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Found 3 results

  1. tl;dr: 1. After copying a project template, are you supposed to also copy the phaser.js or phaser.min.js from the build folder into your game file? 2. Do you have to make the css and assets folders on your own? 3. when you separate your css, html, and js folder, how do you call them in your html file? 4. What are the bare necessities you need to make a game that you will wrap using CocoonJS for iPhone and Android? Smart Watches? full length: So I just finished the "Getting Started" tutorial on Phaser's website; although I found it useful, I felt that it did not properly address how to start a new entirely from scratch( i.e. GitHub repo). My understanding right now is that you should copy the "Basic" or "Full Screen Mobile" project templates from the resource folder into your text editor and then I'm confused at this point. Are you supposed to also copy the phaser.js or phaser.min.js from the build folder into your game file? What about the css and assets folders? Are you also supposed to make those on your own as well? I just thought it was confusing how the "Getting Started" tutorial had everything in it's own one file (css, html, and js) and I know I want to separate my different file types into their own folders (btw, when you separate your css, html, and js folder, how do you call them in your html file?). I am coming from an Android Studio (using LibGDX) background where new projects automatically have all the folders you need to make an app (assets, MyGDXGame, Manifest, Java, and some other files you'd only touch once), so having to copy/paste/create a new folder (to make your game playable) into your game file is very foreign to me. I'm just trying to get started with a simple ball-maze game for mobile platforms (iPhone, Android, and maybe smart watches). Thanks!
  2. Does anyone know anyways to implement a leaderboard?
  3. I would like to know how to exactly use the accelerometer feature. I want to implement it on my game. Great work on this engine. I love it.
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