Posts Tagged ‘Box2D’
23rd Oct 2014
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.
6th Feb 2009
Today I managed to get time to finish-off and release my new game, Kyobi, onto FlashGameLicense.com. The game is best described as a cross between Columns, Tetris and a Match-3, but with a big fat dose of physics thrown in for good measure. As the blocks drop you can grab them with the mouse, and fling them around. Match 3 or more of the same colour and they all explode in a shower of particles.
Throw them together with real force and you’ll shake the screen and score bigger points. Chain combos can be obtained by smashing lots of colours one after the other within a set time. There is something very feng shui about the game. Watching people play is fascinating; some will try to organise the blocks into different stacks of colour along the bottom. Others will just slam them around with gay abandon! Personally, I’m a “stacker”
I am really pleased with how this game plays. I spent a lot of evenings working on tweaking the difficulty, so the first 20 levels guide you through the game. The pace ebbs and flows gracefully. After a really hectic level with 6 blocks falling every couple of seconds, the next level can often be far more sedate with a slow trickle to give you a breather. Basic game AI controls level progression there-after, ensuring the game doesn’t just get faster and faster (which would be no fun for anyone). The game uses my new PixelBlitz physics classes through-out.
At the time of writing this Kyobi is up for bidding on FlashGameLicense.com. If you have a Developer account there (or are one of my FGL friends) you can play it here. Everyone else I’m afraid you’ll have to wait until it goes public, sorry!
Right now I’m waiting for SomaTone.com to finish the music and sound effects for Kyobi, but hopefully that will be done soon – this will be the first time I’ve ever used them, but I’m sure they will do an excellent job, and I’m really looking forward to hearing what they come up with! In equally exciting news for me: The Game Creators will be bringing Kyobi to the iPhone this March. Can’t wait to see what they do with it too
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