- Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
- A phaser coupling was a component aboard a starship that transferred power to the phaser emitters. In 2267, while stuck in the mirror universe, Captain Kirk ordered Montgomery Scott, both of whom were trying to return to their own reality, to disable the main phaser couplings on the ISS Enterprise, in an attempt to stop the destruction of the Halkan homeworld. (TOS: 'Mirror, Mirror') The.
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Free download hirens boot cd. Because of how the phaser lotus works it doesn't matter say, how many targets you have or the like. It just matters that you stack it with your main damage abilities (if you can). But trading sustained DPS for burst DPS isn't entirely a simple tradeoff, or at least shouldn't be. Varietiess off Microfluidics. Glass'or'Silicon'microfluidics,'paBerned' Inkjet'printed'microfluidics'in'Shrinky'Dinks' using'photolithography' (polystyrene)'and.
more.. Gear • Reviews • Pigtronix • Effects • Chorus • Delay • Phaser • TremoloPhi Echolution
Download Example 1 Rhythmic Delay with hi cut feedback repeats | |
Download Example 2 Haunting delay using volume pedal before Echolution | |
Download Example 3 Psychedelic reverse delay | |
Download Example 4 Phi engaged with multiple taps for complex rhythmic delay | |
All clips recorded with 2008 Fender American Standard Strat into 65Amps Tupelo with SM57 through Chandler LTD-1 preamp direct into ProTools. |
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You can think of the Echolution as two separate delays. On the left side of the pedal is the Modulation Delay with controls at the top for Tremolo, Chorus, Delay Time and LFO speed. On the right is the Tap Tempo Delay with a Tap Tempo footswitch at the bottom and global controls for Blend, Drive, Hi-Cut and Feedback above. In the middle of the pedal are two rows of five mini switches (same as the EP2) that set up various states for the pedal. The modulation delay time is a 3-way switch for setting the range from short to medium to long. The Tails switch is a toggle that lets the delay repeats to continue on after stomping the engage switch--perfect for wrapping up a solo and elegantly rolling right back into rhythm playing without the delay. A Reverse switch makes the delays come back like a backward tape echo and the Loop lets the content loop indefinitely. There are also five other switches that control the style of subdivisions for the repeats, which is super cool in combination with the tap tempo. You can choose between 1/3, 2/3, ¼, ½ and ¾ or any combination of them. This makes for complex polyrhythms, as well as many other interesting rhythmic delays. The 'Phi' switch is the real genius, and differentiating factor in the Echolution, as it applies what is called the Golden Ratio. There is some math involved to explain it but it can be summed up as 'The Rhythm of the Universe' and is sort of in between. It changes all of the ratio switches to new values and lends an interesting blend of rhythmic changes and movement—very natural and very cool.In Play
I plugged my Les Paul Custom into the Echolution and ran it into the front end of an early '70s Marshall Superlead. Using the manual's sample setting of an Echoplex conjured up a very familiar sound--like an Echoplex! The Drive control is a very effective component of the sound, and when pushed hard it simulated that front-end crunch that I love so much about the early Echoplexes. The Tap Tempo easily set up the tempo and a flashing red LED showed that it had accepted my input. Knowing there was a bank of switches waiting to be tweaked, I spent a great deal of time experimenting with the various subdivisions. It was apparent that you could get lost in all of the possibilities, and it was a blast to hear the combinations.
After a while I put up a drum track and engaged the Phi switch. Everything shifted from the delay settings I had, but they worked so musically and felt natural in a way that's hard to explain. While they weren't perfect, that was exactly what made them so appealing. It's like having complete control of the settings but them having a mind of their own that works within your definition. The Reverse switch brought on psychedelic reverse tape delays and made me want to play sitar licks and trip out for a while, which is just what I did!
Switching over to the Modulation Delay side, I tried various settings that created a lush stereo chorus as well as a very cool tremolo delay. The tremolo delay was literally a tremolo on the delay notes, and not the main input, which I'd never heard before. Some of the rotary speaker simulations didn't float my boat and I had a hard time adjusting them to get that vibe, but to me that's a bit of a throw away considering what the Echolution's strength lies in, which is killer delay. The only thing you can't do with this pedal is save a preset. With so many options, it would be nice to be able to store your sounds and call them up on stage, but that's not in the cards. Still, no analog delay does that so it's hard to call a strike against it.
There's so much more the Echolution can do than I've had the opportunity to cover here so I recommend you take one for a test drive. My guess is you'll leave the store with one..it's that good.
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Buy if..
you want a killer delay with a huge variety of options.
Skip if..
you need to store your delay settings.
Rating..
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Street $469 -Pigtronix - pigtronix.com |
We publish a new Developers Log in every issue of Phaser World. It is then added to this site during the following week. Subscribe to the newsletter to read the Dev Logs first.
