Phaser News: http://phaser.io/news/2015/08/qici-dota-demo
Dota demo: http://engine.qiciengine.com/demo/0.5/dota.html
Performance demo: http://engine.qiciengine.com/demo/0.5/performance.html
Tower Defense demo: http://engine.qiciengine.com/demo/0.5/tower.html
Casual game demo:
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We have an editor tool (like Unity/Unreal), good documentation, a great community of other developers. And the engine is open source if you're not interested using the Editor tools [http://github.com/playcanvas/engine]
It's easy, by comparison, to get to the 80% point with a game -- especially if you have a sample to start from that's somewhat close to what you want to create. What's hard is making every little bit work correctly; creating a finished product that doesn't have glitches, that works on all devices/in all browsers, and that has a good "feel" throughout. That last bit of polish, that last "20%", probably takes well over 80% of the time; I'd estimate it at about 95% of the time. And if you start with an "80%" engine that hasn't gone through that polish phase at least once, then you're doing all that work yourself.
This isn't precisely what you asked: You asked for success stories. A casual browsing of the site doesn't find any published game lists, though. The creators of Phaser.io do have a list of games THEY'VE published with it:
Look at the "HTML5" options; they used to make games in Flash.
I looked at Phaser a while back, and decided against using it. None of those games actually look much more complicated than a proof-of-concept, 80%-at-most demo.
On the other hand, Cocos2d-X has been used in dozens of hit games, and they are up to v3.0 of Cocos2d-js, which looks awesome, has an amazing free toolchain you can use, works in a browser, AND can be embedded in a custom wrapper on mobile (something like PhoneGap/Cordova, only tuned and optimized for game development -- it includes SpiderMonkey directly, for instance, so you don't have to worry about what browser it's running in).
The choice wasn't that hard.
My game was complete, but the garbage collector would randomly crash, every hour or so. I spent nearly two weeks reading through incomprehensible C++ code, and completely failed to fix the problem myself.
Hugh, the creator of NekoNME, graciously helped me after I sent in a deterministically crashing test case, and that's the only reason the game was shipped at all. I consider myself a competent developer, but utterly incapable of debugging someone elses GC.
I also had to make a whole bunch of smaller fixes (eg adding in app purchases, fixing leaks etc), but those things I expected.
If you're evaluating an engine for use, there should either be a flawless game more complex than what you're trying to accomplish, or you should be ready, willing and able to traverse the full stack fixing whatever comes up.
(Note: Haxe is battle tested now.)
But again, it as last year, so I assume 3 years make a huge difference in development, plus Haxeflixel is a haxe framework tailored for making games. To whoever might be interested in diving into it, we shipped a nice amount of polished finished games: http://haxeflixel.com/showcase/games/ (Mine is polaritron)
You can check it out here https://wiblits.com/
You can find the full blog roll here: http://phaser.io/news/category/game
The good: as advertised, it's fast and free
The bad: as with every framework, I would have done it another way
But don't look at the code, I'm ashamed of it!
Really cool indeed, but at first I didn't draw wheels. Also the drawing area could be larger.
Work in progress (not too much to show really)
(Not affiliated with them in anyway, just a customer who purchased it for my kids to learn).
It isn't polished yet as it's a work in progress, and I'm a pretty newbie programmer, so my code isn't perfect :)
It was pretty easy for me to learn, even without a lot of CS experience, and worked pretty well on mobile (at least iOS) without too much hassle. If you have no idea how to make a game and want to make a simple one fast, it seems like an awesome library to do so. The examples and tutorials were plentiful and I was able to find detailed ones on third party sites as well.
Check out what we built here: https://github.com/gavinanderegg/coffeeQuest
1) examples of phaser games using multiple .js files?
2) games with multiple levels?
And what are the best games made with phaser?
If you have a state that loads levels, you change the level targets and restart the state so that the preload runs again and gets the new resources. Or you can load everything up front and approach multiple levels that way.
Not a example but you can use Yeoman to organise your code.
Also see this page: http://atebits.github.io/browser-input-latency/
The car on terrain box2d example looks promising, but the question is, how does it perform in the context of a full game? Hillclimb Racing is the benchmark to aim for... great native app game. If we can get that performance happening in the browser with these engines then we're doing okay, but I can't help doubting these engines are up to Hillclimb Racing standards. That is, fast and smooth with lots of track loaded in memory. Even the native app suffers a slight stutter on occasion as it loads more track ahead, so I wonder how much track can be in memory in the browser. (I'm guessing these side scrolling games have a maximum window of game area available at any one time).