Silex Labs is a non profit association in charge of the organization of the WWX since 2012. The purpose of this crowdfunding is to generate interest in the event, expand communication, attract sponsors and raise some funds to cover the balance of the event's costs which can’t be shouldered by Silex Labs alone anymore. As our partnership with Mozilla includes that the tickets for the conference should be free, we will start the ticket reservation once the first goal is achieved. All the backers will have pre-reserved seats.
So the conference itself is free and will be hosted in a very beautiful building. Its also a great way for those us who are not able to attend to contribute to the conference, to get awesome recordings of all the talks!
So with Haxe version
3.2.0-rc.1 being released tomorrow, fingers crossed, it was great timing that Dan Korostelev's article A Success Story for Haxe has been on the front page of Hacker News generating decent amounts of interest in Haxe's direction.
The Atom.io IDE has two, in development, libraries maintained by the snõwkit collective, Haxe and flow plugins. Another victory for Sven Bergström unifying Haxe contributors efforts into single repos.
The IntelliJ IDEA Haxe plugin has also been updated to version
0.8.1.1.TiVo.4 and available via the JetBrains plugin repo. Better handling of Haxe 3 language parsing and automatic detection of Haxe libraries are just two of the many changes, if your interested dig into the huge Changelog.
There is also an FD5 branch on the FlashDevelop GitHub repo.
FD should be able to pick Flambe or Flow config changes and update code completion accordingly. The system is extensible so you can integrate more 3rd party build tools. Normally if you install FD5, open your Flow project and make sure the target is Flow in the project properties then everything should be automatic.
Philippe has also posted that Massive Interactive has a job opening for a Senior UI Engineer.
Accidental Rebel has written I created an AnimatedSprite Tool for Flambe in which he demonstrates his spritesheet support for his inprogress game Pop Puff and Away. You can find the source code to the tool on GitHub.
Tiago Ling has created the repo Jitter Demo which demonstrates across different frameworks jittering. The problem is it only appears in the CPP and Neko targets with no solution so far. If you have an idea on how to solve it head over to the repo's issues to file the solution.
Origami Crush built with OpenFL has Android builds available through their Google+ community which you have to request access too.
And to finish off this weeks roundup, Gildas Paubert has released the beta of AbstractPixel Run “a simple yet addictive arcade game. It follows the tradition of classic platformers and arcade gaming, but hybridize it with abstract generative landscapes and crazy electronic music.”
Gildas says it was built with OpenFL and HaxePunk with a homemade HaxePunk port of the Processing vector drawing API. You can currently download builds for Windows and OSX with Android, iOS and Linux coming soon.