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Anyone using Haxe ?


haden
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haxe is excellent to target flash / windows / android and iOS but it's very bad when it comes to HTML5

if your game use lot of Sprites you'll get horrible performance , this is due to the fact that haxe create a canvas object for each Sprite, so you end up with too many canvas

if you feel confortable with how haxe handles things use Pixi.js it's very close and use almost the same logic

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haxe is excellent to target flash / windows / android and iOS but it's very bad when it comes to HTML5

if your game use lot of Sprites you'll get horrible performance , this is due to the fact that haxe create a canvas object for each Sprite, so you end up with too many canvas

if you feel confortable with how haxe handles things use Pixi.js it's very close and use almost the same logic

Thanks Ezelia, I guess I will stick with Phaser then as I am used to Flixel.

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  • 2 months later...
  • 1 month later...

I started using HaXe Nme (mainly because of flash ). It's a wonderful framework. The worst thing is its support. 

 

Despite singmajesty efforts, the majority of questions don't get an answer (or at least don't get an answer that solves the doubts ).

 

Again, HaXe/NME is a great framework and if you fell comfortable digging into source code and figure solutions by yourself, it's the best tool you can pick.

 

singmajesty is a very valuable guy into Haxa NME community.  I'd like there were more guys like him.

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haxe is excellent to target flash / windows / android and iOS but it's very bad when it comes to HTML5

if your game use lot of Sprites you'll get horrible performance , this is due to the fact that haxe create a canvas object for each Sprite, so you end up with too many canvas

if you feel confortable with how haxe handles things use Pixi.js it's very close and use almost the same logic

I think you're confusing haxe with openfl, haxe is the language, openfl is the framework to display stuff with the flash API.

You could use haxe to make games with whatever js library you have and probably get better performances (or at least spending less time to write the code).

Also I'd advice to check out flambe, it's really easy to start with and has good performances (the game i'm making works on mobile without big problems).

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Thanks, do you have any playable game example? I tried to build NME's example PiratePig with bitfive backend, compiled ok but as a result I got white screen with some broken symbols and sprites:)

I haven't made any separate examples (though I may soon), but most HaxePunk examples run quite fine with no or little modifications. Other than that, bitfive is primarily intended for use with applications and frameworks that use a single (or a few) Bitmap objects to represent the game on screen. This also is the preferred way of building games for mobile, since older devices are not able to handle too much dynamic DOM objects at once.

One other thing to watch out while building is that you also need to provide OGG versions of audio files for game to work correctly in browsers without direct MP3 support (such as slightly earlier versions of Firefox).

I just used createjs, worked quite good. There are even externs already made for it.

CreateJS is indeed pretty good, but still problematic to use if you want to target both Flash and HTML5 from single codebase.
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