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  1. Thanks so much for being so patient, and so transparent with both your Editor and just Phaser/JS in general, you're awesome! The ground work is all there, and it's a great resource for getting up and running. I especially enjoy the Tileable sprites from texture atlases, and the audio sprite editor (I've never worked with audio sprites before; it really saves time for trimming sfx!) . I'll be buying the editor in the next few days, and am excited to for updates and getting to see this grow. A guide for Unity developers would be icing - not priority of course but it would have a strong hook for helping developers migrate/expand into web-game development (with a heavy dependency on Phaser Editor).
  2. Thanks! Though to clarify my question on a few points: There is presently no way to add custom prototypes, or add a sprite as a Sprite sub-prototype in the editor? For assigning instance variables to prototypes/objects in editor, I more meant adding new variables to objects in the scene, but I believe you explained that that's not supported? How then do you/what is the best way to manage properties regarding an object on an instance level? ie you have "enemies", and they each need: health (float), state(enum{ idle, active, attacking, damage}), attackPower (float), etc. and each would would have varying starting amounts, and different values at different points. For the best way to check/set a value in each element of the group I more meant something like "for each element in group, if (element.health < minValue){ element.kill();} For setting parent in editor I more meant the ability to set one object as another's parent ie set "gun" to be a child of "player", and "bullet" to be a child of "gun" (hierarchy) For using setAll, I (attempt to) do so here: //Collectables //set reference to collectables group this.pickups = scene.fCollectable; //set the physics properties of the collectable sprites this.pickups.setAll("body.immovable", true); this.pickups.setAll("body.allowGravity", false); this.pickups.setAll("collected", false); this.pickups.callAll('animations.play','animations', 'Idle'); where setting "collected" doesn't work, but I assume my syntax is wrong? Do I somehow need to create the property first? For animations, yes I meant frame animations. Can you set killOnComplete to all children in a group? For emulating a three button mouse, I more meant in the Scene Editor - it requires middle click to pan. Can you link me to that article?
  3. Also, just a vanity thing, but can you add/edit editor themes? I'm using dark, but whenever it highlights other uses of a keyword, the highlight makes the word illegible.
  4. First and foremost, I want to thank the devs for making Phaser Editor, it's amazing! I'll definitely be purchasing it on my next paycheck (if my company doesn't expense it). For a bit of background I'm new to web-based game development (and web programming as a whole), and Phaser Editor is my entry point! That being said I come from a background as a Unity developer, and so I apologize if many (if not all) of my questions relate more to Phaser and js as a whole and not Phaser Editor in particular, but I'm hoping for the way to best do things using Phaser Editor. These questions are asked having done the "Mario-Style Platformer" tutorial found at: https://gamedevacademy.org/make-a-mario-style-platformer-with-the-phaser-editor/ There are a few things I'm having a bit of trouble wrapping my head around:What exactly is a prototype? Does every object (sprite) have one? Where/how can you access this? Is it the name of the original image file? The first instance you create? The name of a function you first need to write and then assign? How would that be done?When you drag an object from assets to scene, or duplicate an object, does it create a new prototype, or a new instance?Can you assign instance variables to prototypes/objects? Can this be done in the scene editor? (ie every "coin" has the variable "collected" set to "false" at start)What is the best way to do this?In the templates and the "Mario-Style Platformer" tutorial, all logic is done in Level.js. Can you instead place the logic of each prototype/object into its own script? (ie Player.js, Coin.js)As Level.js already loads the assets.json, does every script need to do the same, or can they just access it from Level.js? How is cross-script referencing done?In the same tutorial, all the fruits/coins are collected into a group. Is this a container/parent object? Are the elements then children? What is the best way/when is the best time to assign a variable to all elements? (I tried doing so in Create using "this.pickups.setAll("collected", false);", but when I checked the value in an element later it returned null) In many Phaser examples online, Functions are done with out any form of container (ie Function preload()), and everything is executed by game (ie game.add._____) but in both the tutorial and the templates, functions are done through Level.protoype (ie Level.prototype.preload = function()), and everything is executed by this. (which I assume also points to Level.prototype?). Is there a difference? Is there a reason to doing things one way or the other? What is the best way to check/set a value in each element of the group?(ie Instead of kill the fruit object upon overlap with player, I set them to play an animation. How would I then set them to destroy upon completion?)Is there a way to find a specific element in a group (similar to an array index)?Can you set parent child relations in the scene editor? If not how is this set?Is there a way to use Vectors/containers to compare and assign values? (ie player.position = Vector2(x, y))Is there a way to emulate/simulate a 3 button mouse/middle click? (ie ctrl + alt + left click)I understand that at this time, Phaser Editor does not support Typescript. However as I am more familiar with C based OOP, many have suggested it. Would using Typescript externally alongside Phaser editor break workflow/the project? (From what I understand Phaser Editor does not support editing files externally?)Sorry for the trouble, and thank you for your time!