Phaser is just JavaScript, so you can host a Phaser-game anywhere that can serve static sites (html css javascript). I just followed Github's own guide: https://pages.github.com/
If you made a client-server multiplayer game you'd need your own server.
https://www.patreon.com/posts/phaser-3-new-and-3629396
> Development of Phaser 3 continues at quite a steady pace. We're currently in the process of breaking down core Phaser classes and reconstructing them under the new module structure. This is an extremely cathartic process. It feels good to be leaving 'baggage' behind and taking over only what's necessary, and slimming things as we go. > > On the flip-side of this, because the new structure is so granular I don't have to worry about things being 'too large', because you can literally tailor your game to use only exactly what you need. > > I'm very pleased with the way the new Loader works and it has to be said that on the whole working with ES6 has been a complete joy. The code is significantly more concise now. It was definitely the right move for the project and will hold us in good stead for the years to come.
If you check the developer console you will likely see security errors. You need to run an http server to serve the files rather than running off your file system directly.
You can find a tutorial here
I use Phaser, too, and funny enough I made a similar jump to making games in C++ a couple months ago. So I can tell you what I used, at least.
Namely, SFML. It's not an exact equivalent to Phaser, because it pretty much just handles the multimedia side - creating a window, drawing to said window, handling audio and network (if you need network).
So unlike Phaser, SFML doesn't provide physics or a built-in game/update loop - you'll have to write those things yourself.
Making a basic game loop is pretty easy, of course. For the physics, if you want a library solution to that, you can maybe try Box2d. I've heard good things, but I've never used it myself. Right now I'm making a 2D Zelda-like game with SFML, so I don't really need to worry about physics beyond simple collision detection.
No, I meant to save it offline but never got around to it. I'll keep an eye on it and try to remember to do so if it comes back again. I've been using the Phaser Chains though a lot and find that to be very helpful. Perhaps better than the cheat sheet. http://phaser.io/learn/chains
Thanks. I currently have my code set up in a way that there are no errors. I don't really know what NodeJS is for, except that it makes my web server work for testing the game!
Here's a REPL of my "Level 1" scene. It contains all of my game logic, pretty much. However, I have a Level 2 and 3 set up as blank screens for now (and these exist in separate files).
Rather than copy paste this game logic across multiple files, it would be great to have the redundant code exist in each via the "require" method you suggested.
Would appreciate a couple pointers on where to look to start figuring this out!
The code has some neat stuff in it, like extending Phaser's group with ES6. I'd like to match the original closely, so if you notice anything in the code that doesn't match the classic version, please let me know.
Yeah for sure. And there might be some creative water to increase difficulty, like by using a hexagonal grid, or maybe 3 points for a line (and you don't know in which order they need to connect). Not that you need to do all that.. as we learned with wordle, sometimes less is more!
Btw in case you haven't come across Japanese puzzles before, I might suggest getting this book. A great summary of all the good ones, including masyu, nurikabe, hashi, slitherlink, etc. https://amazon.com/dp/145217105X
If you render out something like a video, you can export each individual frame and then concatenate all of them together into one image. Obviously this isn't a good idea if you have a ton of footage, but for simple animations it should be ok.
This is the most basic example of how to animate from a sprite sheet: http://phaser.io/examples/v2/animation/sprite-sheet
I'm not sure about the answer, but you can read more about the physics engines in Phaser here. However, since these engines are written in JavaScript which defaults to double precision (Unity is in single precision), I'd bet that it doesn't have the precision issues Unity experiences.
The best way to determine is build a prototype and try it out.
http://phaser.io/examples/v2/category/audio
Tons of working examples there. Just certified a couple on an Android device.
If I remember correctly the repo for the project has example audio as well. I think even from these very examples.
Looks like you have all the necessary states and sprites prepped. Have you been looking at the Phaser examples? They cover pretty much everything you'd need for this game. You'll want to look at the examples for input and arcade physics to get the next pieces in place. This tutorial covers creating a simple pong game and might have some useful stuff in it.
Use phasers tileset/tilemap classes (http://phaser.io/docs#tilemapsl) . You have your map data as a grid so all you need to do is load a tileset for the graphics and then create a tilemap layer with each item in the grid the tile you want to draw instead of an ascii character.
Do you know about the Tiled Map Editor? Phaser does support it. As seen in the map tutorial (which is one of the latest links in this subreddit) you can also place sprites like player spawn points using the editor.
Maybe that will help you.
Sorry this code is a mess but you'd probably need update:
https://glitch.com/edit/#!/ant-panic?path=script.js%3A374%3A10
In this particular game, I keep adding ants as time elapses
You can already use them as graphic resources, but the scaling isn't good because it uses an interpolation instead. Here's an example written in pure pixi which is the underlying renderer: https://codepen.io/osublake/pen/ORJjGj
I would start simple with something like supabase (https://supabase.io/) they are a hosted db that you can use with none of your own infrastructure. Writing to supabase from a local express server is probably less than an hour project start to finish.
If you are familiar with AWS and lambda functions you could also set up a POST endpoint to store the scores in a Dynamo DB table and a GET endpoint to fetch the scores from each time.
Chalice is a python library that would let you do the above and create the infrastructure at AWS for you automatically.
I also have problems understanding velocity in terms of player movements.
The update cycle in Phaser provides a variable named `delta`. In my adventure game I use this variable and multiply it with my tile size...I just followed a tutorial there and don't know why this has to be done :'D Maybe you can also use this to calculate velocity in your kind of game?
So unfortunately I cannot help, but some time ago I found the following ebook, concerning rhythm games. Maybe you can find something in there for your special purpose? https://www.amazon.com/Making-Music-Rhythm-Browser-Games-ebook/dp/B08L41GX9M