rich Posted December 9, 2014 Share Posted December 9, 2014 Hi all, So I've been really encouraged by the feedback and number of people downloading the first two Phaser books. With that in mind I'd like to ask which book you would all want to see written next? Here is a list I've put together - please pick up to 3 that you'd like to see written next, in order of preference. If you'd rather not post here then you can email me your choice ([email protected]) or tweet them at me! @photonstorm Each book will be to the same depth as the previous two and I will include optional source code bundles where appropriate. A Guide to Phaser Arcade Physics A Guide to the Phaser State Manager A Guide to Phaser Groups A Guide to Phaser Input A Guide to Phaser Game Objects Phaser Internals (game loop, sub-systems, extending the core) A Guide to Phaser Filters / Shaders Using Text in Phaser (Text, BitmapText, RetroFonts) A Guide to Phaser Audio A Guide to the Phaser Loader If you have your own suggestions then please let me know! Link to comment Share on other sites More sharing options...
Dream Of Sleeping Posted December 9, 2014 Share Posted December 9, 2014 Arcade physics, and Phaser Internals. Those two books would really help me understand what is going on, which would help me to debug my games. I'll be buying the scale manager book also. None of the others really appeal to me. I feel like I can understand the other subjects just by reading the documentation. Link to comment Share on other sites More sharing options...
totallybueno Posted December 9, 2014 Share Posted December 9, 2014 Physics and Input, that´s the thing for me. Link to comment Share on other sites More sharing options...
Wavertron Posted December 9, 2014 Share Posted December 9, 2014 Arcade Physics - a physics/collision system is pretty crucial to making most games. And I've neglected to learn Arcade for too long now in favour of using P2, even though Arcade may be the better, more performant choice depending on the game type.Phaser Internals - looks like that one could cover some nicely more advanced stuff in here, and like DreamOfSleeping said, help to understand whats going on underneath the covers.Phaser State Manager - in particular, how it affects code organisation. Where is the best place to put resusable components, common popup screens etc, when to constantly create and destroy vs hiding things offscreen. Hmmm, perhaps that isnt all State Manager specific..... Link to comment Share on other sites More sharing options...
rich Posted December 9, 2014 Author Share Posted December 9, 2014 @Rudy - I've started drafting the State Manager contents already, and those are exactly the sort of things it will cover! I figured Physics would be high-up on the list. My only concern is that I filled 120 pages just on tweens.. a book on physics could potentially be huge phuurup 1 Link to comment Share on other sites More sharing options...
trueicecold Posted December 9, 2014 Share Posted December 9, 2014 State Manager for me Would LOVE to get a better understanding on reusing popups, state transitions (if any exist in Phaser), and preload/loadUpdate to display a preloader bar explanation. Link to comment Share on other sites More sharing options...
rich Posted December 9, 2014 Author Share Posted December 9, 2014 Please do still carry on voting and commenting, but I'm going to do the State Manager book next. Here is the sign-up page on Leanpub so you can be told when it's ready Link to comment Share on other sites More sharing options...
trueicecold Posted December 9, 2014 Share Posted December 9, 2014 Awesome! I enlisted with a price tag of 10$ on it Link to comment Share on other sites More sharing options...
enriqueto Posted December 9, 2014 Share Posted December 9, 2014 Input and Phaser internals Link to comment Share on other sites More sharing options...
Gregory Posted December 9, 2014 Share Posted December 9, 2014 #8 Using Text in Phaser Link to comment Share on other sites More sharing options...
san40511 Posted December 10, 2014 Share Posted December 10, 2014 A Guide to Phaser Filters / Shaders drhayes 1 Link to comment Share on other sites More sharing options...
JakeCake Posted December 10, 2014 Share Posted December 10, 2014 Glad to see State Manager being Next, I would have voted for that. Besides that I would like to see more about both Audio & Text. I think I have text figured out at this point, but to see a confirmation that I've done it optimally would be great. Would also be a great addition for Phaser newcomers. Link to comment Share on other sites More sharing options...
horkoda Posted December 10, 2014 Share Posted December 10, 2014 Phaser Internals (game loop, sub-systems, extending the core) A Guide to Phaser Filters / Shaders A Guide to Phaser Game Objects Link to comment Share on other sites More sharing options...
