elennaro Posted December 26, 2014 Share Posted December 26, 2014 PhaserJS is a brilliant framework that I love very much!I wish you success and luck in the year 2015.My humble wishes are:Code optimization with accent on mobile platforms Good compatibility with firefoxOS Some Mocking and testing solutions Collaborate with IDE developers (especially Netbeans) team to make support of your framework on a level of code completion, documentation etc. Good mood to your team! Link to comment Share on other sites More sharing options...
Oscar Abraham Posted December 30, 2014 Share Posted December 30, 2014 It would be nice to get direct phaser support for dom elements that could be inside of some kind of main game div and scaled with the whole game. That way it would be easier and sometimes even cheaper to incorporate forms, banners, videos, etc. to a game. Link to comment Share on other sites More sharing options...
Nereus Posted December 31, 2014 Share Posted December 31, 2014 Forgive me if this is already covered, but I'm new to Phaser and didn't see anything on the forums about this one thing in particular. I'd love to see a direct way of creating hexagon tile maps, similar to how this is presented: http://www.html5gamedevs.com/topic/9777-hexpixijs/ Thanks for all of your work! I'm really excited to dive into Phaser for my first web game. Link to comment Share on other sites More sharing options...
Mrst2L Posted January 1, 2015 Share Posted January 1, 2015 I don't know if anyone has mentioned this but I'd love to see spine compatibility. BattyMilk 1 Link to comment Share on other sites More sharing options...
Clowerweb Posted January 4, 2015 Share Posted January 4, 2015 I'd like the ability to manipulate tiles in a tilemap the same way as a sprite - add filters such as tinting for example, animations, etc. I realize there are tilesprites, but those aren't the same as tileMAPS. Additionally, something like "apply X filter to all tiles with the index 61", or even better, "apply X filter to tiles [61, 58, 42]" would be amazing. Link to comment Share on other sites More sharing options...
xerver Posted January 5, 2015 Share Posted January 5, 2015 @Clowerweb you can apply filters to tiles in a tilemap right now with https://github.com/englercj/phaser-tiled because each tile is a sprite. As far as "Apply filter to all tiles with index 61" there is no magic in there for that, you will just have to select all those tiles and apply the filter. Link to comment Share on other sites More sharing options...
basalt Posted January 6, 2015 Share Posted January 6, 2015 Support for:building with Webpacktypechecking with Flow (flowtype.org)hot reloading of graphics and code It would be so great to edit the graphics or js file of a game entity, hit save, and see it change its behavior in the running game without restarting. I don't think there's an obvious solution for how to do hot reloading -- but some likely candidates are fb-flo (a chrome extension) and webpack's experimental "hot module replacement" feature. They're both rough around the edges at the moment, might be ready before Phaser 3 rolls out. Leftium and TheBikingViking 2 Link to comment Share on other sites More sharing options...
enriqueto Posted January 15, 2015 Share Posted January 15, 2015 would be great to have:support for spinecamera zoom BattyMilk 1 Link to comment Share on other sites More sharing options...
hollowdoor Posted January 18, 2015 Share Posted January 18, 2015 Optional directional collision detection for tileset polylines. Like how tiles have tile.collideDown = false. Link to comment Share on other sites More sharing options...
Arcanorum Posted January 20, 2015 Share Posted January 20, 2015 Phaser on current gen console browsers. Has this been discussed before? What considerations are there to keep in mind when it comes to something like this?It seems like a really neat idea. Does Phaser 2 work on them currently? Are consoles something that you are including in the design of Phaser 3?Console controller support is great, but seeing as most of those controllers are used on their corresponding consoles, it feels like a tack-on feature ATM that could be better utilized on its intended platform. Also, I hope Phaser 3 doesn't get stylized as PHAS3R. It would look so cheesy IMO. Link to comment Share on other sites More sharing options...
wayfinder Posted January 20, 2015 Share Posted January 20, 2015 behold, for I have seen the future Link to comment Share on other sites More sharing options...
hollowdoor Posted January 22, 2015 Share Posted January 22, 2015 Phaser on current gen console browsers. Has this been discussed before? What considerations are there to keep in mind when it comes to something like this?It seems like a really neat idea. Does Phaser 2 work on them currently? Are consoles something that you are including in the design of Phaser 3?Console controller support is great, but seeing as most of those controllers are used on their corresponding consoles, it feels like a tack-on feature ATM that could be better utilized on its intended platform. Also, I hope Phaser 3 doesn't get stylized as PHAS3R. It would look so cheesy IMO. Here's a link to ps4 browser support.http://console.maban.co.uk/device/ps4/ If you're talking native I don't know. Maybe Sony, and Microsoft will allow a special browser environment. Maybe not. Either way it would be a bugaboo to test. Sony requires a payment to test on their consoles. I don't know what Microsoft requires. I believe that if it can be compiled a new webkit, or chromium web view will run in those consoles. It wouldn't be that much work to build a loader for games, but there are a few hoops to jump through before it can even be tested. There's a few system specific libs that would get in the way of cross platform too. The only hope may be javascript to c++ compilation. The other strange option would be to ship every game with it's own web view. Which might actually be good, but that's the same as having just the loader. Link to comment Share on other sites More sharing options...
