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Final version of the Getting Started guide.
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README.md

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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 1.1.3 - Released: November 29th 2013
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Version: 1.1.3 "Arafel" - Released: November 29th 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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View the [Official Website](http://phaser.io)<br />
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Follow on [Twitter](https://twitter.com/photonstorm)<br />
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Read the [Development Blog](http://www.photonstorm.com)<br />
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Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
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Try out 150+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
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Try out 160+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
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[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
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[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
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"Being negative is not how we make progress" - Larry Page, Google
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Welcome to Phaser
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-----------------
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![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
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Getting Started Guide
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---------------------
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We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development (or are coming from another language like AS3) then we recommend starting there.
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Change Log
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Version 1.1.3 - November 29th 2013
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Version 1.1.3 - "Arafel" - November 29th 2013
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* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
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* New: The entire Phaser library has been updated to match the new JSHint configuration.
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The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
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Version 1.1.4 ("Kandor")
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* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
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* More advanced tile map features. Better support for advanced Tiled features. Proper support for DAME tilemaps.
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Versions 1.2 ("Saldaea")
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* Integration with an advanced physics system. We've been experimenting with p2.js but have yet to conclude our research.
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* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
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Version 1.2+
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* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
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* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
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* Integration with third party services like Google Play Game Services and Amazon JS SDK.
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* Test out packaging with Node-webkit.
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* Flash CC HTML5 export integration.
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* Game parameters stored in Google Docs.
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* More advanced tile map features. Better support for advanced Tiled features and also I want to add full support for DAME tilemaps.
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* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
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* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
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* Look at HiDPI Canvas settings.
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![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
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"Being negative is not how we make progress" - Larry Page, Google
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License
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