4 ms·
I looked at phaser recently, but couldn't find any examples of successful games made with it. Are there any success stories?
by rufugee 11y ago
I looked at phaser recently, but couldn't find any examples of successful games made with it. Are there any success stories?
- wishinghand 11y agoThe makers of Phaser.io were commissioned to make a game for each of the emotions from "Inside Out". I believe it's on their blog or the main developers blog.
- SomeCallMeTim 11y agoYou know, this is one of the things that I think is really important in a game engine: Has a fully polished game ever shipped using the engine. It's easy, by comparison, to get to the 80% point with a game -- especially if you have a sample to start from that's somewhat close to what you want to create. What's hard is making every little bit work correctly; creating a finished product that doesn't have glitches, that works on all devices/in all browsers, and that has a good "feel" throughout. That last bit of polish, that last "20%", probably takes well over 80% of the time; I'd estimate it at about 95% of the time. And if you start with an "80%" engine that hasn't gone through that polish phase at least once, then you're doing all that work yourself. This isn't precisely what you asked: You asked for success stories. A casual browsing of the site doesn't find any published game lists, though. The creators of Phaser.io do have a list of games THEY'VE published with it: http://www.photonstorm.com/games http://www.photonstorm.com/games Look at the "HTML5" options; they used to make games in Flash. I looked at Phaser a while back, and decided against using it. None of those games actually look much more complicated than a proof-of-concept, 80%-at-most demo. On the other hand, Cocos2d-X has been used in dozens of hit games, and they are up to v3.0 of Cocos2d-js, which looks awesome, has an amazing free toolchain you can use, works in a browser, AND can be embedded in a custom wrapper on mobile (something like PhoneGap/Cordova, only tuned and optimized for game development -- it includes SpiderMonkey directly, for instance, so you don't have to worry about what browser it's running in). The choice wasn't that hard.
- reitzensteinm 11y agoI shipped one of the first large games with Haxe on iOS (in ~2011), and I am at a loss for words to describe just how right you are. My game was complete, but the garbage collector would randomly crash, every hour or so. I spent nearly two weeks reading through incomprehensible C++ code, and completely failed to fix the problem myself. Hugh, the creator of NekoNME, graciously helped me after I sent in a deterministically crashing test case, and that's the only reason the game was shipped at all. I consider myself a competent developer, but utterly incapable of debugging someone elses GC. I also had to make a whole bunch of smaller fixes (eg adding in app purchases, fixing leaks etc), but those things I expected. If you're evaluating an engine for use, there should either be a flawless game more complex than what you're trying to accomplish, or you should be ready, willing and able to traverse the full stack fixing whatever comes up. (Note: Haxe is battle tested now.)
- MegaLeon 11y agoI released an android game using HaxeFlixel and the process was relatively painless, actually I was suroprise at how well it run on my device and how flawlesly things like immersive mode and in-app purchases were implemented. But again, it as last year, so I assume 3 years make a huge difference in development, plus Haxeflixel is a haxe framework tailored for making games. To whoever might be interested in diving into it, we shipped a nice amount of polished finished games: http://haxeflixel.com/showcase/games/ http://haxeflixel.com/showcase/games/ (Mine is polaritron)
- jroblak 11y agoThe homepage, http://phaser.io/ http://phaser.io/, is literally covered with games created with Phaser, many of them non-trivial. You can find the full blog roll here: http://phaser.io/news/category/game http://phaser.io/news/category/game
- dtft 11y agoWe made an entire mini-gaming platform on iOS with all phaser games. They are quick and challenging; though not big titles by any means. We've found phaser to be perfect for rapid development and prototyping. You can check it out here https://wiblits.com/ https://wiblits.com/
- georgefrick 11y agoI'm working on 91 applications in it (Series of educational games/interactives/story books). It's going really well and we have more than half complete. There are some bugs, but any framework has that.
- NicoJuicy 11y agoYou do have a company right? How many applications/games have you already shipped?
- georgefrick 11y agoYes, but we don't normally do "games". I make games on the side for fun and it ended up with me doing some professionally. Out of the 91, I'd say we've 'shipped' 16 at this point; with 16-20 more in the final tweak stages (repack assets, adjust sound, add mouse overs, tweak animations, add additional tweens, etc). We'll be working on it through the end of the year. We've tried to take the flash apps and improve on the design. Most now run on a series of 'engines'. So take 91 apps; categorize them; build the engines, then script the games for each engine. We've just finished up getting mouth movements to match audio; and allowing activities to launch other activities by restarting the preload state. We have a series of Grunt scripts for each engine that package up each game/activity as a zip file that is SCORM compatible.