rich Posted October 23, 2014 Share Posted October 23, 2014 Hi all, We're pleased to announce the immediate availability of Phaser v2.1.3 "Ravinda". Usually we wouldn't have released this version quite so soon after 2.1.2 but we worked hard with Goodboy Digital to tie it in so we released at exactly the same time as Pixi v2.0.0. Pixi v2 is a huge update - many months of hard work and refactoring. You can read about it in Mats blog post. Phaser 2.1.3 uses Pixi v2 fully through-out and we thankfully did it without breaking any Phaser APIs in the process There are also a bunch of new Phaser updates and enhancements as well which you can check on github. You'll also find the new Phaser JSON format documentation in this release. More details here. So all in all, a worthy upgrade We're going to switch to Phaser 2.2 development now, which will look at tackling some of the roadmap features such as parallel states. Cheers, Rich SignalSin, ram64, Rudrabhoj Bhati and 2 others 5 Link to comment Share on other sites More sharing options...
Rudrabhoj Bhati Posted October 23, 2014 Share Posted October 23, 2014 Thank you for another amazing update. Keep up the good work. Link to comment Share on other sites More sharing options...
JakeCake Posted October 23, 2014 Share Posted October 23, 2014 Quick test in Safari 8 gave me improvements from a swinging 40fps (2.1.0) to a steady 60fps (2.1.3) Interesting about shaders, it always puzzled me how they were not better supported. I have some experience in making shaders for OpenGL, but an example of it in Phaser would be awesome to get started again. Great things are happening Link to comment Share on other sites More sharing options...
enriqueto Posted October 23, 2014 Share Posted October 23, 2014 Thanks for the update! I updated my mac to Yosemite yesterday, as in version 2.1.2, phaser 2.1.3 runs my game "foot-penis" at 30fps on chrome and mozilla. When switching to canvas it performs alright at 60fps. Link to comment Share on other sites More sharing options...
lastnightsparty Posted October 23, 2014 Share Posted October 23, 2014 You should know... I just upgraded and this.camera.follow doesn't work in my most recent game. Link to comment Share on other sites More sharing options...
geekarlier Posted October 23, 2014 Share Posted October 23, 2014 Thanks for updating so fast with Pixi 2.0.0 ! Link to comment Share on other sites More sharing options...
marcotronic Posted October 24, 2014 Share Posted October 24, 2014 Awesome! Thanks a lot for your hard work! Link to comment Share on other sites More sharing options...
rich Posted October 24, 2014 Author Share Posted October 24, 2014 You should know... I just upgraded and this.camera.follow doesn't work in my most recent game. I tested all the Camera examples and the Starstruck game demo and the camera followed those sprites fine, so it must be something else I'm afraid. Link to comment Share on other sites More sharing options...
Rudis Posted October 24, 2014 Share Posted October 24, 2014 Awesome news, nevertheless bitmaptext is broken. Basically PIXI.BitmapText.call(this, text) is called without style and this is deal breaker in PIXI.BitmapText.updateText which is called from constructor. Link to comment Share on other sites More sharing options...
rich Posted October 24, 2014 Author Share Posted October 24, 2014 Awesome news, nevertheless bitmaptext is broken. Basically PIXI.BitmapText.call(this, text) is called without style and this is deal breaker in PIXI.BitmapText.updateText which is called from constructor. Yet the BitmapText examples work fine. Yes the constructor is called without the style object, but it doesn't matter because the Pixi constructor in turn calls setStyle which Phaser has replaced with its own override, and that provides all of the correct values it needs. Therefore by the time updateText is hit, the style object is populated correctly. Link to comment Share on other sites More sharing options...
Noid Posted October 25, 2014 Share Posted October 25, 2014 I just upgraded to 2.1.3 and when using WebGL the tilemap is rendered once and never again. Everything seems to work fine internally, and I can notice that the game is actually scrolling and the player being followed by the camera, but the tilemap render isn't updating. I don't see any errors in the console and I haven't changed the code other than replacing phaser.js with the latest build on the master branch. if I switch back to 2.1.2 it works just fine. Here's a video showing the problem: Link to comment Share on other sites More sharing options...
rich Posted October 25, 2014 Author Share Posted October 25, 2014 Now that's a proper bug Noid please check dev branch, there should be a fix for it in there right now. Link to comment Share on other sites More sharing options...
