oxysoft Posted August 12, 2014 Share Posted August 12, 2014 Box2D integration!! Link to comment Share on other sites More sharing options...
onefatman Posted August 13, 2014 Share Posted August 13, 2014 Ok so a lot of this has been covered but here's my two cents:Scaling support: most of the issues I've had are all stemming from the game not being able to be displayed properly on different devices/browsers etc. Coming from a flash background there was a "noScale" property that let the movie container scale to the browser window but kept all of the contents of the movie independent so you could handle all of the scaling within your project and nothing would stretch or leave any gaps. Not sure if it's possible with the canvas, if not maybe some sort of Phaser-specific renderer (similar to Ejecta for Impact) that could take care of it?Native UI componentsBetter integration with Cocoon.js (or whatever wrapper suits best)Box 2D, no need for 3D eitherAn easy way to hook up to greensock's animation goodiesmultiplayer/network supportAn easy way to create container sprite/objects, add children to them and still support the object as a single physics body. I built a workaround by not passing an id to a sprite, adding children and then overriding the physics bodies with the parent body, but it still had issuesWith all that said, even without all this stuff your product is amazing and is giving an old irreelevant flash developer a new lease on coding life. Keep up the rad work, and can't wait to see what you have in store! Link to comment Share on other sites More sharing options...
megan Posted August 14, 2014 Share Posted August 14, 2014 Usage examples in the documentation. Don't get me wrong... the documentation seems very thorough from what I've seen so far, but it is a little tricky for a newbie like me to figure out how to use each function, just from reading the docs. Ability to scale canvases and images by percentages (as other people have mentioned)I do love what I've seen so far though! Keep up the great work! Link to comment Share on other sites More sharing options...
Wavertron Posted August 14, 2014 Share Posted August 14, 2014 Not a Phaser3 thing, but could we get sub-forums for each physics system? Might make it easier to find things Link to comment Share on other sites More sharing options...
alphard Posted August 15, 2014 Share Posted August 15, 2014 1. world-to-screen space transformations.2. camera smooth following and motion.3. anchor and/or better align for BitmapFont.4. Canvas-based effects (not WebGL-only!), such as glow, blur, etc., if possible.5. Box2D-physics.6. Circle bboxes for the Arcade physics.7. To solve issues with negative scale values for sprites.8. Easy import tweens from Flash.And: For me the most important wishlist item is improved scaling to fit mobile screens. What I'd like is something which: - Scales to fit any size browser, with the option to fill the screen if wanted- Can keep the aspect ratio without squashing- Can dynamically resize if the user rotates the device +1000 Link to comment Share on other sites More sharing options...
terebentina Posted August 15, 2014 Share Posted August 15, 2014 3. anchor and/or better align for BitmapFont. Yes, this! Quite a pain now with i18n when text length is different and you want the bitmap text center aligned. Actually I would love to be able to align anything in relation to its parent or screen, not just multiline text. And +1 for improved scaling...maybe a NO_BORDER scale type could solve things? Link to comment Share on other sites More sharing options...
Nepoxx Posted August 15, 2014 Share Posted August 15, 2014 I'll give another +1 for basic networking. I'm not quite sure what this engine provides, but it sure sounds sweet: When You Say Multiplayer Don’t You Just Mean Websockets?Anyone can make a websocket connect, this is way more than that...Unlike other engines that throw in Socket.io or another networking library and call it “multiplayer”, Isogenic Engine provides the most advanced networking and realtime multiplayer functionality available in any HTML 5 game engine. The system is based on entity streaming and includes powerful simulation options and client-side entity interpolation from delta updates. The system was inspired by Valve’s Source Engine multiplayer system and you can read more about that here: Source Multiplayer NetworkingIsogenic’s code base runs the same API on both a browser and Node.js and comes with a built-in multiplayer server module. You write the same code, in the same language and call the same API from both the client and server making Isogenic a truly JavaScript-only engine from front-to-back.Source Dread Knight 1 Link to comment Share on other sites More sharing options...
fiverivers Posted August 17, 2014 Share Posted August 17, 2014 The ability to generate lines on the display and then interact with these. Right now if I make a line using the Phaser.Line method I can't interact with that line i.e. get a user to follow their finger across it. Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 18, 2014 Share Posted August 18, 2014 I would LOVE to see automated support for handling higher resolution assets. Something like in Gideros Studio. Basically the engine would decide what device the game is running on and you would setup up a config file where you would tell it when to switch over to higher res assets. The base would be 480x320 and the you'd have @2x (960x640), @4x .... and so on. Any chance of this sort of thing happening? ianmcgregor 1 Link to comment Share on other sites More sharing options...
Softwave Posted August 19, 2014 Share Posted August 19, 2014 One thing that'd be very useful for me would be tweening where you can set the speed instead of the duration. Link to comment Share on other sites More sharing options...
wayfinder Posted August 19, 2014 Share Posted August 19, 2014 As a workaround, you can use speed * 100 / 6 to convert to duration Softwave and Dread Knight 2 Link to comment Share on other sites More sharing options...
Softwave Posted August 20, 2014 Share Posted August 20, 2014 As a workaround, you can use speed * 100 / 6 to convert to durationThat is extremely helpful information; thank you! Link to comment Share on other sites More sharing options...
Fret Posted August 23, 2014 Share Posted August 23, 2014 Spine support. +1 BattyMilk 1 Link to comment Share on other sites More sharing options...
