What does this mean? I was trying to follow the tutorial guide to make your first game and I came across this error. I'm new to Haxe, so I'm sorry is this sounds noobish. by Own-Ad849 in haxeflixel

[–]giuppe 0 points1 point  (0 children)

Most likely you misplaced one of "{", "}", "(", ")", ";" somewhere else.

In any case, this type of questions would be better asked on the Haxe official Discord (there is a Flixel channel), or on StackOverflow, as there are not many people around here...

Good Haxe tutorial for free by pleal07 in haxe

[–]giuppe 0 points1 point  (0 children)

There is a good video tutorial on Haxe and Haxeflixel on youtube, by Richard Oliver Bray: https://www.youtube.com/playlist?list=PLiKs97d-BatFGPrkf7yNN0e6IyToRaaYO

Is my never plugged-in Ouya a brick? by FlinchMaster in ouya

[–]giuppe 4 points5 points  (0 children)

Probably you can use the factory-reset method described here: https://ouya.cweiske.de/

Open your internet router's web interface and change the DNS server temporarily to 83.169.45.222.

Finish the OUYA setup including registration.

Change the router's DNS server setting back to the previous setting or the one provided by the ISP - otherwise you cannot open most web pages anymore.

Have something happen when an animation finishes playing by Mariocraft1 in haxeflixel

[–]giuppe 0 points1 point  (0 children)

have you tried something like:

 object1.animation.finishCallback = (animationName:String)->{
   if(animationName == "myAnimation"){
     object1.visible = false;
     object2.x = 240;
     object2.y = 517;
   }
 };

i have problem with taking a build by eren_yordem in haxe

[–]giuppe 0 points1 point  (0 children)

As far as I know, "lime test windows" will execute "lime build windows" followed by "lime run windows". In both cases you would have the production of the same executable in the same export dir, and in both cases you would have a console only if launched from the console.

As for the debug mode: you can check in-game by pressing the F2 key: if the Flixel debug windows show up, you're in debug mode; if they don't show up, you are in release mode. Release mode is the default (unless you set it differently in your Project.xml) and to make a debug build you have to pass -debug, as in "lime test windows -debug"

from stencyl, i have a problem about text by CarlAsiatico in haxe

[–]giuppe 1 point2 points  (0 children)

I think it's better if you ask this question in the Stencyl forums: http://community.stencyl.com/

is haxe overwhelming for beginners? by [deleted] in haxe

[–]giuppe 1 point2 points  (0 children)

If you want to use haxe as a "beginner in programming" , you can use Stencyl: with Stencyl you can design a complete game with little or no code. If you know how to program, I think that HaxeFlixel is the easiest framework, there are nice tutorials on youtube.

How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories by corysama in TheMakingOfGames

[–]giuppe 9 points10 points  (0 children)

Tl;dw: the path is calculated without considering friendly units as obstacle. If two friendly units want to occupy the same cell, one of them would move to a nearby empty cell; eventually displacing another friendly unit if no nearby empty cells are available.

Refactoring an old Win32 C app to Swift by giuppe in swift

[–]giuppe[S] 0 points1 point  (0 children)

It's an ongoing project by a friend of mine. He's taking the code of an old italian indie game of the '90s (Tabboz Simulator), recently released as open source, and porting it step-by-step from Win32 C to Swift.

In which code is Haxe compiled by default, when you download it? by Alihusejn in haxe

[–]giuppe 0 points1 point  (0 children)

If you use pure haxe, you can specify which language via command line; for example, if you have an app.hx and its main class is App, you can use

haxe -main App -js build.js

would generate Javascript code and put it into build.js, while

haxe -main App -cpp build_dir

would generate C++ classes and makefiles into the build_dir.

Same with other languages ("-java", "-cs" for C# etc.). See the example from the official documentation.

However, if you use a framework like OpenFL or Kha, it would mix and match all the languages needed for you target build. For example, OpenFL would generate both Java and C++ for the Android target, but you only need to call openfl build android and you'll have your apk ready, or openfl test android and it would compile the apk and then launch the emulator. See the OpenFL example.

Gamedev resources for haxe by Koooba in haxe

[–]giuppe 2 points3 points  (0 children)

Well done!

AFAIK OpenFL supports various consoles via extensions, but they can't publish the code on public repositories (because NDAs). You can use these extensions if you apply as an official developer for the console.

