PhaserEditor2D

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PhaserEditor2D last won the day on September 5 2015

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About PhaserEditor2D

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  • Birthday 03/02/1982

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    https://phasereditor2d.com
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  1. Uncaught ReferenceError: exports is not defined

    Hi @hektor74 I just saw this comment yesterday while googling for the same problem. Please look this issue in the Phaser Editor repo: https://github.com/PhaserEditor2D/PhaserEditor/issues/67#issuecomment-357732936 Next time you can add issues there or mention @PhaserEditor2D here to get a notification. Regards Arian
  2. Phaser Editor adding a sprite

    Hi, I think the problem you have is that you should load the MyScript.js file into the game. You can do it with a script tag in the index.html file (as you do in any website), or by adding a script asset to the assets-pack.json file. Tell me if it works for you.
  3. Phaser editor doesn't update level

    We are following this issue here: https://github.com/PhaserEditor2D/PhaserEditor/issues/66
  4. Phaser Editor Development Roadmap for 2018

    Hi, 2017 is ending and we want to share with you the plan we have for 2018. Phaser v3 Yes, to support Phaser v3 is the main target of 2018. What we are going to do is to keep supporting both Phaser v2 (with the Phaser Editor v1 series) and Phaser v3 (with a new Phaser Editor v2 series). This means that we are going to develop two different products in parallel, Phaser Editor v1, and Phaser Editor v2. In terms of licenses, it keeps the same, you will be able to unlock any version of the editor with the same license key. Phaser Editor v1 Right now, Phaser v2 is the recommended version of Phaser to create serious projects, for that reason, we are going to keep updating Phaser Editor v1. However, no new features will be added, with the exception of Tilemap and BitmapFont support for the scene editor. As soon as Phaser v3 gets stable and production ready we are going to stop the Phaser Editor v1 updates. Phaser Editor v2 The Phaser Editor v2 series will be the first version to support Phaser v3. The fact that Phaser v3 breaks with many of the Phaser v2 API and tooling, allow us to do deeper/breaking changes in many aspects of the editor too. These are some of the changes we have in mind: New JavaScript tooling based on the Language Server Protocol and the TypeScript Server. We are evaluating two Eclipse implementations: TypeScript IDE and BlueSky. A new windows layout more friendly to scene creators. A more friendly assets manager and navigator. New asset formats and editors to help professional teams to split the workflow and share the resources across different projects. We are looking forward to creating the basis for a future asset store. A scene editor based on WebKit, to build scenes based on Phaser. The current scene editor is based on JavaFX, that is a powerful and stable toolkit, but a Phaser based implementation is going to allow any kind of objects (like emitters or lights) that are Phaser dependent and hard to simulate with JavaFX or any other external technology. Just look the current Text implementation, it renders too different in JavaFX and Browser. At the same time, we look forward to creating a simple extension system, to allow users to create custom properties and operations, in JavaScript. The drawback with the Phaser based solution is the stability of the Phaser implementation, for that reason, this is going to be a change we will do at the end of 2018. We are thinking on create a Phaser Editor Designer Edition. Basically the same Phaser Editor, but only with the tooling to manage the assets and create the scenes. This could work for team members that are not coders, or coders that are coding with other editors. We believe that Eclipse is a powerful platform to create video-games tools. If there is something is disturbing in Phaser Editor, it is because of our implementation, but Eclipse has all the potential. We should work more on this, on the improvement of the current elements, and catch the spirit of game creation. Going in this direction, at the same time of improving the current tooling, we have some "crazy" ideas, related to a Phaser Editor Server. We are cooking the idea of connecting the core of Phaser Editor with dedicated web applications. Just imagine that in your team, the level makers can connect to a shared Phaser Editor workspace (in your network, we are not thinking on build our own cloud) by just opening its web browser, and start creating there, with a free-distraction application just made for them. That's the concept, lightweight client applications dedicated to specific tasks or roles (packing, coding, leveling, gaming), as a complement (and connected) to the traditional huge IDE. This is not going to happen soon, but we keep that in mind. The online Phaser Chains, our first tool related to Phaser, will be updated to support Phaser v3, but we are going to develop it again from scratch, with some nice ideas that we are going to implement after the docs tooling of Phaser v3 is complete. Learning resources Right now the main resource to learn Phaser Editor is the documentation. There are some tutorials from the community and from us, but yet it needs much more. To write detailed tutorials is really time-consuming, so we have to look for alternatives. Something we can do is to create more demos, a demo together with a small article pointing the key aspects of the demo. Eclipse community One of the nicest surprises of 2017 was the contact we had with the Eclipse community. An article about Phaser Editor was included in the Eclipse Newsletter of November and users from this community sent us congratulations and shown interest in the editor. We want to keep this contact. As we mentioned before, we are going to include the new Language Server Protocol, a field where Eclipse is putting energy, but also we want to collaborate more with it, especially with TypeScript IDE and BlueSky. At the same time, we have the plan to create mini tutorials about the Eclipse Workbench, that is a powerful tool full of tricks and utilities, that are present in Phaser Editor but probably many of the non-Eclipse users just don't know. Rebranding As you can note, we are redirecting all the traffic to our new address https://PhaserEditor2D.com. We created Boniatillo.com (boniatillo is a funny/easy-to-remember nickname that makes reference to a Cuban popular food) as a personal place to host any kind of idea or project, but Phaser Editor is demanding its own space! Together with the new website name, we changed the other related accounts (is better now than later!): GitHub https://github.com/PhaserEditor2D/PhaserEditor (we renamed the user boniatillo-com to PhaserEditor2D) Twitter https://twitter.com/PhaserEditor2D (@boniatillo_com was renamed to @PhaserEditor2D, so followers, messages, and tweets remain, however, we renamed an old personal account to @boniatillo_com to catch the users coming from older links). Facebook https://facebook.com/PhaserEditor2D (this change is not ready yet, Facebook takes its time to do Page renames). Online Phaser Chains https://Chains.PhaserEditor2D.com Support email developers@phasereditor2d.com (the old developers@boniatillo.comremains available) Note we added the 2D word to the website and accounts. We like it, it adds a sense of visuality and gaming, so we will use the names Phaser Editor or Phaser Editor 2D without distinction, both talks about the same product. Please, if you have links to our website or accounts, update them! Best regards, Arian
  5. Preloading audio from JSON

