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rich, July 18, 2014
Posted August 12, 2014
Posted August 13, 2014
Ok so a lot of this has been covered but here's my two cents:
With all that said, even without all this stuff your product is amazing and is giving an old irreelevant flash developer a new lease on coding life. Keep up the rad work, and can't wait to see what you have in store!
Posted August 14, 2014
I do love what I've seen so far though! Keep up the great work!
Not a Phaser3 thing, but could we get sub-forums for each physics system? Might make it easier to find things
Posted August 15, 2014
For me the most important wishlist item is improved scaling to fit mobile screens. What I'd like is something which: - Scales to fit any size browser, with the option to fill the screen if wanted- Can keep the aspect ratio without squashing- Can dynamically resize if the user rotates the device
For me the most important wishlist item is improved scaling to fit mobile screens. What I'd like is something which:
- Scales to fit any size browser, with the option to fill the screen if wanted
- Can keep the aspect ratio without squashing
- Can dynamically resize if the user rotates the device
3. anchor and/or better align for BitmapFont.
Yes, this! Quite a pain now with i18n when text length is different and you want the bitmap text center aligned. Actually I would love to be able to align anything in relation to its parent or screen, not just multiline text.
And +1 for improved scaling...maybe a NO_BORDER scale type could solve things?
I'll give another +1 for basic networking.
I'm not quite sure what this engine provides, but it sure sounds sweet:
When You Say Multiplayer Don’t You Just Mean Websockets?
Unlike other engines that throw in Socket.io or another networking library and call it “multiplayer”, Isogenic Engine provides the most advanced networking and realtime multiplayer functionality available in any HTML 5 game engine. The system is based on entity streaming and includes powerful simulation options and client-side entity interpolation from delta updates. The system was inspired by Valve’s Source Engine multiplayer system and you can read more about that here: Source Multiplayer Networking
Posted August 17, 2014
The ability to generate lines on the display and then interact with these. Right now if I make a line using the Phaser.Line method I can't interact with that line i.e. get a user to follow their finger across it.
Posted August 18, 2014
I would LOVE to see automated support for handling higher resolution assets. Something like in Gideros Studio.
Basically the engine would decide what device the game is running on and you would setup up a config file where you would tell it when to switch over to higher res assets.
The base would be 480x320 and the you'd have @2x (960x640), @4x .... and so on.
Any chance of this sort of thing happening?
Posted August 19, 2014
One thing that'd be very useful for me would be tweening where you can set the speed instead of the duration.
As a workaround, you can use speed * 100 / 6 to convert to duration
Posted August 20, 2014
That is extremely helpful information; thank you!
Posted August 23, 2014
Spine support. +1
Posted August 27, 2014
I am fairly new to Phaser here is what I would like to see
1. Authoritative Server / Client similar to the Isogenic engine to prevent / deter cheating.
I'll give another +1 for basic networking. I'm not quite sure what this engine provides, but it sure sounds sweet: Source
2. Modular / Reusable Code for games similar to Impact++ for ImpactJS.
3. Spine support
4. Controller Support (if not already implemented.)
5. Some sort of basic 3D level editor for placing 3D and 2D objects.
Posted August 30, 2014
Posted September 1, 2014
somebody please help here:
Maybe I've missed some part somewhere with the callBacks...
There's one onStart, one onLoop, one onComplete, but no onPlay callBack...
Which I find weird, so weird that I think I've missed it, but I can't find it
Cool stuff I liked in the flixel Power tools, were the sinwaves applied to static images...
There's probably a phaser plugin for it, or not, but I really think that shouldn't come as a plugin, but as a feature.
Because with one pic in the background of the presentation page, like flames, you get moving flames.
2 pics superimposed, with asynchrone sinewave effect applied to each, and you get super flames.
It really helps.
Another usage could be "teleportations/vanishing" effects on sprites for example.
Like freaking flames.
I think will be great if add possibility to change spritesheet box relatively frame center.
radial (circle) collisions in arcade physics -- like overlap using circles (I don't know about the actual collide stuff, don't want anything advanced but just a circular overlap detection).
Support for true wraparound, so I don't have to program it manually -- (I'm having problems related, although my code does work alright).
Posted September 3, 2014
One more, last but not least, my wish is to add some global messaging system, e.g.:
To have a "global" alternative to the "local" Signals is extremely useful, so now I often add a mediator as a Game instance's member on startup:
game.mediator = new Mediator();
Unfortunately, the Mediator above has glitches, and, as not a part of the Phaser, it looks a little alien.
Maybe something similar is already exist as a plugin or something (I'm not sure..)
Posted September 4, 2014
+1 for messaging system, which is much more useful than just Signals
Posted September 10, 2014
Better search function for the docs. I hate the quick search I just want one searchbar to rule search them all.
Posted September 11, 2014
Parallel state support is what I miss the most in Phaser and I'm thrilled it's planned even for the 2.2 release. Overall I'm really pleased and impressed by Phaser, and it's hard to find anything to ask for. Just a minor thing I though of:
I don't know if this is a good idea, or if there already is an easy way to do this but I how about something like inBoundsWakeup and outOfBoundsSleep (similar to outOfBoundsKill)? I have a tilemap with enemies in an object layer and I would love to have something like "inBoundsWakeup" to startup enemies when the player get close to them so that they start at a position that I have choosen. Maybe "outOfBoundsSleep" would be nice too, that enemies freeze when leaving the bounds but wakes up when inbounds again. Even better would be to be able to do this relative to a position, so that you can to set a sprite to wake up if the player is within say 500 pixels even if thats outside the screen. For me enemies start to move when the game starts and a lot of them get stuck in pits before getting to them. I guess I will find a solution when I look into it but I think this would be a way to have it built in.
Niklas - really nice idea
We're going to be putting all of the suggestions in this thread into a list we can organise, prioritise and vote on.
Glad you appreciated it. Another thing I've been struggling with that could go into Phaser is tween/transition of bounds. A basic example where this could be useful is a NES Legend of Zelda-clone. The Zelda map is made up by screens that is static until Link reaches the border of the screen, then the screen scrolls to the bordering one. This transition could be achieved by something "game.world.tweenBounds(dest.x,dest.y.dest.width,dest.height,milliseconds)" and I think the camera would follow nicely if its set to follow the player.
I guess that the Zelda-example could be achieved just by using the camera. However, a more complex example would be Super Metroid (SNES) where you want to change bounds in corridors to be exact height of the screen preventing the camera from moving vertically when jumping, or chasms to be exactly the width of the screen, or big rooms that can scroll in all directions without showing the contents of bordering rooms or a boss battle with bounds in an exact fit of the screen. This is hard to achieve in a smooth way without gradually alter the bounds I think.
By the way, I'm not 100% sure I understand how Phaser handles bounds and what this kind of changes of bounds could have on other functions.
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