Developing Games with Phaser

Developing games with canvas is incredibly fun, but rewriting the same boilerplate code (game loop, key handling, etc.) can be annoying. Additionally, handling the processes of spritesheet handling and tilemapping can be a total pain. Luckily for us, we can use engines like Phaser, Quintus, and Impact to do most of the hard work, allowing us to focus on getting our game out there.

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Developing Games with Phaser