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Found 41 results

  1. Hi, I have built a mini games app in Adobe Air (in iOS and Android). It features lots of swf animations and lots of games. Now since the future of Adobe Air is circumspect. I want to hedge my bets by rebuilding the games in another platform which has a better future outlook. I had a few questions: 1) Which platform is better for building an app- OpenFL or Phaser ? I found OpenFL online which seems to be the best way to port flash games into html5. 2) Can I have a multi platform app in which suppose 100 games are there - 50 made in Phaser and 50 made in OpenFL? 3) I had read in one website that Phaser is not good for resolutions above 600x400 px. Is this true? 4) Since we want to support all resolutions in Android and iOS- we need vector graphics (the core strength of AIR). Do Phaser/CoreFL support Vector? Thanks, Nish
  2. Hello all, We are expanding our team so we are looking for HTML5 (JS) programmers who are passionate about casual gaming, who want to work in international environments, with very experienced industry peers and great learning opportunities. If you have all these qualities we would like to meet you: A strong desire to learn, collaborate and work hard Organized and proactive Proven proficiency and professional experience (or extensive amateur experience) in at least one of the following game engines: Phaser Pixie JS Cocos2D-html5 Haxe/OpenFL Playcanvas Extensive domain of HTML5 and JavaScript Have demos or portfolio you can share Knowing some/all of these skills will make you a little bit more suitable for the position: Intermediate, Advanced or University Studies in Programming Experience working with third-party SDKs (Facebook, Adm...) Experience developing multiplayer games Knowledge of AWS or Google Cloud Knowledge of Unity 3D English You are gonna help us: Technical implementation of the games we make Guarantee the highest quality of our products Collaborate in the design of games Create a better working environment Benefits Flexible schedule with core hours from 10:00 to 15:00 (you choose when to work the rest) Possibility to grow professionally in the company To be able to learn from professionals with more than 10 years of experience in the industry. Join one of Europe's most successful casual gaming companies Possibility of working remotely if you are not in Barcelona PM us your updated CV (and a link to your portfolio) and we will contact you shortly. THIS IS A PAID POSITION
  3. In celebration of next week's 2018 Olympic Winter Games we developed a small collection of simple HTML5 winter sport themed games. Each game is designed to load fast and run on desktop and mobile browsers (keyboard, mouse, touch controllable). And yes, each game features CANADIAN athletes, because they are the best SLALOM HERO Choose your hero and compete across three courses in the Winter Sports Slalom Event. Steer between the slalom gates and collect boosts to improve your time. Train your athlete for success. Will you win the gold medal? HOCKEY HERO Choose your hero and compete against three fierce opponents in the Ice Hockey event. Avoid the attacking players to approach the goal line. Once in front of the goal, time your shot to score! Can you win the gold medal? SKATING HERO Choose your hero and compete across three programs in the Figure Skating event. Perform incredible jumps and fast spins as you time your moves to perfection. Will you land all your moves and be awarded all three gold medals? Technical: These games were developed with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. We used several old-school techniques to create the "3D" effects - segments for the slalom, parallax for the hockey, mode7 for the skating. Commercial: Designed primarily for a high profile kids portal all three games are also available to license (on a non-exclusive basis) from our website:
  4. Antriel

    Multiplayer online hexagonal minesweeper. Fight against other players, claim your area and steal theirs in a massive world. Reach the top of the leaderboard by having big score. Claim as much of the world as you can for yourself in this puzzle iogame. Play the game here: Developed entirely in Haxe, using pixi.js for rendering, nodeJS with uws for server. Feel free to ask me anything
  5. Workinman

    Indie HTML5 Studio for Hire

    Our Upstate New York studio is open to contracts for small to large HTML5 games. We work in small modular teams to keep costs down and maintain our indie creativity and feel. We work primarily in Haxe for desktop and mobile browser games, but also do a lot of Apps (often HTML5 via Cordova). We have experience with CocoonJS, Unity, Springroll, and more. We have several developers, artists, as well as audio and QA-testing capabilities. We will also be looking to hire as we grow. Feel free to send over your resumes/portfolios.
  6. b10b

    Pop-Pop Jingle

    With holiday season approaching I made a winter themed Bubble Shooter. The name of the game is POP-POP JINGLE and it is designed to run on mobile and desktop browsers (touch and mouse controls): Gameplay: Happy Holidays for everyone as you pop-pop all the winter gems using fast reflexes and strategy! An addictive and easy to play Match-3 Puzzle Shooter packed with over 100 festive themed levels. Can you collect all the stars? Technical: Based on our earlier game (POP-POP CANDIES) this version is also made with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. Many of the assets originated from royalty free sources. I made the holiday themed puzzles and the bulk of the other level designs came from a level pack designed for Frozen Bubble, so big thanks to contributors there. The levels (and star ratings) were sorted based on completion time of sample plays. This game is available to license from our website:
  7. Antriel