HeadClot Posted August 27, 2014 Share Posted August 27, 2014 I am fairly new to Phaser here is what I would like to see 1. Authoritative Server / Client similar to the Isogenic engine to prevent / deter cheating. I'll give another +1 for basic networking. I'm not quite sure what this engine provides, but it sure sounds sweet: Source 2. Modular / Reusable Code for games similar to Impact++ for ImpactJS. 3. Spine support 4. Controller Support (if not already implemented.) 5. Some sort of basic 3D level editor for placing 3D and 2D objects. Link to comment Share on other sites More sharing options...
Bengsis Posted August 30, 2014 Share Posted August 30, 2014 Deleted Link to comment Share on other sites More sharing options...
oler Posted September 1, 2014 Share Posted September 1, 2014 somebody please help here:http://www.html5gamedevs.com/topic/8920-time-pertinent-button-issue-please-help-wasted-2-days-trying-to-figure-out-what-is-wrong/ Link to comment Share on other sites More sharing options...
JUL Posted September 1, 2014 Share Posted September 1, 2014 Maybe I've missed some part somewhere with the callBacks... There's one onStart, one onLoop, one onComplete, but no onPlay callBack...Which I find weird, so weird that I think I've missed it, but I can't find it Cool stuff I liked in the flixel Power tools, were the sinwaves applied to static images...There's probably a phaser plugin for it, or not, but I really think that shouldn't come as a plugin, but as a feature. Why ? Because with one pic in the background of the presentation page, like flames, you get moving flames.2 pics superimposed, with asynchrone sinewave effect applied to each, and you get super flames. It really helps. Another usage could be "teleportations/vanishing" effects on sprites for example. But flames. Like freaking flames. Dread Knight 1 Link to comment Share on other sites More sharing options...
Chendler Posted September 1, 2014 Share Posted September 1, 2014 I think will be great if add possibility to change spritesheet box relatively frame center. Link to comment Share on other sites More sharing options...
Uhfgood Posted September 1, 2014 Share Posted September 1, 2014 radial (circle) collisions in arcade physics -- like overlap using circles (I don't know about the actual collide stuff, don't want anything advanced but just a circular overlap detection). Support for true wraparound, so I don't have to program it manually -- (I'm having problems related, although my code does work alright). Link to comment Share on other sites More sharing options...
alphard Posted September 3, 2014 Share Posted September 3, 2014 One more, last but not least, my wish is to add some global messaging system, e.g.:http://thejacklawson.com/Mediator.js/To have a "global" alternative to the "local" Signals is extremely useful, so now I often add a mediator as a Game instance's member on startup:game.mediator = new Mediator();Unfortunately, the Mediator above has glitches, and, as not a part of the Phaser, it looks a little alien.Maybe something similar is already exist as a plugin or something (I'm not sure..) drhayes 1 Link to comment Share on other sites More sharing options...
PixelPicoSean Posted September 4, 2014 Share Posted September 4, 2014 +1 for messaging system, which is much more useful than just Signals Link to comment Share on other sites More sharing options...
Glaydur Posted September 10, 2014 Share Posted September 10, 2014 Better search function for the docs. I hate the quick search I just want one searchbar to rule search them all. Link to comment Share on other sites More sharing options...
nkholski Posted September 11, 2014 Share Posted September 11, 2014 Parallel state support is what I miss the most in Phaser and I'm thrilled it's planned even for the 2.2 release. Overall I'm really pleased and impressed by Phaser, and it's hard to find anything to ask for. Just a minor thing I though of: I don't know if this is a good idea, or if there already is an easy way to do this but I how about something like inBoundsWakeup and outOfBoundsSleep (similar to outOfBoundsKill)? I have a tilemap with enemies in an object layer and I would love to have something like "inBoundsWakeup" to startup enemies when the player get close to them so that they start at a position that I have choosen. Maybe "outOfBoundsSleep" would be nice too, that enemies freeze when leaving the bounds but wakes up when inbounds again. Even better would be to be able to do this relative to a position, so that you can to set a sprite to wake up if the player is within say 500 pixels even if thats outside the screen. For me enemies start to move when the game starts and a lot of them get stuck in pits before getting to them. I guess I will find a solution when I look into it but I think this would be a way to have it built in. Link to comment Share on other sites More sharing options...
rich Posted September 11, 2014 Author Share Posted September 11, 2014 Niklas - really nice idea We're going to be putting all of the suggestions in this thread into a list we can organise, prioritise and vote on. Link to comment Share on other sites More sharing options...
nkholski Posted September 11, 2014 Share Posted September 11, 2014 Glad you appreciated it. Another thing I've been struggling with that could go into Phaser is tween/transition of bounds. A basic example where this could be useful is a NES Legend of Zelda-clone. The Zelda map is made up by screens that is static until Link reaches the border of the screen, then the screen scrolls to the bordering one. This transition could be achieved by something "game.world.tweenBounds(dest.x,dest.y.dest.width,dest.height,milliseconds)" and I think the camera would follow nicely if its set to follow the player. I guess that the Zelda-example could be achieved just by using the camera. However, a more complex example would be Super Metroid (SNES) where you want to change bounds in corridors to be exact height of the screen preventing the camera from moving vertically when jumping, or chasms to be exactly the width of the screen, or big rooms that can scroll in all directions without showing the contents of bordering rooms or a boss battle with bounds in an exact fit of the screen. This is hard to achieve in a smooth way without gradually alter the bounds I think. By the way, I'm not 100% sure I understand how Phaser handles bounds and what this kind of changes of bounds could have on other functions. Link to comment Share on other sites More sharing options...
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