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What do people think of Phaser? Currently playing around with it. API seems pretty large


I built Twins of Caduceus (a game where you have to control two snakes simultaneously) entirely using Phaser 3. I've had mostly very good experiences with it as a batteries included framework (renderer, asset management, physics, input, etc.)

It's a shame that the Phaser map/level editor is a perpetual subscription fee with no fallback license. That means you're relegated to either building your own map editor or using something like Tiled.

https://specularrealms.itch.io/the-twins-of-caduceus

https://www.mapeditor.org/


I got most of the way through making a toy game with it. I kind of liked it, but I'm using Love2D for the game I'm working on now that I'm planning to release on Steam and hopefully mobile.

Although I did like that I could use Typescript for Phaser, and that it was a lot easier to show off the game to other people through the web.


It's a full-blown game engine and you can do A LOT with it. I've created several js games with it and it never let me down. I've never tried using it with ts, but it should be even better.

edit: Just wanted to add that Phaser has one of the best docs out there including a library of tons of examples that can really get one going.


How does it compare to Pixiljs?


I think it actually uses Pixijs for rendering. Phaser is a game engine with lots of tools including audio, physics, scenes, tiled support, etc., while pixi is a graphics renderer lib.


It's definitely very much closer to a complete game engine than a library like LOVE and heavily leans on OOP.

Personally I prefer PIXI.js (which only focuses on sprites/graphics) as I can plug it more easily into my own data oriented architecture


Its mature and battle tested at this point. At least for 2D web games. The original/early version of Vampire Survivors is in Phaser if I'm not mistaken. Remade in Unity to make console port easier.




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