Re:I Open-Sourced My Phaser-Powered HTML5 Game
by zackproser on Monday July 13, 2015 @06:49AM
(#9877309)
@lewis9029 - Phaser is a joy to develop with because of how well put together it is. The main advantage to using it is that you'll reap the benefit of a veteran game developer's many years of experience rather than having to implement tweens, spritemaps, groups, physics, etc, on your own.
Though I haven't built a turn-based game with it myself yet, I know others have and it would basically save you time and allow you to focus on the logic that makes your game unique.
@deificx - Thanks for letting me know. I'll look into this.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by INTPenis on Monday July 13, 2015 @07:50AM
(#9877493)
Space bar should click on Start whenever that's the only option available. It's a small detail but it would be better not to have to reach for the mouse.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by zackproser on Monday July 13, 2015 @02:41PM
(#9880076)
I used Ludei - I was planning on creating a separate tutorial on this a little later. Basically once you get your Phaser game finished, their service will wrap your game into a valid .apk or iOS app for you.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by hellbanner on Monday July 13, 2015 @12:23PM
(#9879101)
Good post. I've been pondering making posts like this for a book -- HN would you pay for code breakdowns of completed games with source code provided? (Personally I bought the gameprogrammingpatterns.com book but I might be an exception in this crowd)
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by zackproser on Monday July 13, 2015 @01:07PM
(#9879399)
Thanks - I was thinking of doing something similar. I think there is value in doing the legwork of organizing all this material into a coherent, step by step type of guide / book. The information obviously exists elsewhere in scattered pieces - but I believe devs would pay to have it curated sanely for them.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by zackproser on Monday July 13, 2015 @09:04AM
(#9877823)
It is. It's apparent how much effort went into it when you build a project with it and realize how much of the nitty gritty has been abstracted away for you.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by lewisl9029 on Monday July 13, 2015 @06:19AM
(#9877226)
Thanks for sharing!
I'm curious though: what would a game engine like Phaser offer over general-purpose web app frameworks for building turn-based games (other than maybe performance)?
I've been toying with the idea of a turn-based co-op rogue-like using web technologies. I was considering just using some React-based framework and lots of fancy custom CSS to build it, since it leverages my existing knowledge and experience much better.
Re:I Open-Sourced My Phaser-Powered HTML5 Game
by zackproser on Monday July 13, 2015 @10:26AM
(#9878231)
Sure thing. Glad it will be of some help. While there are lots of good Phaser code samples available, my goal was to provide a completed project to make it clear how everything fits together.
Though I haven't built a turn-based game with it myself yet, I know others have and it would basically save you time and allow you to focus on the logic that makes your game unique.
@deificx - Thanks for letting me know. I'll look into this.
@TheSisb2 - Thanks. Glad you'll find it useful.
I'm curious though: what would a game engine like Phaser offer over general-purpose web app frameworks for building turn-based games (other than maybe performance)?
I've been toying with the idea of a turn-based co-op rogue-like using web technologies. I was considering just using some React-based framework and lots of fancy custom CSS to build it, since it leverages my existing knowledge and experience much better.
I haven't gotten far enough, but I hope it becomes more challenging with alien rockets that try to attack you or something.
kudos to author for a cool game.
Have you considered making the alien-bot more dynamic or perhaps adding more bots?
Also, what about adding the ability to destroy bots too?