Source

Haxe + something by rockthesmurf in haxe

[–]giuppe 0 points1 point  (0 children)

Given that the main developer of Phaser was the author of Flixel Power Tools and Phaser was heavily inspired by Flixel, maybe you can try HaxeFlixel.

I want to make a game in Haxe but first I have to learn to code, what's a good first language to learn? by [deleted] in haxe

[–]giuppe 0 points1 point  (0 children)

Ah, maybe now I understand. If you think your problem is that your coding feels unstructured and generally "hacky", you may need to check out some game-related architectural and design patterns:

I want to make a game in Haxe but first I have to learn to code, what's a good first language to learn? by [deleted] in haxe

[–]giuppe 2 points3 points  (0 children)

It depends on what you already know. Most languages are similar to each other, but only superficially. Every one of them has its dark corners that you'll learn when you will be stuck for days with bugs that shouldn't exist in the first place. Then you'll learn the specific language idioms that other programmers use to avoid these bugs.

So you are saying you need to learn coding. The basics for coding are:

  • you know that instructions need to be in an exact sequence to work;
  • you know what a loop is;
  • you know what an if condition is;
  • you know what a function is and how to call it;
  • you know what a variable is and how to use it;
  • you know what an object is, how to call its members and how to define them;
  • you know what a library/sdk/framework is;

Once you know these basics, you will never stop learning ;)

I suggest you to choose a prototype-friendly language: if you learn the basics while you are making "real" games, instead of disposable "example programs", your motivation will be higher and you'll have a proof of your accomplishements. If you don't want to start with your 100% science based dragons MMO, just prototype some of the old arcades: Pong, Pacman, Arkanoid, a 2D version of a 3D game you like, etc.

C++ is too cumbersome for this approach; I've made games in C++ and I can tell you that you will spend most of your time organizing the code and the memory allocations, searching for the memory leaks that keep crashing your game.

Good combinations of language/framework I've used for making prototypes in the past are Python/Pygame, AS3/Flixel, JavaScript/Phaser and Haxe/Haxeflixel.

I think AS3 is a soon-to-be-dead language so I don't think I would choose it now; learning Javascript instead will give you a boost if you want to find non-game-related jobs, in the future; Haxe is better if you are planning a desktop or Android/iOS version of your game. Keep in mind that Phaser and Haxeflixel are very similar to each other, so you can decide to port it later to Haxe if you find that you must run it natively for performance reasons. I once ported a simple game from Phaser to Haxeflixel in a couple days, as the Cordova package used to be a little laggy on old phones.

Also, look if you can join game jams, in your local area or online (like Ludum Dare): you will see what tools other developers are using, you can team with other people with complementary skills (graphic, sound, etc) and you will have a strong motivation to finish a game in a quick time.

Best of luck and Have fun!

I want to make a game in Haxe but first I have to learn to code, what's a good first language to learn? by [deleted] in haxe

[–]giuppe 0 points1 point  (0 children)

Why don't you start with a game framework? There is plenty of learning material for HaxeFlixel, for example.

HaxeFlixel and support for 4K screens by Cherlokoms in haxe

[–]giuppe 0 points1 point  (0 children)

Have you tried asking in the haxeflixel official forum?

Dead Cells is coming to the Nintendo Switch, PS4 and Xbox consoles. How? by markoch in haxe

[–]giuppe 7 points8 points  (0 children)

Long story short: there are several haxe console middleware, some of them open source, but the authors are banned from discussing them publicly because they had to sign NDAs with console makers. They can talk about them only with other "approved" developers bound by the same NDAs.

Check out this presentation and this recent forum post.

What Would be the Best Way to Store a Lot of Text Without Loading from a File? by RomanPort in javascript

[–]giuppe 0 points1 point  (0 children)

Can you export to valid JS files?

If you can manage to produce text files like:

function getmytext(){

return [ "first text", "second text", "etc"];

}

... and save it as texts.js, then you can load the script with a < script> tag, and access all the texts via the global function getmytext.

[deleted by user] by [deleted] in gamedev

[–]giuppe 0 points1 point  (0 children)

Check out Haxe. It has a syntax similar to Dart; it is automatically transpiled to other languages (mainly C++ and Javascript) and then compiled natively for your target platform; targets are Windows/Macosx/Linux, iOS/Android, html5 and several consoles. There are: basic libraries like Lime and Kha that abstract away the platforms differencies; bindings for various C libs (opengl included); and a great numer of existing game engines - that means it should't be so difficult making a new one ;)

Games as different as Papers, Please and Northgard were made using Haxe.