azakhary

Overlap2D runtime for phaser

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Hi,

 

I am developer of Overlap2D, which is an open source level and ui editor. Overlap2D's main logic is to give level designer a way to composite a big non tiled map of nested things, and export that as JSON.

Later a developer can use any framework/language of their choice to load, render and use that map the way they see fitting, given there is a runtime lib made for that language/framework.

Check out our website and main video if it's still unclear: http://overlap2d.com/

 

Now to the point, originally we had a runtime for libGDX, and currently are adding a runtime fo Haxe. I am thinking next step should be Phaser. And I am happy to make a runtime for it. I am going to kickstart the process, open a repo on github, start making a skeletal half working version. And if you guys are interested in having a level editor for phaser, I hope you can also contribute a bit too to that repo, in order to make sure it is written in the "phaser" style.

 

Overlap2D renders things like, Images, Nested Groups with layers, Sprite Animations, Spine Animations, Spriter Animations, Particle Effects, Labels, Custom shaped polygons, 9patch slices. We support adding physics data to any item as well as physics shapes. Substituting custom shaders, adding tags, custom variables and identifiers to scene items, and so on.

I would be happy to bring this to phaser, and would appreciate any help (mainly questions I have) if possible.

 

And also, please speak up if this is something you will like to use, while using phaser :)

 

Best.

 

 

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We have an empty repo at this moment https://github.com/UnderwaterApps/overlap2d-runtime-phaserjs

 I do have some stuff I have already tested on my local, and it's looking good.

Currently problem is, that editor exports a texture atlas in format of libGDX Texture Packer, which is not supported by Phaser. But, I talked with Richard, and he mentioned that it's pretty easy to add this support (I just do not know if it is being worked right now by anyone or what are the estimates. If it is something that will not happen in near time, I can myself take a look at it, given you guys can show me how)

 

As soon as this is done, I can literally make a working runtime overnight imho. Okay maybe 2 days :)) Basically first step is. is to take this - https://github.com/UnderwaterApps/overlap2d-runtime-haxeflixel

(Our HaxeFlixel runtime) and translate it to javascript and phaser, which I am sure is super easy. 

 

TL; TR: Having issues with reading libgdx formatted texture atlas, and empty repo is up and waiting.

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I am actually going to be using this and converting the outputted files from overlap2d to be read and used within the Isometric Phaser Plugin:

https://developer.tizen.org/community/tip-tech/creating-isometric-world-phaser.js-using-isometric-plugin

 

We can have some fun with this as well because overlap2d lets us assign custom properties on layers an we the Phaser Isometric plugin offers the z property which we can make some cool  3d depth effects with

jumping or whatnot. I'll post more screens once I'm finished and give the source to everyone as well.

 

I think overlap2d would be great to create large isometric worlds without the need of tiled. Especially since overlap2d offers tile align support and stuff, which would boost productivity of creating large maps greatly.

 

In addition, I believe there is a huge flux of isometric tiles popping up on graphic river and gamedevmarket.

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Hey, very nice program. I am using it as level creator in my Haxe Phaser project by converting the output files into code for state objects. Wrote a hackish converter in an evening with FreeBASIC. Thank you for working on this program. One suggestion though, instead of doing like this:

"customVars":"h_play:true"

why not this:

"h_play":"true"

Why not treat custom variables as normal variables when not conflicting with any variable you are using?

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