Phaser Dev Report - July 2023

Published on 21st July 2023

Greetings everyone!

This is going to be a short entry, I'm afraid, but it still contains some important updates.

First of all - Phaser v3.61.0 Beta 1 is now available!

Yes, you read that correctly. I published v3.61 Beta 1 to GitHub and npm today.

I know it has the Beta 1 suffix, but don't panic - this isn't going to be another year-long mega release, reaching up into the Beta 20s or anything 🙂 I fully intend to publish the final version within the next two weeks.

I just wanted to get a Beta out before this weekend, as I know lots of you get time to test it then. It should be an easy and no-pain upgrade from 3.60 as it focuses pretty much on bug fixes rather than features.

Check out the Change Log for the full details. A few features crept in, but mostly it's all Quality of Life enhancements and straight-up "well that was wrong" type fixes. There are a couple of issues on GitHub I want to address next week, including the one where FX get distorted when the base canvas resizes. However, on the whole, this contains most of the fixes I wanted to see land.

Anchor My Tags

Aside from this, I've still been busy at work on the new Phaser website. Thank you to those who reached out and offered your assistance. Sadly, doing the front end was the easy part. What is taking the most time is updating the content! There was so much that was just out of date or plain wrong, and it's taking me a good while to rewrite it all. Once 3.61 is released, I think I need just to take stock and perhaps release a 'small' cut-down version of the site, with the core information on it, just to get our presence back again. I'll have to think about this when I'm back in the land of backend dev again. I will say, though, it has been quite fun! And I'm really looking forward to some of the new features the site will contain.

Multiplayer Madness starts this week!

I know lots of you love your game jams - and love IO games even more! So why not grab your spot in the Hathora community so you can be first to know their upcoming game jam theme and have as much time as possible to build an online multiplayer game:

⏲ 10 days

🎮 Online multiplayer games

💰 $2500+ in prizes

🚂 Use any engine, including Unity, Godot Engine, Epic Games' Unreal Engine, three.js, and more (although I'll personally disown you if you don't use Phaser)

Find out more details at https://itch.io/jam/multiplayer-madness-by-hathora

The Making of Vampire Survivors

This great No-Clip documentary landed on YouTube last week, and it's a fascinating watch:

https://youtu.be/XQVdR8mJrds

Although VS will finish its transition from Phaser to Unity very shortly, I'm still incredibly proud that my little framework managed to carry them so far! I don't blame them for a second for moving to Unity, as you just can't get JS on consoles easily, and even if you could, it would be a right pain to keep on top of various different code bases required. Far easier for them to focus just on one, and then they can iterate on new content and DLC for their adoring fans.

Plus, let's just say there is something extremely exciting (and very related!) dropping into VS later this year. I'll keep you posted 🙂

Ok, time to head off for now. I'll be back with the 3.61 release, and who knows, maybe a new web site sneak peak as well. Have a good one!

Greetings everyone!

This is going to be a short entry, I'm afraid, but it still contains some important updates.

First of all - Phaser v3.61.0 Beta 1 is now available!

Yes, you read that correctly. I published v3.61 Beta 1 to GitHub and npm today.

I know it has the Beta 1 suffix, but don't panic - this isn't going to be another year-long mega release, reaching up into the Beta 20s or anything 🙂 I fully intend to publish the final version within the next two weeks.

I just wanted to get a Beta out before this weekend, as I know lots of you get time to test it then. It should be an easy and no-pain upgrade from 3.60 as it focuses pretty much on bug fixes rather than features.

Check out the Change Log for the full details. A few features crept in, but mostly it's all Quality of Life enhancements and straight-up "well that was wrong" type fixes. There are a couple of issues on GitHub I want to address next week, including the one where FX get distorted when the base canvas resizes. However, on the whole, this contains most of the fixes I wanted to see land.

Anchor My Tags

Aside from this, I've still been busy at work on the new Phaser website. Thank you to those who reached out and offered your assistance. Sadly, doing the front end was the easy part. What is taking the most time is updating the content! There was so much that was just out of date or plain wrong, and it's taking me a good while to rewrite it all. Once 3.61 is released, I think I need just to take stock and perhaps release a 'small' cut-down version of the site, with the core information on it, just to get our presence back again. I'll have to think about this when I'm back in the land of backend dev again. I will say, though, it has been quite fun! And I'm really looking forward to some of the new features the site will contain.

Multiplayer Madness starts this week!

I know lots of you love your game jams - and love IO games even more! So why not grab your spot in the Hathora community so you can be first to know their upcoming game jam theme and have as much time as possible to build an online multiplayer game:

⏲ 10 days

🎮 Online multiplayer games

💰 $2500+ in prizes

🚂 Use any engine, including Unity, Godot Engine, Epic Games' Unreal Engine, three.js, and more (although I'll personally disown you if you don't use Phaser)

Find out more details at https://itch.io/jam/multiplayer-madness-by-hathora

The Making of Vampire Survivors

This great No-Clip documentary landed on YouTube last week, and it's a fascinating watch:

https://youtu.be/XQVdR8mJrds

Although VS will finish its transition from Phaser to Unity very shortly, I'm still incredibly proud that my little framework managed to carry them so far! I don't blame them for a second for moving to Unity, as you just can't get JS on consoles easily, and even if you could, it would be a right pain to keep on top of various different code bases required. Far easier for them to focus just on one, and then they can iterate on new content and DLC for their adoring fans.

Plus, let's just say there is something extremely exciting (and very related!) dropping into VS later this year. I'll keep you posted 🙂

Ok, time to head off for now. I'll be back with the 3.61 release, and who knows, maybe a new web site sneak peak as well. Have a good one!