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Found 7 results

  1. I'm using the Phaser Editor and I created a prefab for my player sprite, but no matter what I do I can't get it to appear in the assets window or in the options to add prefabs to my scene files. I created the Prefab by using File -> New -> Sprite Prefab. I've tried adding the associated script file to the pack.json file, I've tried loading the script in index.html, I've tried shutting down and restarting the editor but I just cant use the prefab. The prefab shows up where it's supposed to in my folder structure, and I can edit the canvas file normally. I just can't add the prefab to any
  2. Hi, we are happy to announce a new (preview) release of Phaser Editor! There are a lot this time: The so waited MacOS support! Visual prefabs (sprites and groups). Visual editor support for states and preloader states. Some TypeScript support. Assets refactorings (great for larger projects) New Project wizards with more options (like include demo assets or use TypeScript). Updated Phaser Editor demos with prefabs and multi-levels. Git UI integration. And lot of fixes and enhancements. Many of them requested by Phaser Editor users (that'
  3. Each level (8 in total) in my game has a different enemy prefab. I made it work with the following code, but having a huge if else chain doesn't seem very efficient. Any advice for a better way to do this? if (this.currentLevel === 1) { this.blade1 = new TwoBlades.Blade1(this.game, this.game.world.width * Math.random(), 0); this.blade2 = new TwoBlades.Blade1(this.game, this.game.world.width * Math.random(), this.game.world.height); this.enemySpeed = 150; this.enemySpeed2 = 200; } else if (this.currentLevel === 2) { this.blade1 = new TwoBlades.Blade2(this.game, this.ga
  4. Hi, I'm probably doing something wrong here, but I can't find it for hours now... please help! I'm working with Typescript on a football game. I have a Game state and a ball sprite. I'm trying to create a class for the ball, which extends Phaser.Sprite. I'm getting no errors in the editor, but I get console error. This is the code for the Game state: // reference to typescript files /// <reference path="../lib/phaser.d.ts" /> /// <reference path="../Objects/Ball.ts" /> module Football{ export class Game extends Phaser.State{ ball: Footb
  5. Hi guys, I'm trying to extend the .kill() function in a prefab that extends Phaser.Sprite. I have the following code: Block.prototype.kill = function() { var killTween = this.game.add.tween(this.scale); killTween.to({x:0,y:0}, 200, Phaser.Easing.Linear.None); killTween.onComplete.addOnce(function(){ Object.getPrototypeOf(Block.prototype).kill(this); }, this); killTween.start(); }; This actually seems to work - in that the tween is run and the block is 'killed', but then all hell breaks loose! The physics of the rest of the game start to go a bit nuts. Blocks d
  6. So my project has grown with a team now. So far we have two sfx/bgm guys and three, including myself, developers. We now need a 3d modeler/animator to really kick things off as well as a prefab designer. Below are what we need as far as the roles. 3D Artist, many slots opened You will need to be able to design 3d models, properly skin them, and animate them. The good thing is we need LOW RES models so things do not have to be perfect and you do not have to be a fabulous designer. We will turn the 3d assets into 2d sprite sheets similar to how the original Diablo and Fallout series. This is a
  7. Hello everyone, I just recently started using Phaser and I am very impressed with it (and PIXI.js too) amazing work everyone! I started rolling my own Prefab style factory which naturally lead me to thinking about automatically nesting prefabs and in general creating layouts and scenes in json files etc. What started out as a couple dozen lines rapidly exploded into a few hundred... Then I saw that a new version of Phaser was released so naturally I upgraded to 2.0.6 and breezed over the what's new and bingo an asset pack loading system spontaneously appears and the mention of scene creati
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