The road to HTML5 casual game development – “I still use Phaser 2”

Well, for some time now, i´ve triying to catch the Phaser 3 train. In my experience, as a single developer who already passed several years deciding how to get involved into the HTML5 game design and development world, first i started with a js framework called impact.js.

But going even more to the past, i remember to proof myself doing any game with whatever languaje i had. So as a multimedia designer i already was, the first technology i had contact with and able to really do some interesting interactive stuff was FLASH. At the time this technology was involved in many web games that used to inspire me to try to develop something like that.

So my first game prototypes where made using FLASH but the dead of this tech marked me with a new task, learn how to make HTML5 games. Thats why i ended at firts with impact.js, a library in JS that is fine for doing games but its no more upgraded or maintained for a while now.

So i decided to search for another solution, and found Phaser, that in the moment was in version 2. For many years i used my time to learn this framework, i got some ebooks and followed some tutorials, i spent many hours and did some prototypes and finally i knew how to move a bit quickly in that development eviroment.

In some point i was exited for the upcomming release of Phaser3, but untill then i continued learning how to develop things on Phaser 2. I even aquire some plugins or programs to accelerate the development process and make my first complete game.

So after i got the chance to fully concentrate in develping a complete game, i did it knowing that Phaser 3 was already realeased, in my mind this technology was an “upgrade” from Pasher 2. But sadly when i wanted to connect my already aquired knoledge and effort with the “New Phaser”, I was surprised and i felt a bit dissapointed to the complete rewrite of the framework.

So with the history backgorund given, on my case to continue learning the new workflow showed in Phaser 3 is a WANT but not a MUST, considering that also i am attracted to give the chance to Unity as the IDE for building the web games.

The funny thing here is that already is an upcomming Phaser 4 on the way! Well i left here the link to other of my articles where i did the same thing with the two versions of Phaser, with this examples i ended making my first multiplayer game but i decided to go with Phaser 2 mostly cause the workflow i already have optimized and aquired and by now no further plans on cotinuing on Phaser 3 because i want to try Unity.

A new game has arrived: Spacewalk

In our quest for creating interactive experiences, we begun to explore the vast world of multiplayer gaming design and develop. As a first example of what can we do with the tools and languajes available to build HTML5 games with ease, Spacewalk is the result of that path of design and development.

Play our first multiplayer game now!

As we advanced with the creation process, we have the theory of what a multiplayer game must do in terms of the coding and the networking behind the scenes to deliver a online multiplayer experience.

Using and Phaser to create a multiplayer game.

Searching the perfect framework for programing the online part of the game, we already had the knowledge of as a possible solution to the online connection between users. In the testing with this technology we found is suitable for multiplayer games with HTML5 but only when actions made in game are not send as via the update part of the code. This is due to the very minimal specs we had in the tryout server, and also the unknow location of it.

Searching for other solutions, we found a very interesting techonoly that claim to use the lastest 5G specs or something. Anyway this solution is great for our purpose because makes our game serverless and it claim to support a wide range of coverage to solve the lag issues of a normal multiplayer approach.

The name of this solution is and the use of it can help a lot in the creation of multiplayer games with HTML5. In our case we had to solve the logic in communicating the Croquet library with the Phaser library and was a very very ease solution given that both tech are writen in javascript.

Most of the problem with this project was to find any writing or tutorial about the mix of this technologies, apparently no much people was using this approach and thats why we are writing this notes in our blog, ready to help with our experience learned.