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Which Phaser book would you like to see next?

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Hi all,

 

So I've been really encouraged by the feedback and number of people downloading the first two Phaser books. With that in mind I'd like to ask which book you would all want to see written next?

 

Here is a list I've put together - please pick up to 3 that you'd like to see written next, in order of preference.

 

If you'd rather not post here then you can email me your choice (rdavey@gmail.com) or tweet them at me! @photonstorm

 

Each book will be to the same depth as the previous two and I will include optional source code bundles where appropriate.

 

  1. A Guide to Phaser Arcade Physics
  2. A Guide to the Phaser State Manager
  3. A Guide to Phaser Groups
  4. A Guide to Phaser Input
  5. A Guide to Phaser Game Objects
  6. Phaser Internals (game loop, sub-systems, extending the core)
  7. A Guide to Phaser Filters / Shaders
  8. Using Text in Phaser (Text, BitmapText, RetroFonts)
  9. A Guide to Phaser Audio
  10. A Guide to the Phaser Loader

 

If you have your own suggestions then please let me know!

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Arcade physics, and Phaser Internals. Those two books would really help me understand what is going on, which would help me to debug my games. I'll be buying the scale manager book also.

 

None of the others really appeal to me. I feel like I can understand the other subjects just by reading the documentation.

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Arcade Physics - a physics/collision system is pretty crucial to making most games. And I've neglected to learn Arcade for too long now in favour of using P2, even though Arcade may be the better, more performant choice depending on the game type.

Phaser Internals - looks like that one could cover some nicely more advanced stuff in here, and like DreamOfSleeping said, help to understand whats going on underneath the covers.

Phaser State Manager - in particular, how it affects code organisation. Where is the best place to put resusable components, common popup screens etc, when to constantly create and destroy vs hiding things offscreen. Hmmm, perhaps that isnt all State Manager specific.....

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@Rudy - I've started drafting the State Manager contents already, and those are exactly the sort of things it will cover!

 

I figured Physics would be high-up on the list. My only concern is that I filled 120 pages just on tweens.. a book on physics could potentially be huge :)

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Glad to see State Manager being Next, I would have voted for that. Besides that I would like to see more about both Audio & Text.

 

I think I have text figured out at this point, but to see a confirmation that I've done it optimally would be great. Would also be a great addition for Phaser newcomers.

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I'd like to see a book on general game design and creation using Phaser.  For instance, Common game design patterns and how to use them with Phaser, how to test a game and get it ready for market.  What are some common pitfalls and mistakes and how to avoid them.  Maybe this is beyond the scope of what your looking for, but all the examples in the book would be Phaser specific.  I know something like that would really help me (a game creater and phaser novice) and I'd pay more for something like this than I would a tech book (<- I'd pay for these too, of course)

 

Ross

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Same here, I would like to see general info on HUDs/UIs on games, design strategy, common problems, and how can these be achieved with Phaser. I'm concerned though that to have a complete set of books on Phaser one would have to pay a large amount of money, but I guess each one can pick their guide and go with that.

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The concept behind doing the books on small, highly focused subjects is so you can pick and choose which ones you need, rather than have to buy a huge big book of which you only need a small percent.

 

The Scale Manager book had the option to download it for free because I feel it's an essential piece of knowledge. The State Manager book will be the same. Things like Tweens and Filters are likely to have a minimum price though.

 

Once I've completed a big enough set of books I can package them together in a single volume / bundle deal.

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Looking forward to the State Manager book as well, because it's what I'm having issues with atm when using Phaser. I've looked at the source code of a lot of phaser games and the thing is that most of them only have like a level or so, meaning I didn't had a complex example to learn from or the code was poorly written.

Anyway, my main game only has a level so I'll be focusing on the Tween Manager book as I didn't managed to do very complex tweens so far, hope things improved in 2.2 a lot regarding them. Keep up the good work!

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I'm loving the books so far!

 

My vote:

 

8. Using Text in Phaser (Text, BitmapText, RetroFonts)

 

4. A Guide to Phaser Input  --> include mobile gestures, swipe, pinch

 

6. Phaser Internals (game loop, sub-systems, extending the core)

 

 

Other topic suggestions

 

-Spritesheets, atlas, etc. Basically one that explains step by step how to move from using individual image files for each game element, to a more efficient setup, including what tools are needed, etc. I often read threads about this on the forum and always feel like I missed something that everyone else knows.

 

-Understanding events and signals so that developers can use them on their game characters etc. JavaScript is event-driven and we should make more use of that.

 

-Organizing the code files and folders for production, deployment, using prefabs and state files, etc.

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