Latest Posts

  • Phaser v2.1.3 and Pixi v2 are out!

    pixi-v2-spheres

    Over at Goodboy Digital they’ve been working away on Pixi v2 for some time now. As Phaser is built on-top of Pixi we’ve a vested interest in what is happening in Pixi land and its implications for Phaser. And Pixi v2 is their latest, freshest release.

    There’s a detailed blog post explaining all about it, but the headliners include:

    • Full High DPI canvas support
    • iOS8 WebGL fixes
    • Improved rendering performance across the board
    • Significant updates to the Graphics class
    • Sprite level shaders & more!

    There have been a few Pixi API changes to accommodate all of this, but we’ve been able to blend all of these features into Phaser with no changes to our API, so nothing should ‘break’ if upgrading from an earlier build. Instead you just get to reap the benefits :)

    As well as changes to Pixi there are also Phaser specific updates and fixes in this release, including little gems like Sound.fadeTo, BitmapData.getFirstPixel, BitmapData.getBounds, Rectangle.scale and more. See the change log for full details.

    As usual you can grab the latest build of Phaser from github.

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  • Welcome to the DarkForge – An archive of all my old DarkBASIC code

    darkforge-ad

    Back in 1999 I started using a language called DarkBASIC. As its name implies it was a version of the BASIC language sitting on top of DirectX and pimped out with lots of great 2D and 3D features. Coding in DarkBASIC looked something like this:

    As you can see, it’s easy to read and understand. And honestly, it was great fun! I was utterly hooked.

    At the time nothing much really existed on the PC for easy game making. Sure, there were some “click and drag” style tools. But if you wanted to code in anything other than C++ your options were limited to say the least. And if you wanted to use a language that was specifically for making games, your options were even smaller.

    The big two of the day were DarkBASIC, created by Dark Basic Software (who later renamed to The Game Creators), and Blitz Basic, created by Blitz Research. Both companies are still going today, but back then the competition between them and their users was fierce! To be fair, Blitz had the upper hand both in the elegance of its language and performance, having been born from the equally powerful Blitz Basic on the Amiga. Where as DarkBASIC was more like AMOS from the Amiga, both in its syntax, ease of use and style of marketing. This was no mistake as the founders of Dark Basic Software worked at Europress and were instrumental in the publishing of AMOS. As a result, DarkBASIC utterly thrived.

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  • Phaser goes to the movies

    demolition-dojo

    We always love seeing the games created with Phaser and this month we’ve a number of film and TV related tie-ins. First up is Demolition Dojo, created by Ignition Creative for the new Teenage Mutant Ninja Turtles film. Pick from one of the four turtles and smack down some ninjas while avoiding the little old ladies :)

    dolphin-tale2

    Next up is the game Clean up on Aisle Rufus for the Warner Bros. film Dolphin Tale 2. Created by Portland based TheFlock you have to save the fish from the hungry bird!

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    Finally one for pre-school children is the new Paw Patrol web site for Nickelodean. The site features 6 different games, from Find the Bunnies to Fix the Bridge, each of them fun for younger children and fans of the show.

    It’s always great to see what sort of games Phaser is being used for. So if your agency has used it for a project please send us a tweet and let us know.

  • We’re hiring: Freelance Project Manager / Producer (UK only)

    awesome-producer-wantedWe’re in need of an experienced freelance digital project manager / producer to help our studio run smoothly. The work will include: daily direct client liaison, helping write schedules and proposals, and managing our remote development and art teams. We anticipate this taking up approximately 1 – 2 hours of a day, each day, so is not a full-time position. The key to this role is being able to help out daily but in small chunks of time.

    You will work from your own home/office, but must live in the UK. You will be willing to travel for occasional client meetings, and dial in to weekly conference calls. Experience of web game production would be a massive bonus, but we’re happy to consider any digital production experience. We’re a small team working on some really cool projects – from our game framework to our contract games. The work is varied and if you’re a gamer (of any level!) then so much the better :)

    If you feel you can whip our chaotically busy but massively talented studio into shape, then please send details of your experience and rates to rich@photonstorm.com or tweet me @photonstorm. Or pass this on to anyone you may know who would be suitable for the role.

  • Pixel Perfect scaling a Phaser game

    gameboy25

    With GBJam3 just started today I tend to get asked this a lot on twitter: “How do I scale my game and keep it crisp?

    This is a perfectly valid question and is essential for games that rely on pixel art. And the answer is that there is no 100% fully cross-browser compatible solution. There are various CSS hacks and vendor prefixes you can try, but they won’t work on everything.

    However, if that was my final answer there would be no point in this blog post, right? When we created our lowrez jam game, which was a game running at a 32×32 resolution, we came up with the following approach that works much more reliably than any CSS hack. Here’s how to get it working:

    For this example I’ll assume you are making a GBJam game, so you’ve a restriction of 160 x 144 pixels. The same as the original Gameboy resolution. First create your Phaser game object:

    The important things to note here are:

    1. Use the un-scaled resolution
    2. Always use Phaser.CANVAS as the render method
    3. Give an empty string as the DOM parent (the 4th parameter)

    Once the game object is created we use a new object to hold our scaled canvas:

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