[Update] Phaser Editor 2D v3.0.1 was released.
Hey!
Today we are releasing Phaser Editor 2D v3 for the public!
Two months ago we released an alpha version for paid clients, but today it is available for the whole community. We recommend reading the article we wrote for the alpha release.
Phaser Editor 2D v3 is a complete re-write of the IDE on pure web technologies. It has a small server that runs on Windows, Linux, and macOS, and has an IDE that runs in any modern browser.
And guess what, it is fully documented!
But there is more.
Play Phaser Editor 2D
We created a small service to run the IDE in the cloud! Now you don't need to download an installer, you only need to create an account in Play Phaser Editor 2D and will get 50MB of storage to create your games online.
Well, your account expires in 60 days if you don't have a license key. We did this service for the Phaser Editor 2D license owners, but yet we think it is a nice way to take a first look at the editor.
We should implement a bigger service in the future, with much more options.
This is great, but we always will provide an IDE for the desktop, that can be integrated with local tools like code editors, texture packers, JavaScript compilers, etc...
New website structure
If you are reading this in the Phaser Editor 2D website, you can notice it has a new look and it has a much better structure.
In the navigation bar, you can access the Downloads, the Pricing page, a page for each version of the editor (v1, v2 and v3).
Also, we added a comparison table to get a better idea of what's included in each version of the IDE and what version is better for your project.
Migrating from v2 to v3
If you are working in v2 and want to migrate your projects to v3, you can take a look at this repository:
PhaserEditor2D-v2-to-v3-migration
It contains scripts to migrate the asset pack files and the scene files. In the README file, you can find the instructions.
What's next
There is a lot of new stuff here. Probably, for the next weeks, we will be fixing bugs and implementing new features reported by you. But also we are going to focus on improving the Scene Editor, especially the prefabs system. We want to add custom properties and object scripts. There are a lot of missing features, we will implement first what we think may have more impact on your game development. All feedback is welcome!
Keep in contact! Arian