Posts Tagged ‘effects’
2nd May 2013
And here’s Phaser 0.9.5 A lot has changed in this update. The most fundamental updates include:
In previous versions, as in Flixel, camera effects like shake, flash and fade were all bundled into the main Camera class. This has now changed. A new project, Special FX was created and all of the effects moved there. A Camera now has an fx property to which you can register any number of effects that you want. The effects are also compiled to their own js file (phaser-fx.js), so if you don’t need to use any of them in your game you can save some extra bytes. The Camera class is now a lot smaller and faster as a result too. It also allowed us to add in new effects, so feel free to play with the Camera Scanlines and Camera Mirror effects
In a future version we’ll adopt use of the FXManager for other game objects, not just cameras.
Lots of Tilemap Updates
Tilemaps have really been given an adrenalin boost in this update. For example collision with them is now much more flexible. You get a list of all colliding tiles returned (not just a boolean), you can control if a tile should cause separation if an object collides with it or not and finally set your own collision callbacks.
As well as this we added a lot of map data manipulation commands. For example replaceTile will scan the map (or a region of it that you define), replacing all instances of a specific tile for another. There is also swapTile, fillTiles, putTile, randomiseTiles and new methods to get tile data. You could now easily create an in-game tile editor should you wish. The above screen shot is from one of the new tests showing putTile in action.
Boot and Pause Screens
Phaser has always had a built-in boot and pause screen. Before they were bundled into the Stage class, but have since moved into their own area (system/screens) making them much easier for you to customise as you see fit, and also keeping Stage cleaner as a result.
As well as the above there are lots of bug fixes, thanks to the support of devs reporting issues on github. Please do keep them coming.
I’ll be away for most of next week in LA at Adobe Max, so 0.9.6 will be at least 3 weeks away, but it will focus heavily on expanding the Input handling.
20th Aug 2011
I’ve been hard at work on my Flixel Power Tools for months now. My theory and motivation behind the tools is that I just want to make the process of game making fun. So instead of worrying about velocity or collision separation, you can create a bullet and just fire it. The idea being that if you’re able to actually make something and release it, it’ll give you the impetus to keep learning. And before too long you’ll be coding your own bullet handlers and relying on the tools less.
A big part of the tools are my Special FX plugins. These are inspired directly from old-style demoscene effects. Things like plasma, copper bars, starfields and sine wave distorters. But I would really love to bulk out this area of the tools, which is why I’m making this post – to ask for you to donate routines and code to the project.
If you’ve got any kind of special effect (especially retro style and demoscene effects) that you are willing to let me use please email them my way! Full credit will be kept and attributed to you at the top of the class file/s. You also must be happy with your code being released as open source, for the benefit of others. I know some people have issues with this, but I’m hoping that at some point in your development life you’ve learn or used a piece of open source code from someone else, so you could consider this your payback
I’m open to all kinds of effects! But naturally those that use (or render to) BitmapData’s will be easiest for me to integrate.
Got something you’re happy to share? Then please drop me a line! And don’t be worried about the “state” of the code at all, it will be properly formatted and I’ll document it before release. Note that I’m on vacation from August 20th to the 28th, so if I don’t reply right away I’m not being rude!
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