rich Posted May 2, 2013 Share Posted May 2, 2013 Pretty substantial update here! https://github.com/photonstorm/phaser Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen).Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.Modified Game so it splits into 3 loops - bootLoop, pauseLoop and loop (the core loop).Updated the BootScreen with the new logo and new color cycle effect.Added Game.isRunning - set to true once the Game.boot process is over IF you gave some functions to the constructor or a state.Fixed small bug in Signal.removeAll where it could try to shorten the _bindings even if undefined.Added the new FXManager which is used for handling all special effects on Cameras (and soon other game objects).Removed Flash, Fade and Shake from the Camera class and moved to the new SpecialFX project.SpecialFX compiles to phaser-fx.js in the build folder, which is copied over to Tests. If you don't need the FX, don't include the .js file.The project is now generating TypeScript declaration files and all Tests were updated to use them in their references.Fixed a bug in Flash, Fade and Shake where the duration would fail on anything above 3 seconds.Fixed a bug in Camera Shake that made it go a bit haywire, now shakes correctly.Added new Scanlines Camera FX.Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna).Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay.Added Camera.disableClipping for when you don't care about things being drawn outside the edge (usful for some FX).Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop.TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean.Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs.Added Tilemap.collisionCallback and Tilemap.collisionCallbackContext so you can set them once and not re-set them on every call to collide.Collision.separateTile now has 2 extra parameters: separateX and separateY. If true the object will be separated on overlap, otherwise just the overlap boolean result is returned.Added Tile.separateX and Tile.separateY (both true by default). Set to false if you don't want a tile to stop an object from moving, you just want it to return collision data to your callback.Added Tilemap.getTileByIndex(value) to access a specific type of tile, rather than by its map index.Added TilemapLayer.putTile(x,y,index) - allows you to insert new tile data into the map layer (create your own tile editor!).TilemapLayer.getTileBlock now returns a unique Array of map data, not just a reference to the temporary block arrayAdded TilemapLayer.swapTile - scans the given region of the map for all instances of tileA and swaps them for tileB, and vice versa.Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected.Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.Added fun new "map draw" test - reflect those carrots! Changed SoundManager class to respect volume on first place (thanks initials and hackmaniac) I especially like the new "map draw" test suite demo benny! and Hsaka 2 Link to comment Share on other sites More sharing options...
saulochina Posted May 2, 2013 Share Posted May 2, 2013 Great! I started to use phaser, i almost have a demo for my game. this tilemap features are awesome. wish more tutorials about this Link to comment Share on other sites More sharing options...
rich Posted May 3, 2013 Author Share Posted May 3, 2013 I guarantee I will start writing tutorials as soon as we hit 1.0 Link to comment Share on other sites More sharing options...
Leebo Posted May 3, 2013 Share Posted May 3, 2013 Really exciting. I'm probably going to hold off on trying to use Phaser until 1.0 is out, because I'm still a beginning programmer so the tutorials are kind of important to me, but I really like everything I see =) Link to comment Share on other sites More sharing options...
eterps Posted June 5, 2013 Share Posted June 5, 2013 Any new releases coming up soon? I noticed there is a 0.9.6 and a 0.9.7 branch in the repository. Or are you holding off on announcements until 1.0? Link to comment Share on other sites More sharing options...
rich Posted June 5, 2013 Author Share Posted June 5, 2013 Correct, I'm past the point of no return now and 1.0 will be the next official release. And it's one heck of a release too. Pretty much everything has changed, but honestly for the better. The same core features remain, plus a lot of new ones and if anything it's more streamlined now as a result. Mike 1 Link to comment Share on other sites More sharing options...
Tácio Sousa Posted June 6, 2013 Share Posted June 6, 2013 Do you have any preview for 1.0 release? Link to comment Share on other sites More sharing options...
Mike Posted June 8, 2013 Share Posted June 8, 2013 Also is there some light if it's going to come after:a) 1 weekb 2 weeksc) 1 monthsd) when it's done I ask this not to rush you or anything but to make a plan, for a project of mine (Memory Game) and to consider usingphaser as game engine. As it looks the best dev friendly environment with Visual Studio and TypeScript. Link to comment Share on other sites More sharing options...
rich Posted June 8, 2013 Author Share Posted June 8, 2013 I promise I will release by the end of June. I'm using it to build a couple of client games so it is being well and truly battle tested! But every day I work on it I think of small new things I want to do Link to comment Share on other sites More sharing options...
Mike Posted June 8, 2013 Share Posted June 8, 2013 Thanks for the answer i really know how hard time estimations are.I'll keep my fingers crossed, everything to go smooth. Link to comment Share on other sites More sharing options...
eterps Posted June 11, 2013 Share Posted June 11, 2013 Have you thought about using Trello to 'park' your ideas and plan a roadmap? I've seen a few open-source projects doing this lately, and it seems like a great way to stay organized and keep your releases under control. Plus it gives lots of visibility to your users, and I think even lets people vote on features they want to see the most. Here are a couple examples:Meteor: https://trello.com/board/meteor-roadmap/508721606e02bb9d570016aeAdobe Brackets: https://trello.com/board/brackets/4f90a6d98f77505d7940ce88 Link to comment Share on other sites More sharing options...
rich Posted June 11, 2013 Author Share Posted June 11, 2013 I've used Trello in the past but never really got into it. I think post 1.0 release I'd be happy to investigate it again for features. The framework isn't "growing" right now, I'm not really adding new features at all, it's just a huge lot of stabilising work and laying foundations for future expansion. That, along with building several live projects in it is taking its toll on my time really. But I cracked a massive issue today re: collision that has been bugging me for a few weeks now, which is always nice Link to comment Share on other sites More sharing options...
Rudrabhoj Bhati Posted June 23, 2013 Share Posted June 23, 2013 If there is no full tutorial, nevermind I think I can learn by seeing examples or some semi tutorial/documentations. If somebody (like me) is willing to start using it, can you guide a good place to start off with? Link to comment Share on other sites More sharing options...
aberrantmind Posted August 8, 2013 Share Posted August 8, 2013 This looks great! I just got into developing html5 games over the last week, I'm going to give this engine a shot. Link to comment Share on other sites More sharing options...
rich Posted August 8, 2013 Author Share Posted August 8, 2013 Just to say that I'm only 3 days away from release the final 1.0 package - with LOTS of new stuff, TypeScript 0.9.1 compatible and docs So by all means have a play, but please do check out the 1.0 release! kootoopas, Rudrabhoj Bhati, Hsaka and 1 other 4 Link to comment Share on other sites More sharing options...
Travis Posted August 8, 2013 Share Posted August 8, 2013 Awesome!!!! I know debugging for TypeScript must have been a pain, but I think it'll be worth it Link to comment Share on other sites More sharing options...
rich Posted August 8, 2013 Author Share Posted August 8, 2013 Pain is an understatement. Upgrading to 0.9.1 was utter hell, but thankfully all finished now. Link to comment Share on other sites More sharing options...
Rudrabhoj Bhati Posted August 22, 2013 Share Posted August 22, 2013 Looking great! Any new of 1.0 xD Link to comment Share on other sites More sharing options...
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