    Icesters Trouble

    We published this game over a year ago, but I entirely forgot about posting it here. It's a cute physics removal puzzler. Created using Flambe in Haxe with Nape physics. Art made using Flash. Save the Ice Cubes in this physics puzzler with unique twist. [puzzle, removal, physics]. Play Here Feel free to ask about anything about this game. The game is also available for non-exclusive licensing. Please contact me if you are interested.
  8. gamestudiohx

    BabylonHx 2.0

    Hi, for whatever reason all BabylonHx topics were moved to Haxe JS forum. Anyway, BabylonHx 2.0 is on github and its a fresh (from scratch) port of Babylon.js 2.0.0. You can read original post about new version here, on the bottom of the page:
  9. adireddy

    Welcome to Haxe JS forum

    Hello and welcome to the Haxe JS forum. Thanks to @photonstorm for creating this dedicated forum for all Haxe developers targeting HTML5/JavaScript. For anyone who is new to Haxe, It is simple, lightweight, easy to learn, yet a very powerful strictly typed language with lightning fast compiler. Visit and start exploring. A few links to get started with Haxe JS. Use this forum to share your thoughts, questions and experience with Haxe when targeting HTML5/JavaScript.
  10. Hello everyone, Recently i finished my first medium-sized HTML5 game - Medieval Defense Z. I came from flash background and developing for HTML5 presented with some new challenges. So i would like to share what worked and what didn't. This is more like review/tutorial type of thing, so hopefully someone will find something useful. • Goals: • 60fps. • Smooth gameplay and animations. • Quality comparable to flash games. • Tools: • Language: Haxe. Strictly typed programming language, similar to ActionScript 3.0. Compiles to all major languages, including javascript. • Editing: HaxeDevelop IDE. Freeware, great code completion and very fast compared to everything i tried. • Debugging: Chrome. Has console, debugger and profiler. • Rendering library: Pixi.js. Uses display list concept like flash. Works well. • Sound library: Howler. Good enough, the id system is a bit weird though. • Bitmap font exporter: Free and web-based. • Sprite Sheet Packer: Freeware and very simple. • Graphics: • Scaling will look ugly if you use many small png files for textures. • If you want nice scaling, fast load times and fast rendering - pack everything to 2048x2048 spritesheets (include bitmap fonts too). • Resolution of assets: 1024x768, background can extend to 1382x768, so it covers most aspect ratios in horizontal orientation. • To get proper native resolution in mobile browsers i scaled up renderer and scaled down canvas by window.devicePixelRatio. • Sounds: • Library: Howler. • Sound formats: ogg for Chrome and Firefox, m4a for Safari and Internet Explorer (note: mp3 has licensing issues with play count). • ffmpeg: because of licensing issues and whatnot can't convert to m4a, unless you recompile ffmpeg with m4a, which is a pain to setup. • I used MediaHuman Audio Converter (freeware) to convert from wav to ogg and m4a (64 bit). • iOS Safari: keep in mind that before any sound could be played, user must first tap on the screen. • Mouse Events: • Used pixi.js API to open links. • iOS Safari: under "touchstart" event won't open links in new tabs, use "tap" event instead. • sprite.on("mousedown", callback) for desktop. • sprite.on("tap", callback) for mobile. • Performance: • Reuse frequently used sprites. • Avoid creating too many objects every frame. • I would recommend looking up data-oriented programming to get more juice out of Javascript. • Record timeline with Chrome profiler to find performance bottlenecks. • Masks are slow. Use trim if you only need a simple cut. • Very large functions may cause lag spikes. My best guess is that browser is trying to optimize the function. Splitting big function into several smaller ones solved my problem. • Game Debugging: • Simple CSS + DOM side menu. • Basic field view/edit. • Simple buttons with callbacks. • How to debug html5 game on android (mobile) with desktop chrome (PC): 1. Upload game to your website. 2. Go to (desktop) chrome: chrome://inspect 3. Connect Android device with USB and run your game on android chrome (your android device must be enabled for development). 4. Open Command Prompt and enter: adb devices (must have Android Debug Bridge installed). 5. To quit debugging enter: adb kill-server • Conclusions: • Programming in Haxe instead of pure Javascript probably saved hours and hours of debugging. • Would have liked more automated solution for spritesheet and sound stuff. • Poor performance bites sooner or later, so be prepared to do extensive profiling. • Stable 60fps is very hard to achieve, even if you keep your code below 1-2ms per frame. • Overall i am happy with the results, however it took longer than expected to make this game. Any feedback is appreciated. Game Link: Trailer:
  11. markknol