    Hi, @Fenopiù Sorry I was out of the city and just see the comment now. I tried with the json generated by Phaser Editor and it just works. { "section": [{ "type": "audio", "key": "bass", "urls": ["assets/audio/tech/bass.mp3"], "autoDecode": true }], "meta": { "generated": "1513193699726", "app": "Phaser Editor", "url": "http://phasereditor.boniatillo.com", "version": "1.0", "copyright": "Arian Fornaris (c) 2015,2016" } } To load the pack: game.load.pack("section", "assets/pack.json"); I have no idea of what's happening to you. Maybe you should look into the Dev Tools in the Networks tab, disable cache and reload, look if the Audio/audio1.wav is requested by the browser. Tell me if you find something, I can send you a small example.
  6. Multiple upload recursively

    With Phaser Editor you can create an asset-pack.json file very easy, with a dedicated UI for it, and you can use a copy of the assets+pack in different projects. Actually, you can create different pack files to share common assets in different projects, and create additional packs for the particularities of each game. You can try the evaluation copy and check if it is what you need. Just to mention that you can use Phaser Editor for assets management (and if you like, visual scenes creation too) but keep coding in the editor of your choice. Take a look at the related Phaser Editor doc: http://phasereditor.boniatillo.com/docs/assets_manager.html We updated this tutorial too, with a step by step guide and source code: https://gamedevacademy.org/make-a-mario-style-platformer-with-the-phaser-editor/ By the way, if you are using common assets in different projects, probably it is convenient for you to create prefabs (assets+behaviors) commons to different projects, you can do it with Phaser Editor too, just try the Phaser Example Project wizard, and select any of the examples shown in the Phaser Editor category: http://phasereditor.boniatillo.com/docs/first_steps.html#phaser-example-project-wizard Regards Arian
  7. 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
  8. 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
  9. Gameobjects with predefined Behaviors

    Hi, You can create something similar to prefabs in Phaser: custom sprites: https://phaser.io/examples/v2/sprites/extending-sprite-demo-1 It is just about to extends the Phaser.Sprite class and implement the "update" method.
  10. Are you using JavaScript ES 6?

    Yes, we are going to include TypeScript too, for those who prefer static type checking.
  11. 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) { Phaser.Sprite.call(this, 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 ;-)
  12. 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
  13. 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 SetPermissions.sh script, just look that part of the doc: http://phasereditor.boniatillo.com/docs/first_steps.html#notes-for-linux-users 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
  14. Hi @Julz57 Please feel free to open an issue here (https://github.com/boniatillo-com/PhaserEditor/issues) 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
  15. 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 (developers@boniatillo.com), 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: http://phasereditor.boniatillo.com/docs/first_steps.html Regards Arian