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Published | Dev Log Contents | |
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148 | 19th August 2019 | Phaser 4 Announcement and a catch-up on Phaser 3.18 and 3.19 releases. |
147 | 11th June 2019 | Details about the 3.18 Release and the changes to the Input API, with mouse wheel and multi-touch support. |
146 | 13th May 2019 | Details about Phaser CE 2.13 and Phaser 3.17, including a mini-guide to Shaders and the 3.18 release plans. |
145 | 23rd April 2019 | DOM Elements leave beta and Geometry Masks get a huge overhaul. |
144 | 5th April 2019 | Phaser is 5 years old and we look back on what that means and where we're going. Plus details about Arcade Physics 2 and Phaser 3D. |
143 | 6th March 2019 | We reach 24k stars on GitHub, Arcade Physics gets updated, read about the new overlapTiles feature and the virtual joystick plugin. |
142 | 26th February 2019 | Work on Phaser 3.16.3 and the new docs site continues . |
141 | 18th February 2019 | This week we discuss all the work that is taking place on the documentation and new types. |
140 | 11th February 2019 | All about the 3.16.2 Release and a guide on the new Key events. |
139 | 5th February 2019 | All about the release of Phaser 3.16, the headline changes and what's coming next. |
138 | 28th January 2019 | Details about Fullscreen support, the new shapshot features, changes to the Input event system and 3.16 Release Candidate 1. |
137 | 21st January 2019 | Learn about the new Event system within V3 and what this means for the documentation and IDE support. |
136 | 14th January 2019 | A deep dive into how the new Phaser 3 Scale Manager is being built, with examples, code and game configs. |
135 | 7th January 2019 | How a multi-scene drag bug was fixed and a tutorial on moving and stopping physics objects. |
134 | 21st December 2018 | New Phaser Forum, Keyboard Updates, new Animation Events, Erasing Render Textures and more! |
133 | 3rd December 2018 | Details all of the changes to the input system in the up-coming 3.16 release. |
132 | 31st October 2018 | The latest news about the Spine Plugin development and details about the new Context switching 'Extern' Game Object. |
131 | 15th October 2018 | The Doc Jam continues, Spine development updates, dealing with performance and accessing Matter directly. |
130 | 8th October 2018 | Phaser Doc Jam Update, 3.14 Released, Spine support coming and a comprehensive guide on Phaser Factories, what they are and how to extend them. |
129 | 24th September 2018 | Phaser 3.13 Released, Camera Shaders and all about the Phaser Doc Jam. |
128 | 18th September 2018 | All about the roadmap for the forthcoming releases and the new Shape Game Object. |
127 | 3rd September 2018 | A comprehensive guide on creating custom builds of Phaser 3. |
126 | 28th August 2018 | Phaser 3.12 Beta 3, release roadmap, Tilemap updates, SVG Resizing and Matter updates. |
125 | 10th August 2018 | Render Texture overhaul, new Crop support and Camera Filters. |
124 | 30th July 2018 | Redevelopment of the Flat Tint Pipeline and the introduction of textured Graphics. |
122 | 16th July 2018 | Phaser releases, 3.12 roadmap and Tilemap culling and extruding tutorial. |
121 | 30th April 2018 | The second part of the huge Scenes tutorial and the new 3.7 Loader updates. |
120 | 24th April 2018 | An extensive look at Containers, docs and other recent updates. |
119 | 31st March 2018 | Phaser 3.3 News and Part 1 of a huge guide to Phaser Scenes. |
118 | 13th March 2018 | Phaser 3.2.1 released, Migration Guide Part 2 and Events Tutorial. |
117 | 5th March 2018 | Phaser 3.2 release including Render Textures and Scene Manager updates. Animation tutorial, drag zones and more. |
116 | 26th February 2018 | Phaser 3 is released! Download details, part one of a migration guide and a tutorial on Input Events. |
115 | 5th February 2018 | The Phaser 3 release date and part two of the Tilemap Physics updates. |
114 | 30th January 2018 | Death March to release, Sound Manager completed and advanced Tilemap Physics demos. |
113 | 22nd January 2018 | Beta 19 is out, Tilemaps get full physics collision, Sound goes legacy and we prepare for release. |
112 | 15th January 2018 | Beta 18, new Event system, Tilemap collision, Sound updates, renderer tidy-up and Amiga demos. |
111 | 8th January 2018 | Sound Manager updates, the new Scale Manager, Beta 15 and more. |
110 | 2nd January 2018 | Phaser 3 next steps. |
109 | 21st December 2017 | Sound seeking, Text Wrapping, Pointer Lock, Glow shaders and Graphic Mesh rendering. |
108 | 4th December 2017 | Phaser 3 Tilemap API and Sound Manger updates covered in detail. |
