Arian Fornaris

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Everything posted by Arian Fornaris

  1. 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
  2. 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?
  3. 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
  4. Hi @TonyZPW We just released a preview version with Mac OS support.
  5. 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
  6. @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.
  7. 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.
  8. 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.
  9. 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 });
  10. Are you loading the 'player' asset as spritesheet or image?
  11. There is a sublime text plugin: https://github.com/boniatillo-com/PhaserSublimePackage If you are fine with commercial products you can try Phaser Editor (http://phasereditor.boniatillo.com) it has lot of project templates (between other nice features). You can evaluate it for 15 days. (I am the author of both)
  12. Mmm.. please in main menu click `View > Show Console` and tell me if you see a message like: ``` reloading plugin tern_for_sublime.tern ``` Also please check in menu Tools at the end there is a Tern sub-menu.
  13. Hi, This is something that many of you are requesting for a while: an auto-completion plugin for Sublime Text. Checkout it: https://github.com/boniatillo-com/PhaserSublimePackage It was tested on Sublime Text 2 and 3, I just released it so if you have any issue put a comment here or open an issue in github. This is something nice to do while we wait for the next Phaser release to deliver a Phaser Editor update ;-) Remember Phaser Editor is a very nice complement to Sublime Text. Have fun coding!
  14. Hi, you can check the version of the `phaser.js` provided by Phaser Editor in the Chrome dev console: Or in the editor you can check the Project libraries: To be sure you do not have things in cache you always can disable it in the Networks section of the Chrome DevTools.
  15. Yes :-)
  16. Hi @TonyZPW Few days ago we bought a mac mini to develop the Mac version, but yet we have to wait for someone to bring it to us here in Cuba, it can take a month but who knows, maybe the next release of Phaser Editor will come with the Mac version. Keep in touch.
  17. Hi, I just see this thread now. > Is there a way to import this into a texture atlas generator file? Mmm... I think there is not a way to do it. The atlas generator needs the source images. However please feel free to create an issue in the github page of the editor: https://github.com/boniatillo-com/PhaserEditor/issues Maybe in the future we can implement a texture splitter (importer) or something like that.
  18. Hi, just to point that Phaser Editor is not developed or supported by PhotonStorm, else by an independent team. The Phaser team just sell the editor and publish the major news.
  19. Great it is working! Look that probably you would like to exclude the lib content from the jsconfig.json project. The Phaser completions are computed from the d.ts definitions.
  20. Hi, I did a test some days before and it just worked Just follow these steps: 1- Open a folder in VSCode 2- Create a `jsconfig.json` file at the root of that folder. That file indicates to VSCode that it is a JavaScript project. Just put inside that file this content: { } 3- Create a `defs` folder and copy there the Phaser typescript definitions. I just named it `defs` but you can use your own name. 4- Create a new `game.js` file and write some code there, it should auto-complete the Phaser API. I think VSCode uses the TypeScript tooling also to develop JavaScript, but with a type inference engine called Salsa. If you have any issue tell me.
  21. Hi Rich, The philosophy we follow with Phaser Editor is always to support the latest official release of Phaser. And we mention that if Lazer is going to replace Phaser we are going do the same. The key is the "official" word. If PhotonStorm will officially support both projects, then we are going to support both too, probably as separated products because to keep both in the same application will increase the size of it too much, just look that we bundle all the examples that are an important number of megabytes. Sure it could take some time to adopt the new Phaser v3 or Lazer but we see on it a great opportunity for us, to be one of the first editors to support the new super Phaser3/Lazer from the beginning About the name I don't know yet what to do. I used Phaser Editor to name the current editor but after some time I realized it was not a nice name because people can get confused about if it is a PhotonStorm product or not, so probably I will use other name, like... Lazer IDE? hahaha.. is joke, I was thinking something related to Reflection because the editor has a lot of Phaser reflection (metadata inspection) and it is a word related to the Light too. Thanks for ask!
  22. Hi @rich I think you love Phaser and I honestly don't see a real need to change of name (unless you are worry about that question of the rights of the movie). You can call it Phaser v3 no matter how much internal changes it has or if you are using webpack, ES6 or typescript, or if it supports 3D. What is Phaser? I see the answer is more about what users can do with it and how. Is common to see how technologies change so much but the name remains, just take a look to Windows 3.11 vs Windows 10. I don't code in python too much these days, but years ago Python 3 was a massive change internally and externally: they did not change the name. Actually there is this sequence of C, C++ and C#! Why not a Phaser v3? Phaser v3 is getting a lot of exciting features and the Phaser team is working with pleasure, it is a good sign. There are time to migrate it to ES6 later, I think.
  23. Hi! We just released a new Phaser Editor version (1.3.0) Updated to the latest Eclipse version (Neon.1): Performance improvements and much more. Eclipse Marketplace Client: to install third party plugins, like EGit. We are evaluating the typescript plugins developed by the Eclipse community. Automatic Updates: all components of the editor will be updated automatically, including the latest Phaser official version (no Phaser CE support for now) Improved JS Editor: small changes in the JS type inference engine that results in a much better content assist (yet not *perfect*) Bug fixing, performance improvements and *minor* features in the scene editor, asset pack, local HTTP server, project templates and chains. New learning content: we wrote a tutorial in the GameDevAcademy blog, about how to make a platformer game with the visual scene editor. Read more in the release notes For the next release we plan to focus on: Do a research of the available Typescript plugins and write a tutorial about how to install them. Start with the implementation of the P2 Physics tools for the visual level editor. Support Phaser v3 if it is released in the next 3 months. See you soon! Arian (Scene editor: Added two new parameters to the Animations editor) (Scene editor: recovery from missing assets) (Check for Updates) (Eclipse Marketplace)
  24. A think at certain point of the editor development, probably when the scene editor reaches the stable state (today it is in preview yet) I should write an article like "The Phaser Editor guide for Unity developers"