Gods Posted January 22, 2015 Share Posted January 22, 2015 I would like better swipe controls and auto full screen dimension so it scales to every screen. Link to comment Share on other sites More sharing options...
skywalker Posted January 24, 2015 Share Posted January 24, 2015 box2d support it is crazy idea but if there is scene editor for framework will be better Link to comment Share on other sites More sharing options...
gingerbeardman Posted January 24, 2015 Share Posted January 24, 2015 I'd like to see:easier chunky pixel "zoomed" graphics supportbuilt in, hassle free full-screen support on mobile and desktopbuilt in gesture managercompatibility with Wii U and 3DSmore focused examples & demos—perhaps they all live somewhere like jsfiddle?auto spritesheet generatorless focus on command line tools like gruntThe Big One:a "Phaser Manager" native app (akin to MAMP or CodeKit) to manage the build process would be far easier than the current/recommended workflow. Link to comment Share on other sites More sharing options...
Gods Posted January 27, 2015 Share Posted January 27, 2015 A big wish is a Dart version of phaser 3 Dart tree shaking + minify feature will stop users from stealing source code. Link to comment Share on other sites More sharing options...
amadeus Posted January 28, 2015 Share Posted January 28, 2015 It may have already been discussed, but I figured i would add it here in case it adds more votes: A much needed emphasis on the renderer for mobile devices. Pixi only recently added the resolution variable, but it also came with many bugs. Given that most mobile devices are higher resolution devices, I think this is an absolute must. Also an emphasis on tools like filters actually working consistently across mobile devices. Mobile browsers now all have WebGL and I think it's time these tools are properly optimized to take advantage of them Link to comment Share on other sites More sharing options...
yougotashovel Posted February 3, 2015 Share Posted February 3, 2015 It would be great to see anchor points for other game objects. Namely: group, mask etc. Both of these examples already have properties like angle, rotation, and scale. It's strange that they don't have anchor too. Whenever i need to use angle, rotation or scale. 9 times out of 10 i need the anchor to be 0.5, 0.5, but i can't currently do this. Precise animation is difficult without the anchor property. For example; as a work-around for groups, i have to reposition everything within the group negatively. It's annoying to have to create pseudo-anchor points, and re-calculate everything else in the game around them. And i haven't found a work-around for masks. Link to comment Share on other sites More sharing options...
xerver Posted February 3, 2015 Share Posted February 3, 2015 It would be great to see anchor points for other game objects. Namely: group, mask etc. Both of these examples already have properties like angle, and rotation, it's strange that they don't have anchor too. Whenever i use angle and rotation 9 times out of 10 i need the anchor to be 0.5, 0.5, but i can't currently do this. For example; as a work-around for groups, i have to reposition everything within the group negatively. It's annoying to have to create pseudo-anchor points, and re-calculate everything else in the game around them. I think you are looking for the pivot property Anchor moves a texture around on a sprite, pivot is the rotation point. When you change the anchor you are still rotating by the top-left corner of the object you just moved the texture so it looks correct. Link to comment Share on other sites More sharing options...
yougotashovel Posted February 3, 2015 Share Posted February 3, 2015 Ahhhh, thanks. They're all named so similar, and i don't know why i didn't see the pivot property before! Link to comment Share on other sites More sharing options...
nkholski Posted February 3, 2015 Share Posted February 3, 2015 Possibility to alter the render order of a sprite (or other object that's rendered) in relation to another sprite: sprite.bringAbove(sprite2);sprite.bringBelow(sprite2)(Sorry if this has already been suggested. I haven't read through all three pages of this thread, but tried to search for similar questions with different key words with no results.) Link to comment Share on other sites More sharing options...
rich Posted February 3, 2015 Author Share Posted February 3, 2015 You can do that already (Group has lots of movement methods, and World is just one big Group) Link to comment Share on other sites More sharing options...
hollowdoor Posted February 7, 2015 Share Posted February 7, 2015 I just thought of something else. How about more visual debugging? The debug class is nice, but a little more could help. A global adjustable x/y numbered grid would be nice. For help with thinking about positions. An x/y numbered dot on a sprite's anchor would help with working with the grid too. Also splats on collision edges. To help design work flow. Like how to design a sprite for the best visual collision. Link to comment Share on other sites More sharing options...
Bilge Posted February 7, 2015 Share Posted February 7, 2015 Better separation of concerns. As an example, Sprite is a drawing object; it should not have properties called "health", "lifespan", "damage()", or "kill()". This is bad because not all drawing objects (Sprites), even in the context of a game, have a concept of "health". These properties should be present in a more specific class, such as Entity. This is just one example of where several independent parts of Phaser bleed together. Mickawesomesque and ptdnet 2 Link to comment Share on other sites More sharing options...
Bilge Posted February 7, 2015 Share Posted February 7, 2015 I hear the "objects as parameters" request quite often. The issue I have with it is that I don't see any real difference between having to remember magic object properties as to having to remember parameters. You don't have to remember anything if you use TypeScript and define the parameters as an object. E.g.class Sprite { constructor(options: SpriteOptions) }class SpriteOptions { ... } Link to comment Share on other sites More sharing options...
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