Papers, Please back in May swept the IGF awards at GDC and on the 29th October, Papers, Please the dystopian document thrill by Lucas Pope won the GameCity 2014 Prize, adding one more award to his collection. Papers, Please is probably the most successful Haxe and NME/OpenFL powered game.
Over on the OpenFL blog, Thomas Uster is the first developer to be interviewed in a new regular series of posts. In this first Developer Spotlight, Thomas talks about Pakka Pets, an in-development pet adventure game for your phone.
Game Sauce have written Bronko Blue, the Kitten Copter: Feedback can be a lifesaver in which Katja Krone and Lars Quentmeier talk about starting Byte Combo, their indie studio based in Berlin, the problem of feature creep, encountering cross-platform issues and marketing.
And to celebrate Halloween there is now an Halloween edition of Bronko Blue, the Kitten Copter available on iTunes, Play Store and Amazon.
Fiery Squirrel have written Fluff Eaters: The Journey is the story behind how Fluff Eaters came about. Fluff Eaters has already been released to the Play Store with the iOS version still in development. The website is really well done.
There have also been a bunch of game releases this last week, in no particular order, Polaritron by Leonardo Cavaletti available for Android, PC and Linux, Farting Piggy by Alonso Villicaña for Android, Evaderon by Christopher Jon for iOS using HaxeFlixel, LVRG by Kyle Travis for Android using OpenFL, Cursed Treasure 2 by IriySoft studio for iOS using OpenFL, MU Complex by StudioCime published to Kongregate and Freefall by Tschery published to Deviant Art.
Lets move away from games now.
Pah Arif has published a video, embedded below, of a cross-platform real time debugger, which I assume will be integrated into the Haxe Studio IDE.
DConsole, a “Haxe game-like console that provides runtime access to methods, variables and more” supporting the Flash, Neko and CPP targets through OpenFL, has recently had HTML5 support added by using jquery-terminal
implemented by TiagoLr.
Ian Harrigan has added the ability to save and share Haxe UI layouts from the Haxe UI builders page. It was primarily designed to explain bugs.
Ian has also added the ability for you to embed Haxe UI's version information by using Toolkit.versionInfo
which uses macros under the hood. The format is identical to what you would find in any haxelib.json
file.
Eiyeron Fulmincendii has posted to Snõwkit Square: Effect Bonuses, covering what's changed since his last post to Snõwkit.
Tilman Schmidt has published his isometric water demo which I've mentioned a few times. He has also released a .ply
file importer and exporter for Luxe engine.
Nico has also been experimenting with Snõwkit, creating Luxe Mesh which is capable of creating swans.
Switching back to OpenFL for a second, Nick Grebenshikov has added another example to his list of OpenFL-SnapSVG examples. This time he has added a Stablex UI demo.
Michel Käser has written an example which shows you how to use his RetryHandler class.
Alexander Kuzmenko has written a proof of concept library that allows for null safety using the power of macro's.
John Dimi has created CDCrush. He created it because he wanted to save hard drive space where he kept CD images of Playstation and PCEngine games. These images contain uncompressed audio, so by using todays audio codecs he is able to get 400+MB images down to 40MB. John is using Haxe to compile to NodeJS.
Jeff Ward has released WootMath, a “new hands on approach to teaching fractions”. Jeff used Haxe to compile libraries into swc
files, which then got compiled to Air so they can reach Mobile and Web/Chromebook platforms. Haxe provided faster compile times, fast execution speeds for intensive routines and more.
And lets finish this weeks roundup off with a demo of asset reloading in OpenFL by Yura Zatsepin.