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  • We’re hiring: Laravel4 and Web Audio API developers

    phaser-jumpWe’ve been working relentlessly on Phaser, but in order to help us reach some of our goals faster we need additional development support.

    As a result we’re looking for 2 experienced freelancers:

    Laravel4 Developer

    You’ll help the core team build the new Phaser web site. A large portion has been completed already. But we need a highly competent Laravel4 developer to help finish off key areas. You must have demonstrable and proven Laravel4 experience, and time to dedicate to working on this.

    Tasks will include building the user management / registration system, integration with Stripe and help with some common admin areas. Ideally you’ll have a rock-solid grasp of CSS as well, as some tasks will require it.

    Web Audio API Developer

    The current version of Phaser offers a decent level of abstraction for adding audio to your HTML5 games. It handles both legacy audio and Web Audio, audio sprites and playback support. However this is an area we’d like to really focus on expanding and there are opportunities for many enhancements here.

    From positional audio, to Web Audio filter effects to dynamic sound generation like sfxr. You’ll work closely with us to help craft a modern game specific audio API that works flawlessly on mobile, neatly slots into Phaser and adopts the style and conventions that make Phaser so popular. You will need to understand the Web Audio API inside and out – we’re not just talking someone who has perhaps completed an HTML5Rocks Tutorial here. Ideally you’ll have a game dev background and understand how best to hook the new audio API into the rest of Phaser.

    This task would be suitable for “part time / evening” work if you’ve the right experience, as we’re not working to a fixed deadline for this feature (“it’s ready when it’s ready”)

    Get in touch

    Both positions are remote only and can start immediately.

    We expect you to be self-motivated and professional in your conduct. We don’t have time to micro-manage you or be left wondering why you’ve “gone dark”. You must be available to discuss progress on a regular basis and will commit code into a shared repository.

    For our part we’ll pay you promptly and fairly, just as we’ve done with many other freelancers over the years. We’ll respect your experience and listen to your suggestions. You will be considered a part of the team, not a “resource”. In return you’ll treat us professionally and treat our projects with the same care and attention you’d give your own.

    No agencies. No exceptions.

    If you’re interested in either role please contact rich@photonstorm.com including details of which role you’re applying for, how you can help us and your daily rate.

    Applications for these positions expire July 25th 2014

  • A defiant and deadly Phaser 2.0.6 “Jornhill” is released

    Phaser continues to evolve and grow stronger with every release, and 2.0.6 is no exception. We coordinated this release to land the exact same day as Pixi.js 1.6 came out. As you may know Pixi is the renderer that Phaser uses; its beating heart if you will. So when Mat and the Goodboy team drop a stack of new features into Pixi, everyone benefits.

    And 1.6 is bursting with new goodies: from a vastly improved Graphics class, to rope, strips, faster WebGL and Canvas renderers, enhanced mask support and other tweaks across the whole API. Have a read on the Goodboy blog for full details and examples of what’s new.

    pixi-snake

    But it’s not just Pixi that has changed. Phaser 2.0.6 has a huge number of enhancements too. From new BitmapData functions, to much improved Sprite.crop support. There are also lots of CocoonJS specific fixes, thanks to the work of our dedicated developers and direct help from Ludei. The Keyboard class has new callback support, Arcade Physics bodies can now be easily enabled via a simple boolean property, wrapping Tilemap Layers, Emitter updates, Group updates and not forgetting stacks of bug fixes.

    As usual loads of these came in from the Phaser community, either directly via pull requests or from reported issues. We do our best to respond to all of these, so please do report bugs! Also we’ve just made our 2001 commit to the repository – how geekily cool is that? :)

    Grab Phaser 2.0.6 from Github

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  • A first look at what iOS8 means for Phaser and Pixi.js (hint: bunnies, LOTS of them!)

    So Apple dropped a few significant bombshells at WWDC today. But bundled away between all of their fancy new APIs and Swift language was the fact that they’ve finally, finally unleashed WebGL in Safari. On both desktop AND mobile.

    As you can imagine I was excited to download iOS8 right away and test it out with Phaser and Pixi. And wow, I was not disappointed!

    Using the highly un-technical, but never-the-less ‘standard’ bunny mark demo, I was curious to see just how many bunnies we could make this thing render. So I installed iOS8 onto an iPad Mini – this is a non-retina version, one of the first to be released, so was verging towards the bottom of the “unsupported” Apple hardware list. Which I felt made it a great candidate for testing iOS8 on. I can only imagine performance on iPhone 5 or iPad 3 level hardware would be significantly better.

    Even so, bunny mark loaded up and I was instantly pleased with just how smooth and responsive it felt. And then I started adding bunnies:

    2014-06-02 22.15.49

    Here we have 3852 of them at a very happy and stable 60 fps. This is of course already way beyond what the canvas renderer can do. Let’s add some more:

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  • Lands of Lorez – our 32×32 pixel dungeon crawler

    GameJolt-Banner

    The Low Rez Game Jam was a month long jam organised by Deviever, where the objective was simple – create a game that ran in 32×32 pixels only. You were allowed to upscale your game of course, but it had to be natively running in just 32×32 pixels in order to qualify. To put that into perspective you could fit 48 games of that size into the resolution of a ZX Spectrum.

    Ilija and I decided early on to create a first-person perspective styled dungeon crawler. A homage to the old Westwood and SSI games like Eye of the Beholder and Dungeon Master. It wouldn’t be as advanced as any of those, but we hoped to still convey the same general feeling. Our game was called Lands of Lorez (puns on so many levels there) and here you can see it running in its native size:

    lol32

    and zoomed in to 256 x 256:

    sshot-2014-06-01-[1]

    After a couple of nights work we had the basic ‘crawling’ routine in place. Naturally I coded the game using Phaser, but ended-up creating an entire Tilemap Walker plugin to handle the movement in a way that I needed for a game like this.

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  • Flash to Phaser JSFL Script

    Flash-to-Phaser

    What is it?

    Flash to Phaser is a JSFL script that will aid in the process of laying out scenes within the Flash IDE and converting them into Phaser JavaScript files. It works by parsing the Stage for any Bitmap or Symbol objects and then automatically builds-up a JavaScript source file including preload and create functions that accurately re-create what is seen inside the Flash IDE.

    If the script encounters a Symbol it treats it as a Phaser Group and uses the Symbol name as a Group name. Any Bitmaps within the Symbol are treated as Group children and positioned accordingly.

    Objects have their x, y, rotation and scale properties re-created in the JavaScript.

    Installation

    Download the JSFL file from Github (you’ll also find this guide as a PDF there)

    There are two ways to install JSFL scripts into the Flash IDE. One is to copy them into the Flash application data folder, specifically into the “Configuration/Commands” sub-folder. The location of this varies tremendously based on OS and Flash version. There is a slightly out dated guide available here on the Adobe site.

    An easier method is to create the script manually, which is what I’ll describe here.

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More posts to tickle your grey matter ...

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