107 | 27th November 2017 | Matter.js physics lands in V3. Sound API updates and work on rendering displays. |
106 | 20th November 2017 | Tilemap updates, Sound Manager updates and Bitmap and Geometry masks are implemented. |
105 | 13th November 2017 | A new release schedule and the return of Arcade Physics. |
104 | 6th November 2017 | V3 Beta 9, loads of fixes everywhere and lots of new examples. |
103 | 30th October 2017 | A massive update to the Particle system lands in Beta 8. |
101 | 16th October 2017 | JSDocs update and Phaser 3 Particle Emitter. |
100 | 9th October 2017 | Phaser 3 documentation tools and work. |
99 | 2nd October 2017 | Number Count Tweens, Curves, Paths and Followers. |
98 | 25th September 2017 | Phaser 3 Beta 4 is out. Sprite3D and Camera3D demos. |
97 | 18th September 2017 | Beta 2, Docs updates and Vector math land. |
96 | 11th September 2017 | Phaser 3 Beta 1 is out. |
95 | 6th September 2017 | Phaser 3 MOSS award. |
94 | 21st August 2017 | Updates to the lighting system and loads of new physics tests. |
93 | 14th August 2017 | JSDocs, Tween Manager completed and Deferred Lighting. |
92 | 7th August 2017 | Custom blend modes and the new Light Layer. |
91 | 31st July 2017 | Phaser v3 Alpha Release is out. |
90 | 24th July 2017 | v3 Input Manager Updates. |
89 | 17th July 2017 | The v3 Input Manager starts to take shape. |
88 | 10th July 2017 | New State features, Tint demos and multi-camera tests. |
87 | 3rd July 2017 | New Clock class, Timers, Endless Tilemaps and State updates. |
86 | 26th June 2017 | Dynamic Tilemaps are added along with ScrollFactor. |
85 | 19th June 2017 | Create a game of Snake in this new Phaser 3 Tutorial. |
84 | 9th June 2017 | RetroFonts return and Tilemap Examples galore |
83 | 5th June 2017 | The new Phaser 3 Web site is launched |
82 | 26th May 2017 | TweenManager Planning and TileMap Renderer |
81 | 19th May 2017 | WebGL Snapshots and new Mesh Game Object |
80 | 12th May 2017 | Graphics Transform Operations and Render to Texture Support |
79 | 8th May 2017 | TileSprite Game Objects, DDoS Attacks and Trello |
78 | 28th April 2017 | Text Metrics and a new Time Step loop |
77 | 21st April 2017 | Spring cleaning and Render Pass Game Object |
76 | 14th April 2017 | Animation Manager Updates and JSON Configuration work |
75 | 7th April 2017 | New Loader Filetypes, Shader Effects and Animations |
74 | 31st March 2017 | Phaser Actions and new Triangle Geometry |
73 | 24th March 2017 | Layers, Sprite Flipping and Depth Sorting |
72 | 17th March 2017 | New Text Game Object and Trail Effects |
71 | 10th March 2017 | 3D Line Rendering with the Graphics API |
70 | 3rd March 2017 | Bitmap Text Game Object and the start of the Graphics API |
69 | 24th February 2017 | Bitmap Text started and Keyboard Manager Updates |
68 | 17th February 2017 | Global Registry Added, State Updates and new Color Object |
67 | 10th February 2017 | New State Manager and Camera System added |
66 | 3rd February 2017 | New Blitter Stress Tests and Transform Updates |
65 | 27th January 2017 | Hard work refactoring the Game Loop and Display List |
64 | 20th January 2017 | Blitter Batch and Sprite Batch Renderers |
63 | 13th January 2017 | Dynamic Sound FX and WebGL 2D Rendering |
62 | 6th January 2017 | Geometry, Hermite Curves and Intersections |
61 | 30th December 2016 | Geometry Classes and Bitmap Text Rendering |
60 | 16th December 2016 | Loader XHR Updates, Maps and Explaining v3 Module Structure |
59 | 9th December 2016 | Texture Manager, Math Classes and Graphics API Started |
58 | 2nd December 2016 | Transform Bounds and building the new Loader |
57 | 25th November 2016 | Using webpack2, new Examples Browser and tutorials |
56 | 18th November 2016 | Blitter and Bob Game Objects |
55 | 11th November 2016 | State Manager Video and Survey |
54 | 4th November 2016 | New Renderer and FBO Tests |
53 | 28th October 2016 | Phaser 3 Presentation Video |
52 | 21st October 2016 | WebGL Batch Manager and Tint Support |
51 | 14th October 2016 | Clarifying Phaser 3, new Components, Colors and Dirty Renderer |
50 | 7th October 2016 | Ironing out Pixi and Staying on Target |
49 | 2nd October 2016 | Consolidating Pixi |
48 | 23rd September 2016 | Phaser 3 Beta, Compressed and Rotated Textures |
47 | 16th September 2016 | House keeping, ES6 Issues and Filters |
46 | 9th September 2016 | Pulling down the house of cards |
45 | 2nd September 2016 | Phaser 2.6.2 and Phaser 3 Survey |
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Dev Logs prior to #45 cover our work on Phaser 2, so are omitted here for clarity. If you'd like to read them please browse the Newsletter Back Issues archives. Ise vpn.