There are a four Haxe related events upcoming within the couple of months.
- Haxe, a language that compiles to JavaScript by Andy Li on Thursday 15th October 2015
- Code Of War by David Mouton with registration closing on Thursday 5th November 2015
- Haxe, a statically-typed language that compiles to Python (and more) at PyCON HK 2015 by Andy Li between 7th-8th November 2015
- Haxe and JavaScript at CampJS by Brendan Graetz between 20th-23rd November 2015
Andy Li has written more about the two talks he will be giving over on his blog.
Brendan’s talk actually still needs to be voted for, so quickly pop on over and vote for him! It literally takes seconds.
Also, to make sure his talk will cover everything Haxe JS, he’s looking for your thoughts and suggestions on the topic, and some help on how to install Haxe, OpenFL and HaxeFlixel offline.
In between his talks, Andy Li has also been working on improving Haxe support on Debian and Ubuntu OS’s. Fedora is apparently the next OS to get an “official” package, with Ubuntu also planned to get an automated nightly build PPA!
AND Andy has a Haxe usage survey currently in progress, a quick 10 question form that will help Andy and the Haxe Foundation understand the dedicated Haxe community. Of course, Andy will publish his results to his site when it’s complete.
Robert Konrad has released Kha 15.10
, available from HaxeLib. In his announcement article, Robert has added Direct3D 12 support, OS X 10.11 support and direct AGAL support to Krafix.
An oldie but a classic, Castle Siege by Lubos Lenco has been recreated using Kha and the updates have been made live for iOS and Android. The earliest roundup I could find that mentions Castle Siege was in issue 97! and it appears it was originally made with NME, 3 years ago.
While we are on HaxeLib updates, here are a few more:
- NME
5.5.2
- Lime
2.6.8
- OpenFL
3.3.8
- SWF
2.1.1
- Duell
4.0.18
- Chrome-Extension
45.0.1
- Chrome-App
45.0.2
Not a HaxeLib release, but just as important, HxScout 0.5.0
is out, “faster, fixed close-session-crash & new additions to user guide” is available now to download.
Joshua Granick has posted over on the OpenFL blog October Development Update which highlights just some of the new features and fixes that have landed in the various OpenFL repositories over the last few months, covering Lime 2.6.8
, OpenFL 3.3.8
and SWF 2.1.1
.
One particular update to the OpenFL family is the custom plugin for Flash CC, because of the recent additions to SWF HaxeLib. Lars Doucet has tweeted an example of a Flash CC project compiled to native C++, with the source code on GitHub.
OpenFL also has inprogress Apple tvOS support, contributed by Valerio Santinelli who had been documenting his progress over on the OpenFL forums. Valerio has contributed source to HXCPP, Lime and OpenFL.
Mino Monsters 2: Evolution, created with Haxe and OpenFL has been released, available now for iOS and Android. Sash MacKinnon and Josh Buckley of Mino Games have also raised $2.2M in funding!
And the start of the OpenFL merchandise starts now.
If you’re new to Haxe and OpenFL, and happen to be using a Mac, there is a handy tutorial out this week called Haxe and OpenFL on Mac - A quick start for mobile development by the InfoHeap team.
If you’re planning on only targeting Android with Haxe and OpenFL, over on the Intel Developer Zone you can read about Haxe Toolkit: Compilation for Intel x86 for the Android Platform. In the article they appear to be using an older version of Haxe, HXCPP and OpenFL.
This week’s set of videos are all OpenFL related.
- Haxe & Lime 3D Particles, BillBoard & Grass system by Djoker
- Haxe Terrain GeoMipMap by Djoker
- Haxe, OpenFL and HaxeFlixel MODE running on Apple tvOS by Valerio Santinelli
- Raspberry Pi Touch Display with OpenFL by Patrick Gutlich
Patrick has also written about Using the Raspberry Pi Touch Display with OpenFL and about Using the GPIO ports with OpenFL, which was featured in last week’s roundup.
Ian Harrigan has published a preview of HaxeUI v2 supporting 9-slice skinning for the OpenFL renderer, with other backends being updated soon. You can try out the OpenFL 9-slice support via the HaxeUI v2 demo.
Nick has written about the engine that powers Enki Adventures in the article One Big Parsing Engine. It just makes sense. Under the hood, Nick uses OpenFL and HaxeFlixel.
There have been two game releases in the last week:
- The Great Block! by Nachofries for Android.
- Sky Troops by Arnaud Dagnelies which was announced over on the Haxe mailing list and made open source, created with CreateJS.
Silvio has written how to hook into the flow build tool, which is part of the snõwkit collective, in his article Luxe/Flow Hooks Example.
Andrei Rudenko has created a sunflower seed generator using luxe engine and mínt, both part of the snõwkit collective, which you can try out now!
Matthijs Kamstra, has once again updated the HaxeNode website, with an improved article on Automation using Haxe and NodeJS. If you have any suggestions for HaxeNode, or want to contribute an article, contact Matthijs who is trying creating a community built and run site.
Siratama released a runtime metadata utility as a gist on GitHub showcasing the different use cases for using runtime metadata.
Clark Jones has released a modified version of HaxeScript.hx, which is “a tiny shell script that you can use to make scripting with Haxe very straight forward”, with the modified version allowing you to set compiler args in your script, which in turn allows you to use HaxeLibs.
To finish this week’s roundup off is the new the Haxe Foundation have released their branding page, which currently states how the Haxe logo should be used. Mark Knol contributed this for the Haxe Foundation, which seemed to be perfect timing.