Taleforge Posted December 10, 2014 Share Posted December 10, 2014 I would prefer: State Manager, Input and Loader. These topics are fundamental for every game, so I guess they are no bad choice right now. Link to comment Share on other sites More sharing options...
rtlehr Posted December 10, 2014 Share Posted December 10, 2014 I'd like to see a book on general game design and creation using Phaser. For instance, Common game design patterns and how to use them with Phaser, how to test a game and get it ready for market. What are some common pitfalls and mistakes and how to avoid them. Maybe this is beyond the scope of what your looking for, but all the examples in the book would be Phaser specific. I know something like that would really help me (a game creater and phaser novice) and I'd pay more for something like this than I would a tech book (<- I'd pay for these too, of course) Ross MichaelD 1 Link to comment Share on other sites More sharing options...
MichaelD Posted December 10, 2014 Share Posted December 10, 2014 Same here, I would like to see general info on HUDs/UIs on games, design strategy, common problems, and how can these be achieved with Phaser. I'm concerned though that to have a complete set of books on Phaser one would have to pay a large amount of money, but I guess each one can pick their guide and go with that. Link to comment Share on other sites More sharing options...
rich Posted December 10, 2014 Author Share Posted December 10, 2014 The concept behind doing the books on small, highly focused subjects is so you can pick and choose which ones you need, rather than have to buy a huge big book of which you only need a small percent. The Scale Manager book had the option to download it for free because I feel it's an essential piece of knowledge. The State Manager book will be the same. Things like Tweens and Filters are likely to have a minimum price though. Once I've completed a big enough set of books I can package them together in a single volume / bundle deal. Link to comment Share on other sites More sharing options...
stauzs Posted December 10, 2014 Share Posted December 10, 2014 (edited) I vote for:* A Guide to Phaser Filters / Shaders* Phaser Internals (game loop, sub-systems, extending the core) Edited December 10, 2014 by stauzs drhayes 1 Link to comment Share on other sites More sharing options...
postepenno Posted December 10, 2014 Share Posted December 10, 2014 1. Phaser's internals.2. Text. Personally I'd like to have a book with example of creating a relatively complex game with Phaser. Architecture, best practices, reusable components, e.t.c. Link to comment Share on other sites More sharing options...
blackgames Posted December 10, 2014 Share Posted December 10, 2014 I vote for:1. Phaser Internals (game loop, sub-systems, extending the core)2. A Guide to Phaser Game Objects (3. Tilemaps? ) Link to comment Share on other sites More sharing options...
gingerbeardman Posted December 10, 2014 Share Posted December 10, 2014 Not on your list but P2 Physics would be on my list. Not really a huge book, but just a tutorial to make a simple game using P2 rather than Arcade. Create worldApply forces using touch controlManage collisionsDelete/create objectsTransition between levelsGame state logic Link to comment Share on other sites More sharing options...
Dread Knight Posted December 10, 2014 Share Posted December 10, 2014 Looking forward to the State Manager book as well, because it's what I'm having issues with atm when using Phaser. I've looked at the source code of a lot of phaser games and the thing is that most of them only have like a level or so, meaning I didn't had a complex example to learn from or the code was poorly written.Anyway, my main game only has a level so I'll be focusing on the Tween Manager book as I didn't managed to do very complex tweens so far, hope things improved in 2.2 a lot regarding them. Keep up the good work! Link to comment Share on other sites More sharing options...
jackwkinsey Posted December 11, 2014 Share Posted December 11, 2014 Internals, Physics, States Link to comment Share on other sites More sharing options...
fariazz Posted December 11, 2014 Share Posted December 11, 2014 I'm loving the books so far! My vote: 8. Using Text in Phaser (Text, BitmapText, RetroFonts) 4. A Guide to Phaser Input --> include mobile gestures, swipe, pinch 6. Phaser Internals (game loop, sub-systems, extending the core) Other topic suggestions -Spritesheets, atlas, etc. Basically one that explains step by step how to move from using individual image files for each game element, to a more efficient setup, including what tools are needed, etc. I often read threads about this on the forum and always feel like I missed something that everyone else knows. -Understanding events and signals so that developers can use them on their game characters etc. JavaScript is event-driven and we should make more use of that. -Organizing the code files and folders for production, deployment, using prefabs and state files, etc. Link to comment Share on other sites More sharing options...
Dennis Posted December 11, 2014 Share Posted December 11, 2014 I like to understand more bout phaser, so I vote for1. Phaser internal2. Phaser game object Link to comment Share on other sites More sharing options...
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