Matt Tuttle


Updates to HaxePunk

Updates to HaxePunk

A few weeks ago I decided to continue development on HaxePunk. It was spurred by some updates made to GitHub as well as interest in the forums. For those unaware of what HaxePunk is, it's a game engine written in Haxe that can run on multiple platforms. The largest benefit is that it will compile natively for mobile devices as well as the three major PC platforms (Windows, Mac OSX, Linux).

The first thing I changed was how the project was structured. It used to be where you had to clone the repository from GitHub, install SamHaxe and Haxe, and use the FlashDevelop project. This worked for Windows developers but since I like working on my Mac I wanted a different process. Now you get the engine through haxelib and can use any editor you want.

Secondly there was an issue with the way assets were handled. Last year the best asset embedding tool was SamHaxe but since then NME has gained traction and become a decent platform. I switched everything over to NME (still supporting SamHaxe and SwfMill) and haven't looked back.

Screen resizing is now supported which is useful for fullscreen flash games and games that run on different device resolutions. It's not perfect but in the coming weeks there should be some improvements made to it.

Instead of boring you with more details, go check out Haxepunk now.

Posted in General

Tags: Flash, iPhone, Android, HaxePunk

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