Those funds allow Phaser to improve, and when it improves, everyone involved benefits. You may not realize it, but because of this, we rely 100% on community backing to fund development.
It's part of our manifesto that the core framework will always be free, even if you use it commercially, as many of you do. After all, it's built on, and was born from, open web standards. Rich - Phaser is an open source project, we cannot charge for it in the same way as traditional retail software. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that. Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Discord. Here you can find the latest development reports including the concepts behind Phaser 4. If you'd like to stay abreast of developments then I'm now publishing them to the Phaser Patreon. If you've ever considered becoming a backer, now is the perfect time! Your continued funding allows me to keep working on Phaser full-time and this monster of a new release is the very real result of that. I'd like to send a massive thank-you to everyone who supports Phaser on Patreon, GitHub Sponsors and our corporate backers.
So, please do spend some time digging through the Change Log.
New features include full support for post-processing effects via the new Post FX Pipeline, multi-texture support for faster WebGL rendering, a brand new Layer Game Object for the ability to group and post process objects without impacting their transforms, new event hooks, a massive overhaul of the Animation system, funky looking new Point Lights, a new Pipeline Manager, new Camera effects, the latest version of the Spine Plugin, an extremely powerful new Mesh Game Object, a brand new Render Texture, huge improvements to Bitmap Text, isometric and hexagonal Tilemap support, a new Pushable Arcade Physics Body type, new Geometry Intersection tests, Light 2D Updates and lots, lots, lots more!Īs usual, I'd like to send my thanks to the Phaser community for their help in both reporting issues and submitting pull requests to fix them. It pulls together most of the R&D that took place earlier this year for Phaser 4 and delivers it to you in version 3. There is plenty to be excited about in this version. We cannot guarantee that for everyone, of course, but depending on how complex your game is, the chances are good. We already know of lots of devs who have upgraded with minimal, or no, changes to their actual game code. A massive number of the changes are purely internal and while there are absolutely some API breaking changes in this release (hence the large version number jump), we've kept them as sensible as possible. The changes for 3.50 actually grew so large that I had to split them out from the main Change Log and put them into their own file. I did actually try counting all the changes, but gave up after I'd reached 900 of them! Thankfully, they are, as always, meticulously detailed in the Change Log. There are quite literally hundreds of new features to explore, updates to key areas and of course bug fixes. It's not hyperbole or exaggeration when I say that Phaser 3.50 is the single biggest point release ever in the history of Phaser. 3.55 focuses mostly on fixing issues, but also addresses a performance issue with mixing Sprites and Graphics objects together.
Learn: API Docs, Support Forum and StackOverflowĬode: 1770+ Examples (source available in this repo)Īfter 13 beta releases, over 200 resolved issues, thousands of lines of new code and the culmination of over 6 months incredibly hard work, Phaser 3.50 was finally released in December 2020 and we're continuing with updates into 2021 with this new 3.55 release. Play: Some of the amazing games #madewithphaser Visit: The Phaser website and follow on Phaser Twitter Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser.
As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub. You can use JavaScript or TypeScript for development.Īlong with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm.
Games can be compiled to iOS, Android and native apps by using 3rd party tools. Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers.