Actually, I was surprised to see this posted here now, since Phaser 3.0 is not yet out. It's mostly feature-complete, but they're still working on docs and preparing for the release (in the few days to a week). I've really enjoyed following the v3 devlog[2]. Richard Davey's dedication to the project and his and the other contributors herculean efforts towards v3.0 have been inspiring to watch. Truly a labor of love.
Some tips for others based on my experience with Phaser:
- USE TYPESCRIPT! One of the worst parts of Phaser is its documentation. In fact, the docs on the main website have been outdated by about 4 major releases, and the new docs are ugly and hard to use. TypeScript + VSCode massively improves this experience, by auto-completing functions and adding inline JSDoc info.
- Webpack is great, but hard to use with Phaser 2 OOTB. This may be a moot point since V3 is almost here, but if anyone wants to see how it can be done, my whole game is open source[3].
- Phaser.Group is a weird concept, but very powerful. Not only useful for object pooling, but also for creating custom GUIs using surfaces with coordinates relative to the group size/position. Makes nested dynamic UIs very easy.
- Phaser's scaling system[4] is awesome. Use it. Don't try to reinvent the wheel yourself!
Richard and crew, if you're reading this, THANK YOU! You've built an incredible project. Thank you for sharing it with the world.
[1] http://www.toomanycaptains.com/
[3] https://github.com/TooManyCaptains/TooManyCaptains/tree/mast...
[4] https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager....