Find tutorial navigation menu on the right side –>
Please post your ideas on tutorials in comments section below.
Future tutorials
Animation editor
Basics
Create from code
Main timeline
Easing
Character animations
Advanced
Parallax background
Path-finding
Scaling game
Handle mobile screen rotation
User interface
Loading
Menu
Intro
Shop
Game Over
Games
Dungeon
Never-ending runner
Candy crush like game
Is there a reason MightyEditor works not with most recent version of Phaser?
Can I just exchange phaser.min.js or will that lead to problems of some sort?
For editor itself – there are some changes in phaser object picking ( or bounds? ) since v2.0.7 – so picking won’t work with newer version of phaser. Also tilelayer part has beeen changed since v2.0.7 – probably will need to make changes to tilelayer plugin – as MightyEditor allows to “unfix” tilemaplayer from camera.
For projects – you can update phaser to < 2.2.0 – as in 2.2.0 tweens has been rewritten. If you don't use tween animations – you can update to latest phaser version.
Any updates on the endless runner?
Most HTML5 games are endless runners so it will help a lot
Yes, there will be endless runner anytime soon. We are finishing up code. Here is a quick example: http://mightyeditor.mightyfingers.com/data/projects/p26xj/phaser/index.html . Character control with swipe up/right.
We are working now on text part of tutorial.
Hello,
I have written a code in play.js, that should say: generate a random integer between 0 and 10,
My code:
Also when when the object appears I want it to appear on “randomheight” y axis, but not to change the location on y afterwards.
How can I make this work?
Hi Laura,
you can write random integer function in more elegant way game.rnd.integerInRange(4, 8); Where integers are generated randomly from 4 to 8.
after that you need operate with time. Create 2 variables in create method and assign current time and random time in ms for meteorite launch. I’ll set that launch will be in 1-2 seconds
then in update method check if time is passed and if yes then launch meteorite
to change meteorite on y axis you need to do simple thing as
Also I would recommend to store meteorite sprites in array. Like
and a new meteorite can be added to array with push method
It works, except when I increase the launch time, nothing changes, it still creates a new meteorite about every second, also I can’t seem to make the object to move constantly on the x axis by “randomspeed” pixels.
Code:
Thank you for answer!
I think that you have problem in if() statement. It should be greater or equal not less
Hi,
How to deploy a game created using the mighty editor on mobile devices?
Check CocoonJS and Cordova. The first one has the best performance but you have to make game without DOM elements only canvas (and MightyEditor does that). Second – Cordova uses webview technology. Basically it opens native app with browser build in.
Btw, soon we will have export option right from MightyEditor. So you would not have hassle to install any advanced tool. Just one click in your browser
Hi,
Wanted to ask if there is a way to get an objects current location on y and x axis?
I’m guessing this.character.getPosition(); isn’t it?
Thank you in advance.
Hi Laura,
it is as simple as sprite.x and sprite.y
Hi, does this software support ads in the games created with it?
Have you tried highlighting the partten, left mouse click, choose copy and then opening your word program and pasting the partten on a blank document. Then print the partten from the word document? I do this a lot when I want to print out and also save a partten that is not available in pdf format.
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whats the code for movement?
I put in this code for movement, and it says somethings wrong
“use strict”;
window.g.state.play = {
preload: function(){
console.log(“loading play state”);
},
create: function(){
console.log(“starting play state”);
this.m = mt.create(“mario”);
this.LKey = this.game.input.keyboard.addKey(Phaser.Keyboard.left);
this.RKey = this.game.input.keyboard.addKey(Phaser.Keyboard.right);
},
update: function(){
if(this.LKey.isDown){
this.m.velocity.x -= 10;
}else if(this.RKey.isDown){
this.m.velocity.x += 10;
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