7 years ago by stahlmanDesign
Ever since I got into React and ES6 syntax I've wished I could easily write Impact in ES6. I've also been watching the evolution of Phaser, waiting for version 3.0 to be released before I start learning it (after 3.0 is released they will begin to support ES6 syntax with Babel)
Then I saw there is now support for Weltmeister tile maps. That was always a big advantage of Impact vs. Phaser.
Issue 113 of Phaser World
It seems you can still use Weltmeister as your editor, but program the game in Phaser (Web GL support etc.)
I would still love to see Impact evolve or have an open source "community edition" like Phaser. The way Impact is structured is so elegant that I hate to see it stagnate or fade in popularity
Then I saw there is now support for Weltmeister tile maps. That was always a big advantage of Impact vs. Phaser.
Impact physics and the Weltmeister level editor format are now integrated with the (Phaser 3 beta 19) Tilemap API. The editor has pretty nice features, like the ability to define a collision map where you can assign slopes to tiles. If you used Ninja physics in v2, you are probably familiar with that concept.
Loading a Weltmeister map is almost exactly the same as loading a JSON Tiled map:
Issue 113 of Phaser World
It seems you can still use Weltmeister as your editor, but program the game in Phaser (Web GL support etc.)
I would still love to see Impact evolve or have an open source "community edition" like Phaser. The way Impact is structured is so elegant that I hate to see it stagnate or fade in popularity