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PhaserEditor2D last won the day on April 6

PhaserEditor2D had the most liked content!

About PhaserEditor2D

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  • Birthday 03/02/1982

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  1. PhaserEditor2D

    Tools compatible with Phaser

    @Kimeiga It does not work with Phaser 3. We are working on it, but it needs time. Phaser 3 is very fresh and a lot of things changed.
  2. PhaserEditor2D

    Phaser Editor

    Hi, A Phaser Editor project contains all the "website" content inside the WebContent folder. If you look inside it, it is a common website. I think the real question here is how to import a Phaser game into your website. To do this, you only need say Phaser the name of the DIV where to render the game. For example, place a "my-game" div somewhere in your site, and the create the phaser instance like this: window.onload = function() { var game = new Phaser.Game(320, 240, Phaser.AUTO, "my-game"); // Add the States your game has. game.state.add("Boot", Boot); game.state.add("Preloader", Preloader); game.state.start("Boot"); }; Also, remember to load the Phaser lib and your game scripts.
  3. PhaserEditor2D

    Phaser Editor v1.5.0 is released (and is free!)

    @pdiddles03 Thanks for your comment. It would be great if you go in more details so we can improve the editor. You can contact us in any of our social channels or email, but specially, we invite you to open GitHub issues: By the way, the editor generates plain Phaser code, that you can see, there is not any black magic that makes the game slow. Kind regards Arian
  4. PhaserEditor2D

    Phaser Editor v1.5.0 is released (and is free!)

    You can download it from this dropbox link: However, I recommend to download the last version 1.5.0, from our downloads page: Arian
  5. PhaserEditor2D

    Phaser Editor v1.5.0 is released (and is free!)

    Well, I checked that file and it is fine, maybe the download is not good. No other users reported that file is corrupted. I will upload it to other server.
  6. PhaserEditor2D

    Phaser Editor v1.5.0 is released (and is free!)

    Hi, The v1.4.4 is the previous one, I recommend to install v1.5.0. I am uploading the file again, when it is ready I let you know. Thanks Arian
  7. Hello! Recently we released the last major version of Phaser Editor, with a lot of new stuff, like Tilemaps and Bitmap Text, but what is more exciting is the new licensing model: Freemium! So now the editor is accessible to everybody for an unlimited period of time. The free edition contains all the features, just the number of certain assets are limited (scenes: 15, tilemaps: 5, texture maps: 3), however, we think that lot of projects fit inside that bounds. We are convinced that the best for all is a model where everybody can use the editor and provide a valuable feedback, that is essential to build a better product. Take a look at the complete release notes EDITED: Recommended this introductory video from GameFromScatch: Kind Regards Arian P.S. By the way, the development of Phaser Editor v2 just started, this version is all about to support Phaser v3.
  8. PhaserEditor2D

    Does Phaser 3 need Containers?

    Hi, So finally Phaser 3 is going to provide containers? I am a bit confused about it, I remember that to keep a flat display list is a design desition that allows a lot of performance and simplicity. At the same time, we need something like containers or bones, something like a transformation tree. In this Phaser 3 google group I mentioned it:!topic/phaser3-dev/jNb_9i0_EpE ...and proposed something like Joints, this was the Richard answer: So, if now containers are introduced, how much is it going to affect the internal Phaser 3 implementation? Is it going to affect performance? is it going to use two different display list, one flat and other nested? Why are we considering containers again? Best regards, Arian
  9. PhaserEditor2D

    Animate CC exporter

    Hi, Very nice explanation of how to load a spritesheet in Phaser Editor In addition, you can learn how to preview that spritesheet and animations here: And how to create the animations in the scene editor: In a future, we should implement a timeline animation tool.
  10. PhaserEditor2D

    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: Next time you can add issues there or mention @PhaserEditor2D here to get a notification. Regards Arian
  11. PhaserEditor2D

    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.
  12. PhaserEditor2D

    Phaser editor doesn't update level

    We are following this issue here:
  13. PhaserEditor2D

    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 We created (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 (we renamed the user boniatillo-com to PhaserEditor2D) Twitter (@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 (this change is not ready yet, Facebook takes its time to do Page renames). Online Phaser Chains Support email (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
  14. PhaserEditor2D

    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": "", "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.
  15. PhaserEditor2D

    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: We updated this tutorial too, with a step by step guide and source code: 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: Regards Arian