Tell me if it worked now, Regards Arian
  2. Phaser Editor v1.4.3 released

    Phaser Editor v1.4.3 released Hello, A new version of Phaser Editor is available. In this delivery we include: New Text object. Different type of prefabs: Sprite, TileSprite, Button, Text. Improved preview of Atlas (tile, list and texture view modes), Image, and Spritesheet. Brush-like selection of sprite-sheet frames. Local website with examples and code. Internal web browser for a quick game run (experimental). Better HiDPI icons support. Read the release notes. Best Regards Arian
  3. Gameobjects with predefined Behaviors

    Hi, You can create something similar to prefabs in Phaser: custom sprites: It is just about to extends the Phaser.Sprite class and implement the "update" method.
  4. Are you using JavaScript ES 6?

    Hi, In Phaser Editor we are about to replace the current JavaScript intelli-sense engine by the one used by VSCode (Salsa). Salsa works well for JavaScript ES6 but for ES3 it lacks important features like type inference of prototype inheritance. But, is not the time to forget ES3 and start coding in ES6? If you want to target older browsers you can compile the ES6 code into ES3 just before to publish the game (as probably you are doing now to create the .min files), but in the meantime, you can code and test in ES6. ES6 is very nice for Phaser games development, especially when you want to create custom objects, like sprites, just compare these codes: ES6: class MySprite extends Phaser.Sprite { constructor(game) { super(game, "dude"); } update() { // custom behavior } } ES3: MySprite = function (game) {, game, "dude"); } MySprite.prototype = Object.create(Phaser.Sprite.prototype); MySprite.prototype.constructor = MySprite; MySprite.prototyte.update = function () { // custom behavior } The ES6 code is way more clear and simple. Actually, the ES3 way is so confusing that probably I wrote it wrong ;-)
  5. Are you using JavaScript ES 6?

    Yes, we are going to include TypeScript too, for those who prefer static type checking.
  6. How current is Interphase 1?

    Interphase 1 is an exciting read. It is not only about to learn the Phaser API else Phaser concepts that I think many of them are valid for Phaser 3 or any other 2D game engine. The book is well writing and have beautiful art assets (the artist do some comments about how he did them). I have it in my phone and I read it from time to time, and every time I get inspired and get more game dev culture
  7. Hi @Julz57 Ok. No, the "_" is only needed by the IDE in the inside, in its own definitions, you don't need to use it, you will code only Phaser code. For that reason I recommend you to try it, could be many other "issues" related to preferences and work style, tools imposes a workflow and developers have their preferences. Yes, you can download, unpack it and run it. In case of linux before you have to execute the script, just look that part of the doc: Executables of windows and linux are very different. Yes for that reason I recommend you just try both things, just take the time to play with the tools you have at hand, do a simple stuff, it will tell you what's the best for you, more than any doc
  8. Hi @Julz57 Please feel free to open an issue here ( if you find any problem or have suggestion regarging the Phaser Editor auto completion. I don't think it is going to break your system :), anyway a good reading is good and Phaser can be developed with a notepad. I thought you just tested the editor since you found the autocompletion is not working
  9. Hi @Julz57 Phaser Editor author here! Each time Phaser is updated we deliver a new version of the editor, to keep it in synchronization. That release could take a week more or less. The update is automatically. When Phaser 3 gets stable we are going to support it. Yes, it is an IDE. Actually, it is a set of plugins on a rebranded Eclipse IDE. It runs on Windows, Linux and MacOS. The games created with the editor run on the browser, but the editor itself is a regular desktop application. It does not require any installation, just unzip the downloaded file and execute the PhaserEditor.exe file. When you get into the editor you can start with many of the project templates based on the official Phaser examples. It is a nice resource to learn Phaser, because you can modify the examples and run them again. When you feel ready to start making your game you can create a regular project and the editor will do some basic setup for you so it helps too, to get everything working right away. In addition to the project wizards, the editor provides: A Phaser documentation search tool (Chains) that is special for newbies. A local http server, so you can run the games with a click. A texture packer. An assets manager. An assets navigator and previewer. A smart JavaScript/TypeScript editor. And what is the killer feature: a visual scene maker that you can use to create your levels by dragging objects and making prefabs. Actually, the scenes are compiled into plain Phaser code so you can learn from it or use it with other tools. Phaser Editor can be used as complement to other text editors like those recommended by @mattstyles Sure, Phaser is so friendly that you can create beautiful games by just typing in a notepad! However if you try the editor and you like it, please contact with us (, we have special promos for people who "build games for a not for profit professional body which has a specific trust for helping disadvantaged children" ;-) Here the documentation of the editor: Regards Arian
  10. Making Audio Sprites

    Hi, You can try with the Phaser Editor (visual, commercial): Or this tool from Tonistiigi (command line, free):
  11. Phaser: how to create scene for pazzle game

    > Thanks Arian, today I will give another try. I hope trial did not expired yet Good. Each time we release a new version you have other period of trial. > how should I start post with your name (it's called "mention" I Yes, to mention someone you have to type "@" followed by the user name.
  12. What is the best way to organize work with designer?

