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About smithmw7

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  1. This is a fantastic workflow, and could really work with any engine! I actually just posted about this only a few days ago and referenced your original article bellow. Are you planning on sharing your scripts? I didn't try using the TexturePacker command line, I assume that can auto build the atlas when image updates are detected. I used Gylph designer for my bitmap fonts and just pulled the ID name and position info from the text layers in the psd. Thanks for sharing and the inspiration, this is a lot faster then my old Photoshop to Flash with JSFL export method.
  2. I have started work on Photoshop script that exports layer data to a JSON file that can be imported at runtime by Phaser to recreate the design using images from a sprite sheet. This is still work in progress as I will be cleaning this up and adding more features such as bitmap text support and animated spritesheets. Add separation from the design from the game code. No more manually placing images. Make changes in Photoshop and see them right away in the running game. Does anyone else have a similar tool or process for updating and placing their images in Phaser? I used to use Flash and a FSFL script, but this new setup skips the Flash import process. The pipeline I use is as follows: 1. Photoshop using Generator and PhotoshopPhaserExport.jsx 2. TexturePacker auto creates a spritesheet from the Generator created images using a smart folder (Watch your atlases sizes in real time!) 3. Phaser imports the single spritesheet and the data JSON file for all the states as one file and creates each state when it is loaded 4. I didn't add it to my demo, but I use live.js to auto refresh the game when any changes are made 5. I use VirtualHostX to test locally across multiple devices at once, combined with live.js, they all refresh automatically when the game is updated Photoshop PSD Notes: Use Aa single Photoshop PSD for the whole game with a folder for each state, the name of the folder should match the state name in the code Any images that need to be exported as an image is a smart object with the extension .png , with Generator turned on in Photoshop, all those images will export in real time! Create additional instances of the smart objects can have a unique index as the extension instead of png so they share the same source image, for example blueBox.png, can have more instances named blueBox.1, blueBox.2 ect. The attached zip has a quick demo project, psd, and the Photoshop script that exports the JSON data. This concept is based on some of steps from this post bellow and is still very much work in progress.
  3. Love the performance of the new particle engine on mobile, I can't wait to really see everything that this can do. Thank you! What is the proper way to change states while using an emitter? I noticed I was getting errors when trying to restart states while the emitter was running. I found that manually setting the enabled property of emitter to false fixed the errors. Do I need to destroy the emitter as well, or do anything else to clean up when I change states? Thanks! this.emitter.enabled = false; Uncaught TypeError: Cannot read property 'cache' of nullPhaser.Component.LoadTexture.loadTexture @ phaser.js:35779Phaser.ParticleStorm.Renderer.Sprite.add @ particle-storm.min.js:3Phaser.ParticleStorm.Particle.create @ particle-storm.min.js:2Phaser.ParticleStorm.Particle.reset @ particle-storm.min.js:2Phaser.ParticleStorm.Emitter.emitParticle @ particle-storm.min.js:2Phaser.ParticleStorm.Particle.emitChild @ particle-storm.min.js:2Phaser.ParticleStorm.Particle.step @ particle-storm.min.js:2Phaser.ParticleStorm.Emitter.update @ particle-storm.min.js:2Phaser.ParticleStorm.update @ particle-storm.min.js:2Phaser.PluginManager.update @ phaser.js:19653Phaser.Game.updateLogic @ phaser.js:26390Phaser.Game.update @ phaser.js:26327Phaser.RequestAnimationFrame.updateRAF @ phaser.js:44881_onLoop @ phaser.js:44865