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PixelPRG Engine (Phaser 3 version)

Phaser + Typescript + Esbuild + Javelin (ECS)

splitscreen.mp4

This is an experimental 2D engine designed for SNES style RPG games. Currently I'm trying to find out which engine is best suited for this and meets my requirements. For this there is an alternative attempt build in Excalibur + Built-in ECS

Example

The ECS automatically detects the number of players and initializes the splitscreen accordingly. If you want to try the example with less players you can simply edit the world.ts and comment out the other players.

Before

this.spawnPlayer({ name: "Player 1", playerNumber: 1 });
this.spawnPlayer({ name: "Player 2", playerNumber: 2 });
this.spawnPlayer({ name: "Player 3", playerNumber: 3 });
this.spawnPlayer({ name: "Player 4", playerNumber: 4 });

After

this.spawnPlayer({ name: "Player 1", playerNumber: 1 });
this.spawnPlayer({ name: "Player 2", playerNumber: 2 });

Build

Required engine:
node: >=16
npm: >=7

git clone https://github.com/PixelRPG/phaser-3-version.git
cd phaser-3-version
git submodule update --init --recursive
npm install
# Build each package in this workspace
npm run build
# Start the example game
npm run start

Tools

pixelrpg's Projects

bevy-version icon bevy-version

Experimental 2D engine designed for SNES style RPG games

excalibur icon excalibur

🎮 An easy to use 2D HTML5 game engine written in TypeScript

gamecontroller.js icon gamecontroller.js

A JavaScript library that lets you handle, configure, and use gamepads and controllers on a browser, using the Gamepad API

javelin icon javelin

TypeScript ECS and multiplayer game development toolkit

oot-2d icon oot-2d

This project contains or references to work in progress or abandoned Ocarina of Time 2D projects 🧝‍♂️

tile-extruder icon tile-extruder

A tiny Node CLI/library to extrude tilesets to avoid bleeding issues

web-udp icon web-udp

Establish client/server and P2P UDP-like channels in the browser

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