    Red Bull Soapbox Racer

    Fasten your seat belt. And unleash your imagination. Build with pixijs and pixi-haxe and nape physics. It's friday! Share your level in the comments!
  12. Antriel

    Multiplayer Platformer devlog

    I started developing multiplayer online platformer to get back to things that got me to programming in the first place. I have no idea how it will work out (if at all), but I decided to blog about my progress in a devlog/tutorial fashion. The first entry is about my proof of concept prototype and why it wouldn't work
  13. Wabbit Mountain Madness Hello! This is a project we got commissioned by Cartoon Network while I was working in Artik Games, it was released at the beggining of this year. It was developed on Haxe: Flambe, compiled for HTML5 with desktop and mobile compatibility. It weighs just 15mb and runs pretty smoothly even in older hardware, like Galaxy S3. More on the technical details below, here is the game link, a gameplay video and a screenie: Play it! Mirror: Gameplay Video Sreenie The game was developed by a three-person team during one and a half months. I participated as programmer, togheter with a 2d artist and a game designer. On the technical side of things, I choosed the Haxe: Flambe engine because it was one of the only ones fitting the constraints we had in place: Compiles to HTML5 The game weighs less than 20mb Compatible with desktop and mobile inputs Performs well on mobile browsers Makes it possible to compile to native Android using Adobe Air (although finally this didn't happen) Being my first experience with Haxe, I felt really comfortable with the language and tools available. We worked most of the animations in Flash and used the import tool Flambe provides. The API also has a very useful Script class which makes tweening and sequencing a breeze, really painless. It's also possible to communicate to the browser from inside the game, which allowed me to develop an internal tool used for level-design, with a hacky combination of flambe, javascript and php. Anyway, I hope you enjoy the game and I'm open for questions! I'm currently freelancing so feel free to contact me if you are interested in hiring me for some work
  14. Njotrvella

    Haxe HTML5 Tools/Games showcase

    Actually surprised this topic didn't exist yet. With all the great technologies around and well-qualified devs behind them there are many examples to look at. I'll just quickly go through things I'm the most aware of. Feel free to add any others which you know about. I consider myself a programmer mostly, so will go with tech-based approach, grouping things by framework/engine principle. (That's where 'Tools' in the topic name came from.) Flambe I'm starting with it since HTML5 is the main Flambe target and there's even this topic here: Though I never properly tried Flambe myself (not a big fan of ECS), that's surely a tool that can be used to achieve great results. Check this article for example: Obviously there is a mighty OpenFL HTML5 showcase: Well, honestly, I think it wants to be updated. But what really caught my eye recently is this 3D racing demo: If you're into more low-level stuff, you've probably heard of Kha framework. Some 2D games to look at, made by Wy Leong with his custom 2D game engine ( Some more 3D? Sure: luxe Is another engine that I never looked closely at (shame on me!) I guess the most notable examples are WebGL ports of QWOP and Threes And now I'm gonna take a break just to add more info later when I have time. There are still many wonderful tools (and games made with them) to be mentioned: HaxeFlixel HaxePunk Heaps Genome2D Externs for JS libraries So please don't hesitate to post you projects here while I'm gathering more info and preparing another big topic . P.S. Not sure why this subforum is quite silent. Probably just not the place where haxe devs hang out. Let's see if it's possible to liven things up a bit.
  15. adgard

    Monster Hands

    Hi, It is a simple but quite original puzzle game. Game ready for non exlusive licences, youtube video Thx, Sergiy.
  16. Hi, This is a simple puzzle game with original gameplay where the monsters eat candy Ready for sitelocking or other type of licensing. Game is also available on flash, android , etc gameplay on youtube link on game Thx, Sergiy.
  17. b10b

    Pop-Pop Candies

    In a personal effort to return to making games for fun I made a classic Bubble Shooter styled with ... Candies! The name of the game is POP-POP CANDIES and it is designed to run on mobile and desktop browsers (touch and mouse controls): Gameplay: Enjoy a sweet puzzle as you pop-pop all the candies using strategy and fast reflexes! Featuring 100+ challenging puzzles and marathon endurance levels this colorful Match-3 Puzzle Shooter game will entertain for hours. Technical: Made with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. Many of the assets originated from royalty free sources. The level designs mostly came from an open source project called Frozen Bubble, so big thanks to contributors there. The levels (and star ratings) were sorted based on completion time of a few thousand sample plays. A level designer might be added later. This game is available to license from our website:
  18. b10b

