Game editor on Phaser

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Hi Mario,


thanks for good words :)


You can import all files by drag&drop to file tree section in source editor (screenshot below)




Unfortunately I don't know your current workflow and can't give universal answer. But one thing is for sure. You will have to load all assets through editor instead of preload function which most probably you are using now. It may happen that sprite texture keys differs which then should be manually renamed. 


All the rest should be easy adjustable. Groups, sprites, texts, tile layers are created with mt.create(objectName) and you handle them as normal Phaser objects.

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Mighty Editor is so awesome really.

I have export issue when I export with (js) then it says


not found:



p2 is my project name

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If you are using online version

try to export webapp first (Export->Web App...) - this usually fixes export for cloned projects,

if that is not helping please report a bug:
and I'll try to fix it ASAP


If you are using local version try to install zip - MightyEditor zips exported folder - this step fails without any warning.
on windows:
download setup program and then add "C:\Program Files (x86)\GnuWin32\bin" to path

on linux depends on distribution:

ubuntu, debian: sudo apt-get install zip

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I cannot reproduce.

Are you using online version? Or local?

Actually web app - calls basic first and then parses index.html and minifies source files (js, css).


There is a known bug that directly after cloning project export and Open Game is not working and MightyEditor needs to be reloaded.

Is Open Game working?

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Need help!When I open my game in MightyEditor it goes to a blank screen,sending play.js now!


"use strict"; = {
    preload: function(){
        console.log("loading play state");
this.player = mt.create("g4350");
        this.redportal = mt.create("Redportalpng");
        this.blueportal = mt.create("blueportal");
        this.blocks = mt.create("block");
    create: function(){
        console.log("starting play state");

            this.cursors =; =;
         =this.player.positionX; =this.player.positionY;
        if (this.cursors.left.isDown) {
    this.character.body.velocity.x = -200;
    this.character.scale.x = -1;
} else if (this.cursors.right.isDown) {
    this.character.body.velocity.x = 200;
    this.character.scale.x = 1;
} else {
    this.character.body.velocity.x = 0;

    update: function(){, this.redportal);

        this.player.positionX = this.blueportal.positionX;
        this.player.positionY = this.blueportal.positionY;
    Blocks : function(){, this.blocks);




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