Noid Posted October 25, 2014 Share Posted October 25, 2014 It's working fine now. Thanks! Link to comment Share on other sites More sharing options...
c023-dev Posted October 25, 2014 Share Posted October 25, 2014 I have the same problem with the tilemaps not updating. And the devbranch doesn't fix that for me. I cleared the cache and all. (edit: I guess you didn't update the build folder so that's why there is no change to the .min.js?! ... silly me, how do I make a build to get a fresh phaser.min.js? With grunt?) Link to comment Share on other sites More sharing options...
Arcanorum Posted October 25, 2014 Share Posted October 25, 2014 camera.follow is messed up for me too. No idea what is going on. nvm it was the map update issue. The dev fix got it working. Link to comment Share on other sites More sharing options...
saibotlive Posted October 26, 2014 Share Posted October 26, 2014 After upgrading to 2.1.3, my stage now appears to be upside down when using WEBGL. I know this could be an issue from my side but just wondering what could lead to this. Link to comment Share on other sites More sharing options...
Nick Posted October 26, 2014 Share Posted October 26, 2014 @saibotlive Are you using the Phaser State Transition Plugin and/or renderTextures by any chance? I'm seeing the same problem of an upside down stage. I've created a separate thread here: http://www.html5gamedevs.com/topic/10015-phaser-213-and-state-transition-plugin/ Link to comment Share on other sites More sharing options...
saibotlive Posted October 26, 2014 Share Posted October 26, 2014 @nick, yes I am. Thanks, it was definitely because of the transition plugin. Link to comment Share on other sites More sharing options...
enriqueto Posted October 26, 2014 Share Posted October 26, 2014 when showing the physics bodies all circles are half their size JakeCake 1 Link to comment Share on other sites More sharing options...
rich Posted October 26, 2014 Author Share Posted October 26, 2014 I have the same problem with the tilemaps not updating. And the devbranch doesn't fix that for me. I cleared the cache and all. (edit: I guess you didn't update the build folder so that's why there is no change to the .min.js?! ... silly me, how do I make a build to get a fresh phaser.min.js? With grunt?) Just type 'grunt' in the root folder of the repo and it'll build a fresh copy for you into the dist folder. If you've never done that before run 'npm install' first. Link to comment Share on other sites More sharing options...
rich Posted October 26, 2014 Author Share Posted October 26, 2014 I've spotted a number of issues being reported on the Pixi repo, so I'll look at doing a 2.1.5 release shortly (2 weeks or less) which will have the tilemap fix in obviously. Link to comment Share on other sites More sharing options...
totor Posted October 26, 2014 Share Posted October 26, 2014 on ios, some audio examples don't work anymore : no sound for audiosprite, browser crash (safari&chrome) for "pause and resume", "restart sound" works though... Link to comment Share on other sites More sharing options...
rich Posted October 26, 2014 Author Share Posted October 26, 2014 Pause and Resume works fine in Safari and Chrome on iOS8 for me. Once the mp3 has decoded it plays, pauses and resumes quite happily. If it crashes Safari you should have an actual line number + error, which is it? Link to comment Share on other sites More sharing options...
hellspawn_bg Posted October 27, 2014 Share Posted October 27, 2014 After upgrading to 2.1.3, my stage now appears to be upside down when using WEBGL. I know this could be an issue from my side but just wondering what could lead to this. +1 Link to comment Share on other sites More sharing options...
totor Posted October 27, 2014 Share Posted October 27, 2014 Pause and Resume works fine in Safari and Chrome on iOS8 for me. Once the mp3 has decoded it plays, pauses and resumes quite happily. If it crashes Safari you should have an actual line number + error, which is it? it's on ios6, it worked before iirc. where do i get line number + error? i am on a pc not a mac. Link to comment Share on other sites More sharing options...
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