    Grand Prix Hero

    I had the chance this month to revisit a client project and reskin it as something different. The result was GRAND PRIX HERO, a "retro inspired pseudo 3D racer" similar to the Sega classics I used to play in the arcades. Designed to run in browser on either mobile or desktop the controls use tilt, touch or keys - gameplay is crippled optimized with auto-accelerate accordingly ... Gameplay: Compete across 4 races in the Grand Prix Series. Dodge traffic, boost, collect coins and upgrade your car for the next race. Are you the Grand Prix Hero? Technical: Made with Haxe + awe6 + CreateJS, the underlying engine is heavily inspired by this popular tutorial: Everything is Canvas based, just LOTS of drawImages, no WebGL - so older devices may struggle (there are many auto degrading detail settings built into the game, but they can only do so much). The majority of graphical and audio assets came from my stockpile of never-quite-finished racing games, so I'm pleased to finally publish some of them (even if it is on a much simpler game than they were originally intended for). Next steps: Sega style voice over? Suggestions welcomed.
  19. SayRafon

    Fall - 4 days GameJam

    Hello everyone ! I'm a student in Gamedesign & Programming in Paris and I make games. Video games. HTML5 video games. Using Haxe. So I think I'm in the right place ! It's my first post here, one of my teachers recommended me to share our HTML5 game here ! So here it is, "Fall", made in 4 days within the GameWeek of my school. We were 9 in a team composed with 4 graphists, 4 Gameplay Programmers and 1 Producer. A team entirely made with first and second years ! Check it out here : Fall won the "Most polished game Prize" and will soon arrive on your smartphones ! Have fun guys !
  20. mazelpomme

    [WIP] [PIXI] Decay

    Hi everyone! Here is Decay, the game we made during a 4-day gamejam in our school.It's about an alien trapped in a lab who's trying to escape by taking control of scientists. Decay won the "Best Graphics and Animations Prize" and you can test it here: We had no time to finish the touch input... so the game doesnt quite work on mobile We intend to start again the developping this summer and publish it on mobile stores. So feel free to give us your feedback
  21. Hello everyone, this is my very first post ! I am a french game developper student, and i like phaser and pixi it's very easy to develop with them. I try to use the ColorMatrixFilter of Pixi with Phaser to use the hueRotate on phaser's Groups. (I develop in Haxe with FlashDev by the way). I saw this thread : wich should answer my problem. But it's no use, here is what i have : at the beginning of the code (haxe is typed language wich export in javascript or other languages, but if you could help me in JS that should be enough) import phaser.core.Filter; private var hueFilter : Filter; //no problem for the moment ^^'' in the preload : game.load.script('ColorMatrixFilter', 'lib/pixi/filters/color/ColorMatrixFilter.js'); //--this give me an error : require is not defined in the create : hueFilter = untyped new PIXI.ColorMatrixFilter(); //--> this won't build flashDev tells me : Class not found PIXI and when i do this : untyped console.log(PIXI); //--> PIXI do exist! but there is no ColorMatrixFilter in it ! untyped console.log(PIXI.ColorMatrixFilter); //--> return undefined For the "require problem" i tried to use RequireJS in the index.html : <script src="lib/requireJS.js"></script> but it throws new error : Uncaught Error: Module name "../../core" has not been loaded yet for context: _. Use require([]) I believe i don't have to modify the ColorMatrixFilter.js to make it work so i don't know what to try next. I even try to use another filter (HueRotate.js) that i have found here : //build with no error ! but completly erase my images and fill all the canvas with the same color... to sum up i can't make it work... It's very frustrating because when my project only used pixi it was very easy : filter = new ColorMatrixFilter(); container.filters = [filter]; filter.hue( value , false); Can someone please help me, it has been one week since i have this problem. what do i miss ? Thanks
  22. Hello, I've got a problem that is starting to impact the performance of my game and I found through profiling that the MouseMove & ProcessMouseMove, are binded to the window "mousemove" event. They do fire correctly, but I simply need them to fire once per frame. ( They fire 5 - 10 times per frame which is normal ) Is there a way to do this in pixi with interactionFrequency, or do I need to do some hack ? Thanks in advance
  23. Hi All, Are there any cool/interesting JavaScript libraries out there that don't have any externs for Haxe? I already have hammer.js and in my to do list. Also if anyone is interested in contributing by creating/maintaining externs, please let me know so that we can collaborate instead of duplicating the effort. I also want to prepare a list of all the existing externs that are up to date and share with the community.
  24. adireddy

    Externs of Pixi.js for Haxe

    Externs of Pixi.js for Haxe - 2D webGL renderer with canvas fallback. GitHub Repo You can find a lot of samples ported from Pixi.js there. Installation: haxelib install pixijsPost any haxe pixi.js samples, demos, tutorials, etc here.
  25. adireddy

    Checkstyle for Haxe

    Released a new library for haxe code analysis which can easily be integrated with Hudson/Bamboo, etc. Any comments/suggestions, please let me know.