To start this weeks roundup off, Romuald Halasz has written an introductory post titled Haxe - A toolkit for cross-platform developement, useful for people unfamiliar with Haxe and transpilers in general.
This meant that if you wanted your app to run on multiple platforms, it have to be developed in accordance with each platform’s specifications. Usually, this meant developing an app for each platform you wanted to support. Naturally, developers wondered if there was a way to develop an app once (i.e. write the code), but deploy it to multiple platforms.
Of course, Haxe is just one solution to this problem.
Benjamin Dasnois has created Braxet, an extension “for the increasingly popular Brackets” IDE. You will find a quick and easy guide to getting started with the Braxet extension in Benjamin’s article.
Lubos Lenco has published yet another sneak peek of his prototype game editor powered by Kha, this time, running in the browser.
If you’re interested in UI that appears in Lubos’s various teasers, it turns out it’s an open source library he has recently released called zui, specifically made for the Kha framework.
While on the topic of IDE’s and editors, Lars Doucet has documented how to get FlashDevelop running on a Mac via CrossOver.
A game editor which doesn’t get as much attention as it should is GameStudioHx by Krtolica Vujadin, which has been used to created The Truck Driver available now on Newgrounds.
One more editor sneak peek, this time from Haxor Engine, who appears to be working on a 3D editor, possibly called Haxor Studio.
Continuing on from last weeks impressive luxe engine news, featured over on the snõwkit community site, the first luxe engine powered Android game, Profectus.4, has been published to the Google Play Store.
Juno Nguyen, the creator of Profectus.4, has published What I learned about luxe on Android over on the snõwkit community site.
Sven Bergstrom has posted the long awaited snõwkit dev log, issue 6, which covers updates to the asset packer, mínt, the much anticipated UI library, framework agnostic of course and coverage of the increasing amount of community contributions, like Darek Greenly’s Rush built with luxe engine, shown below.
Another GBJam entry is from Vadim, who in last weeks issue № 331 introduced the PICO8 Haxe compiler target, has uploaded a teaser showing a colour blind lizard.
Let’s framework switch over to Lime/OpenFL.
The team from Shark Punch game, The Masterplan, have won the Best Game Design Indie Prize award at Casual Connect!
The latest release of OpenFL, version
3.3, includes “a new TextField class with a huge list of improvements — better accuracy, support for all methods and native text input!”
2.5.3, the layer beneath OpenFL, has also been updated with “a new Display API, Clipboard support, better touch event support and renewed compatibility with JNI for Android extensions”.
Subterrarium by Taylor Anderson, built with HaxePunk, is “a procedurally generated puzzle game about soda, jetpacks and plants. Buy soda from vending machines, make beautiful gardens underground, and trigger cave-ins to climb to the surface”.
The Silex Labs team has been releasing steadily WWX2015 videos, here’s the latest bunch from the last week.
- Slapping data from web servers right in your GPU by David Elahee
- Lime/OpenFL for home game consoles by Lars Doucet
- The MOKICK Story by Markus Raab
Non game related topics, like Markus’s CMS work, really help highlight Haxe’s other, obvious, but under talked about use cases. The same goes for all the WWX2015 videos from issue № 330. But this doesn’t mean you should side step any game related video, as any one can learn from the technical challenges faced in those videos.
Ivan Malopinsky has released Haxe
3.2 for Docker allowing you to run Haxe in an isolated, consistent environment across any platform.
Franco Ponticelli has created a new
DateTime abstract type in thx.core, the “generic multi-purpose library [which] aims to be the lodash library for Haxe”. I recommend you check the test cases for DateTime for a decent introduction to its use.
DateTimerepresents an instant in time since about year 29228 B.C.E. up to 29228 C.E. (A.D.).
DateTimesupports a resolution up to 1e7th of second (a tick) and has no precision issues since it is mapped internally to a
DateTimealso supports a time offset to describe time zone values.
Tong has released his digital clock for Atom.io, which will appear in the status bar. And of course its written in Haxe.
To finish this weeks roundup off, is a preview from Michael Bickel showing his 3D engine, Foo3D, running on top of snõw.