    Hi @ptol If you are talking about graphic designers then you don't need any special tool, you can start making the game with demo images and then replace them with the final images, keeping the same names. Even in Phaser the assets are identified with a key so you can always change the name of the image but keep the same key. Now if you are talking about a designer that is going to work on compose the levels the Phaser Editor is a good choice. You can create prefabs of the elements of your game and let the designer to create the levels.
  13. Phaser: how to create scene for pazzle game

    @Yehuda Katz The best place is the Phaser Editor documentation: There is also a tutorial on zenva academy bolg (it is a bit outdated as I explained before but I think it is a good tutorial yet): We are writing a tutorial with the last features, it is not ready yet. The other I recommend to you to learn the Phaser Editor features is to create a Phaser Example Project and select the templates provided by Phaser Editor: "Friend of Cuco" and "Grotto Scape". In addition you can ask here in the forum and let me know with a mention.
  14. Phaser: how to create scene for pazzle game

    Hi @Yehuda Katz That's great you tried Phaser Editor We do not provide support for grunt but probably it is something you can do externally. JavaScript 6 is not supported, just JavaScript 5 and TypeScript generators are support, but we have in the top of the TODO list JavaScript 6 code generators so keep in touch. Actually we think for development JS6 is lot better and for production it can be compiled with babylonjs or something like that. So keep in touch because JS 6 is coming soon. Thanks for the feedback!
  15. Phaser: how to create scene for pazzle game

    Hello @Yehuda Katz As you say, many developers create their own tools to make their games, specially when you have a long line of similar games or big games with similar levels. Tiled is the more popular choice to create maps (actually we have in plan to support their formats in the scene maker of Phaser Editor), but you have to see if maps are the right choice for your puzzle games. With Phaser Editor you can create scenes too, it does not use maps, else simple sprites and groups, just like if you make it by hand. There is a tutorial in Zenva academy blog about to create scenes with Phaser Editor, however it is a bit outdated because in the last version Phaser Editor splitted the scenes into sprite prefabs, group prefabs and states. We are writing a tutorial about it, in the meantime you can read the docs. Thanks for share your thoughts, I was in summer vacations and I just found this post. Next time I recommend to you to post on the Phaser forum. ( (by the way I am the author of Phaser Editor )
  16. Phaser Editor

    Hi @bondreal It looks like Phaser Editor is not finding the external browser. Please open Windows > Preferences > General > Web Browser and tell me the browsers are listed there. You should be able to select Chrome, Firefox (I don't know Edge, I should check). Also you can try setting chrome or firefox the default browser on your Windows control panel. By the way, if you create an issue on our github project you will get a fast response, this is the forum of MightyEditor, not Phaser Editor
  17. The problem of the sprite key

    Hi, Often I come with the "problem" that I start a game using separated images and later I pack them in a texture atlas. I say a problem because when you create the sprites from separated image files yo do something like this: // load the single image filesgame.load.image("bird", "assets/bird.png");game.load.image("dog", "assets/dog.png");...// create the sprites using the images keysgame.add.sprite(10, 10, "bird");game.add.sprite(20, 20, "dog");Ok, but when I decide to migrate the game to use texture atlas I come with the problem that my "create" code gets broken, why? because I should use add an extra (frame) parameter: // load the texture atlasgame.load.atlas("atlas1", "assets/atlas1.png", "assets/atlas1.json");...// create the sprites using the atlas key and the frame namegame.add.sprite(10, 10, "atlas1", "bird");game.add.sprite(20, 20, "atlas1", "dog");As you can see, I had to change all places where I create the sprites and that's a bit tedious and even error prone. Do you know if there is any way in Phaser to avoid this? A solution I see is to introduce a concept like a "key namespace", something like:// in case of images the last parameter is the namespace (default can be "global")game.load.image("bird", "assets/bird.png", "animals");game.load.image("dog", "assets/dog.png", "animals");// to create an sprite with the birdgame.add.sprite(10, 10, "animals.bird");// in case of texture atlas all frame names are registered under the "animals" namespacegame.load.atlas("atlas1", "assets/atlas1.png", "assets/atlas1.json", "animals");// so to create an sprite with the bird is the same as in images:game.add.sprite(10, 10, "animals.bird"); Or maybe just we can introduce a new "globalKeys" parameter to load the atlas: var globalKeys = true;game.load.atlas("atlas1", "assets/atlas1.png", "assets/atlas1.json", globalKeys);...// somewhere in Phaser.Loader is registered that "bird" is linked to the "atlas1" frame "bird"game.add.sprite(10, 10, "bird");Am I missing something?
  18. TypeScript support arrived to Phaser Editor

    Hi, We just published an article about how to install TypeScript IDE inside Phaser Editor. This allow you to create Phaser projects with TypeScript support and edit/compile the TypeScript files. Read the article here
  19. When Phaser Editor has mac version

    Hi @TonyZPW We just released a preview version with Mac OS support.
  20. Hi, we are happy to announce a new (preview) release of Phaser Editor! There are a lot this time: The so waited MacOS support! Visual prefabs (sprites and groups). Visual editor support for states and preloader states. Some TypeScript support. Assets refactorings (great for larger projects) New Project wizards with more options (like include demo assets or use TypeScript). Updated Phaser Editor demos with prefabs and multi-levels. Git UI integration. And lot of fixes and enhancements. Many of them requested by Phaser Editor users (that's great, so many thanks!) Read the release notes. Arian
  21. Phaser IDE/ Aptana

    @spinnerbox it could be good idea to integrate TM Terminal on Phaser Editor too, I will add it to the TODO list. Thanks for your share.
  22. Phaser IDE/ Aptana

    Hi @MikeW, we develop another Eclipse based IDE (Phaser Editor) and it will be great if you share what's the features you love in Aptana and Eclipse.
  23. The Phaser 3 Wishlist Thread :)

    I think the wiki is something that can be maintained by the community, and we let the phaser devs to concentrate on phaser development. Fortunately there are a lot of tutorials that help to start and the phaser devs are very reachable on the social channels. What I miss is the Interphase magazine, I think an Interphase issue to welcome Phaser v3 when it is ready will be great.
  24. What should physicsConfig object contain?

    I had the same question... I found in the Phaser code that you can use it in this way: var game = new Phaser.Game(..., { arcade : true });
  25. Are you loading the 'player' asset as spritesheet or image?