Compile Phaser Game to WIndows 10 Store App

In previous articles we started building an Android mobile app using Phaser. Check out the articles – Introduction, Calculation, Game Screen, FPS Problem Now since windows has native support for javascript and HTML5, it makes sense to distribute our Phaser games to windows app store to reach new audience. The steps required to compile Phaser game to Windows 10 App is pretty straight forward with no need  for any change in the code. You would need windows 10 to develop and debug the application. If you do not have windows 10 yet, go and download evaluation version of windows and install it in a VM. Microsoft is also providing evaluation version of readymade VMs supporting various technologies such as VMWare, HyperV, Parallels etc which comes pre-loaded with development tools such as Visual Studio 2017 Community edition which you can try for evaluation. https://developer.microsoft.com/en-us/windows/downloads/virtual-machines If you already have windows 10 then download and install[…]

Making of a Responsive Mobile Game App using Phaser: FPS Problem

In the previous articles (Intoduction, Calculation, Game Screen) we went through the basic steps required for mobile game creation and looked at calculating and adding responsive behaviour to our game. The same concept applies to the game screen as well. Here is the main game screen The game is a classic dominoes game where players are required to throw their dominoes on their personal train or a special public train, or any other player’s personal train when it becomes public during the play. A lot of tweeing effects are used in the game which is turning out to be the main area to focus. The first step to optimize the game was to reduce the resolution for mobile which I chose to be 960×640 for devices with low processing power and 1350×900 for devices with high processing power. In order to do some benchmarking I integrated some code to measure FPS in[…]

Making of a Responsive Mobile Game App using Phaser: Game Screen

In previous article I fixed the resolutions I wanted to use for my game, the next step was to set up the game screen and placing the controls on the screen. This is very similar to how it was done for RESIZE mode but for the continuation of this article I will demonstrate the first screen of the game which will give good idea about other screens as well. Then I will focus on the optimization which I am going to try to improve the overall performance of the game on mobile devices. First thing I do is to fix the area for individual controls so that we can calculate its size and give maximum space available on mobile device. The layout I chose for first screen of my game is something like below Look at the percentage values. The selected orientation for my game is going to be Landscape. Top 30% area heightwise is[…]

Making of a Responsive Mobile Game App using Phaser: Calculation for Game Size

In my introductory article on this series I talked about using SHOW_ALL scale mode for my game which fits perfectly for need to be responsive. It will resize the game to fit into available space using the original aspect ratio which was used to develop the game. The only issue I saw was the “letter-boxing” effect so if device’s aspect ratio was different than the game’s aspect ratio, there will be blank space around either horizontal edges or vertical edges. We can account for that extra available space when loading new game and positioning of all ui controls can then be done relative to available space which is similar to how we handled RESIZE scale mode. The only difference here is that it can only be done once in SHOW_ALL scale mode when the game is initialized. In mobile app this is not going to be a problem and we can[…]

Making of a Responsive Mobile Game App using Phaser: Introduction

In my previous posts on responsive Phaser game (part1, part2, part3) I used RESIZE scale mode for making game reponsive. RESIZE mode needed quite some handling whenever screen was resized. For example position of individual controls were required to be recalculated. Moving tweens were also something which required special handling on resize. It serves better for desktop games in which you can support different aspect ratios. I planned to compile and publish my next game to Android play store which made me also look into SHOW_ALL scale mode. SHOW_ALL handles resizing automatically and does not have a resize method for moving controls around on resize. The only limitation is that it fixes the aspect ratio of the game canvas and when game screen is resized, it resizes game canvas in the same aspect ratio. It might be a problem for desktop games where browser window can be resized to any proportion but mobile[…]

Black Squares in place of sprite images on Mobile in a Phaser Game

I am working on a new game which worked fine on desktop but the moment I opened it on Mobile, I was surprised to see black squares in place of sprite images in the game. After some troubleshooting it turned out that the tile sprite I was using in the game was quite long (around 4000 px) which mobile was not able to handle so the fix was to distribute the tile icons to multiple rows (I kept the width around 1200 px this time) which fixed the issue. Now everything looks just fine on mobile as well. Go Phaser..

Path must be a string. Received undefined

It has been a couple months since I last used Intel XDK and a lot has changed since. I just tried to compile a demo HTML5 + Cordova Android app which was exported using Intel XDK version 3987 and got the following error while trying to add android platform to the app using cordova command line. To see how compiling is done, check this blog post. Discovered plugin “cordova-plugin-whitelist” in config.xml. Adding it to the project Installing “cordova-plugin-whitelist” for android This plugin is only applicable for versions of cordova-android greater than 4.0. If you have a previous platform version, you do *not* need this plugin since the whitelist will be built in. Saved plugin info for “cordova-plugin-whitelist” to config.xml Error: Path must be a string. Received undefined After this error you wont be able to compile the APK. Some research on google got me to this thread which eventually worked. https://stackoverflow.com/questions/46730465/can-not-add-cordova-platform-on-cordova-7-1-0-path-must-be-a-string To fix[…]

Failed to remove a plugin from Intel XDK

In the latest Intel XDK version 3987 I was not able to remove the third-party plugins from HTML5 + Cordova app. Whenever I try to remove a plugin, it failed with the error message Uh oh! Path much be a string. Received undefined I found a workaround @ https://software.intel.com/en-us/forums/intel-xdk/topic/733620 Since Intel XDK is no more into development phase, I think this is the only way as long as this works. Steps are simple. Go to development tab and expand plugins folder there. Delete the third-party plugin and all dependent plugins. Also, delete fetch.json. Then go to Projects tab and delete the plugin from there under Plugin Management. Finally restart XDK.  

Repeating or Tiled Background in Phaser

Creating tiled or repeating background is pretty straight forward in Phaser by using tileSprite. Let say we have an image or a texture such as  which we want to use to create a background by repeating it in entire game area. Check out the highlighted line in the example below which is all that is required to create a nice tiled background in Phaser. var TheGame = { }; TheGame.Params = { baseWidth: 200, baseHeight: 200 }; TheGame.Boot = function (game) { }; TheGame.Boot.prototype = { init: function () { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVertically = true; }, preload: function () { this.load.image(“background”, “repeatxy.png”); this.load.image(“loading”, “loadingback.png”); }, create: function () { this.state.start(“Loading”); } }; TheGame.Loading = function (game) { }; TheGame.Loading.prototype = { init: function () { }, preload: function () { var loadingBar = this.add.sprite(this.world.centerX, this.world.centerY, “loading”); loadingBar.anchor.setTo(0.5); this.load.setPreloadSprite(loadingBar); }, create: function () { this.state.start(“TheGame”); } }; TheGame.MyGame =[…]

How to Embed Google AdSense Code inside a WordPress Post without Any Plugin

WordPress does not let you embed PHP code inside the posts but uses a feature to create Shortcode functions which are executed whenever they are encountered within a post. This is pretty handy feature since this gives you capability to add some PHP code in your WordPress files and then call it from your posts. The PHP code can be added to Theme’s functions.php file. We can use this to load ads from within the posts. Go to WordPress administration -> Appearance -> Editor -> By default style.css is opened for editing. Open functions.php by clicking on the file name on right hand side listing. Now copy the following code at the end of the file and change the return string to your Adsense code. Shortcode is defined by calling add_shortcode function and passing two parameters to it. The first one is a given name which will be used in the posts to call this[…]