Phaser World Issue 168
In the last issue, I introduced you to the Phaser Studio team and told you a little about what they were up to. This week, they've written their own Dev Log entries, so here, in their own words, is what's been happening ...
Arian: Hi from Florida! This week, my primary focus involved researching various options available for exporting games to multiple desktop and mobile platforms. We want to make the process of exporting a game from the Phaser Editor 2D dashboard into a final app as straight forward as possible.
Additionally, I dedicated a significant portion of my time to preparing for the upcoming release of Phaser Editor 2D version 3.67.0. This task entailed testing the new features, debugging existing issues to ensure stability, and updating documentation to reflect the latest changes.
A constant work on Phaser Studio is to support you on our Discord server. If you have any questions regarding Phaser Editor 2D, please hit me in our #phaser-editor channel.
Francisco: This week has been dedicated to phaser-fiber, an exciting project that aims to integrate Phaser with React in a more seamless manner. I have been deeply involved in researching how to bring this project to life, focusing on ensuring that the development process is as user-friendly as possible.
In my efforts, I have initiated some preliminary tests with the Game component, Scene, and a sprite child. These tests are aimed at assessing the feasibility of creating instances on the fly, which is crucial for the dynamic nature of the projects we envision.
Additionally, I have taken the time this week to update all our templates to incorporate the latest version of Phaser, which is 3.80.0. This ensures that our work remains at the cutting edge, providing the best possible foundation for developers.
Ben: I've been improving compressed texture support. Phaser now supports sRGB colour in a wide range of PVR and KTX formats, and can detect and report WebGL-incompatible texture data. MIPMaps and spritesheets in atlases now work correctly with compressed textures. WebGL textures in general are created and updated more thoroughly, avoiding rare errors with videos and text. This allows developers to implement greater visual quality and power efficiency, especially on mobile devices.
Robert: I've been doing a deep dive into Phaser internals with the side-effect of bug fixing. Now that the 3.80 release is out I am looking into ES6+ features that can be incorporated into Phaser. Tree-shaking is high on the list as well as reducing polyfills while hopefully creating an elegant experience for devs alike.
Can: Hello there from a sunny day in Cyprus! I've been working on ad network plugin support for Phaser. Thanks to v3.80, we now have base64 loader support, which makes loading assets easier than ever!
After finishing the Tiktok plugin, Vungle and IronSource are on the way. Then there are two more networks to support. There will be more exciting news coming up as we're done with the ad networks!
Rich: It's been quite the week, to say the least! Everyone worked really hard on getting the v3.80 release out. There were a lot of things to coordinate and synchronize. For example, we couldn't update all the templates until v3.80 was on npm, and Ben couldn't start on 3.90 work until all the new docs had been generated from the main branch, and so on. I'm glad it went well, though. This is the first release we've done as a team and I'm sure it'll get smoother as time goes on.
Personally, I contributed a lot of code to v3.80 and closed a whole tonne of issues. Our GitHub issue count is really low now, and over 50% of those left are to do with the WebGL Renderer, which Ben is working full-time on. He has jumped right into the next version already.
Now that that is out of the way, it's time to focus on the new website. This is really important to me, and I desperately want to get it live! But there was a lot of content to deal with, so we're going to break it down into stages. The first stage will look pretty much like the current site, just powered by our new CMS and with the CSS tidied up. The next stage will allow for user registrations and the integration of Phaser Editor, and then beyond this, we will start implementing all of our new services, such as the Ad Network templates, app publishing, and a lot, lot more.
Plus, there are some very important projects I'm coding on as well, which we need to keep under wraps for now. It's good fun, though, that's for sure! See you all next week.
In the last issue, I introduced you to the Phaser Studio team and told you a little about what they were up to. This week, they've written their own Dev Log entries, so here, in their own words, is what's been happening ...
Arian: Hi from Florida! This week, my primary focus involved researching various options available for exporting games to multiple desktop and mobile platforms. We want to make the process of exporting a game from the Phaser Editor 2D dashboard into a final app as straight forward as possible.
Additionally, I dedicated a significant portion of my time to preparing for the upcoming release of Phaser Editor 2D version 3.67.0. This task entailed testing the new features, debugging existing issues to ensure stability, and updating documentation to reflect the latest changes.
A constant work on Phaser Studio is to support you on our Discord server. If you have any questions regarding Phaser Editor 2D, please hit me in our #phaser-editor channel.
Francisco: This week has been dedicated to phaser-fiber, an exciting project that aims to integrate Phaser with React in a more seamless manner. I have been deeply involved in researching how to bring this project to life, focusing on ensuring that the development process is as user-friendly as possible.
In my efforts, I have initiated some preliminary tests with the Game component, Scene, and a sprite child. These tests are aimed at assessing the feasibility of creating instances on the fly, which is crucial for the dynamic nature of the projects we envision.
Additionally, I have taken the time this week to update all our templates to incorporate the latest version of Phaser, which is 3.80.0. This ensures that our work remains at the cutting edge, providing the best possible foundation for developers.
Ben: I've been improving compressed texture support. Phaser now supports sRGB colour in a wide range of PVR and KTX formats, and can detect and report WebGL-incompatible texture data. MIPMaps and spritesheets in atlases now work correctly with compressed textures. WebGL textures in general are created and updated more thoroughly, avoiding rare errors with videos and text. This allows developers to implement greater visual quality and power efficiency, especially on mobile devices.
Robert: I've been doing a deep dive into Phaser internals with the side-effect of bug fixing. Now that the 3.80 release is out I am looking into ES6+ features that can be incorporated into Phaser. Tree-shaking is high on the list as well as reducing polyfills while hopefully creating an elegant experience for devs alike.
Can: Hello there from a sunny day in Cyprus! I've been working on ad network plugin support for Phaser. Thanks to v3.80, we now have base64 loader support, which makes loading assets easier than ever!
After finishing the Tiktok plugin, Vungle and IronSource are on the way. Then there are two more networks to support. There will be more exciting news coming up as we're done with the ad networks!
Rich: It's been quite the week, to say the least! Everyone worked really hard on getting the v3.80 release out. There were a lot of things to coordinate and synchronize. For example, we couldn't update all the templates until v3.80 was on npm, and Ben couldn't start on 3.90 work until all the new docs had been generated from the main branch, and so on. I'm glad it went well, though. This is the first release we've done as a team and I'm sure it'll get smoother as time goes on.
Personally, I contributed a lot of code to v3.80 and closed a whole tonne of issues. Our GitHub issue count is really low now, and over 50% of those left are to do with the WebGL Renderer, which Ben is working full-time on. He has jumped right into the next version already.
Now that that is out of the way, it's time to focus on the new website. This is really important to me, and I desperately want to get it live! But there was a lot of content to deal with, so we're going to break it down into stages. The first stage will look pretty much like the current site, just powered by our new CMS and with the CSS tidied up. The next stage will allow for user registrations and the integration of Phaser Editor, and then beyond this, we will start implementing all of our new services, such as the Ad Network templates, app publishing, and a lot, lot more.
Plus, there are some very important projects I'm coding on as well, which we need to keep under wraps for now. It's good fun, though, that's for sure! See you all next week.