Haxe Resources

I apologise for the really long absence. To be honest, I have been distracted by learning other stuff (ShaderToy, Kha, Snowkit, PhaserJS, Golang…), and so I’ve placed this blog on low priority since then.

In the meantime, I came across this new page that surfaced on Reddit: A compilation of Haxe resource links. One of the links point here too! You’ll notice there’s more Haxeflixel resource links there than any other framework at the moment, but do contribute to the list if you can:

http://haxeresource.meteor.com

5 thoughts on “Haxe Resources

  1. Hi !

    I want to start develop a 2D platform game. I know Unity3D and 2D. But I like HaxeFlixel too. Base on your experience, what engine do you think is the more apropiate for my game?

    • WY Leong says:

      Hey there! Here are my personal opinions on both:

      Unity3d:
      Pros – The BEST for prototyping games quickly, because there is a GUI and it’s easy to debug/test visually. If you’re not a hardcore programmer, this is a great choice. You can make 3D and 2D games for it too, and there’s a ton of features you can use in the Unity editor, like audio editing, mecanim animation, and shaders. The editor is also available on Windows and Mac (and probably Linux, but I haven’t checked). The target platforms are also pretty easy to setup! So a lot of the hassles are taken care of for you. The documentation and amount of resources available is ABUNDANT, so you can usually find answers to most of your problems for Unity, online.

      Cons – The engine (editor) itself is heavy. Every update requires you to download a ~1gb patch. Some claim that the performance of Unity games are not as optimised as games made on other languages like C++ or Java, but really, nobody will even notice the difference. :) And lastly, the exported games may be a little on the heavy side — A typical empty Android/iOS game is usually about 3 to 5mb, but an empty Android/iOS game made from Unity is about 11mb. Also, last I checked, Unity’s HTML5 export is about 100mb (!!), which is ridiculous. You can write up a simple game in pure javascript for less than 1mb. Anyway, size is usually not a big problem, but it’s something to take note of. Also, Unity being an editor, it may be tough to sync your project in a team. You can use Git to version-control your C#/Unityscript code, but the scene setup and prefabs are very finicky when you’re collaborating with a team member. You can still work it out if you’re careful :)

      HaxeFlixel
      Pros – The library itself is pretty light (5mb compared to unity’s 2gb), and there are a lot of cool stuff in the library, like pathfinding, Nape physics… I haven’t explored them all yet, but HaxeFlixel has more plugins and stuff compared to any other Haxe game frameworks I know of. HaxeFlixel is just another Haxe library after all, so if you find a bug or something does work the way you want, you can always modify HaxeFlixel code directly (if you know what you’re doing! But that comes with experience). HaxeFlixel is great for prototyping quick 2D games, thanks to some boilerplate code and the Tiled parser stuff. You can easily create a platformer in a few minutes, if you memorize this tutorial by heart: http://x01010111.com/haxeflixel.php (Unity doesn’t have an in-built Tiled parser or anything fancy, so you have to write/purchase a lot of the plugins yourself)

      Cons – There’s no UI, but you can get used to it. You can build your own editor too, it just takes a little more time. Also, the amount of resource and help is limited. The HaxeFlixel reddit is quite dead. The Google Groups are usually filled with more questions than answers (Unity had this problem too, but the ratio of questions being answered has increased over the years). I am on the HaxeFlixel Slack group, and 99% of the time I have no idea what they’re talking about (they’re pretty advanced, and I’m a programmer who doesn’t understand a lot of technical know-hows). But hey if you know your stuff, the Slack group is an excellent place to communicate with the main HaxeFlixel contributors.

      TL;dr – I’d say, based on my impression, you should go with HaxeFlixel. You’re making a 2D platformer, right? HaxeFlixel is perfect for that.

      If you’re going to make a lot of games with different controls and gameplay, then use Unity instead. That’ll be better in the long run.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code class="" title="" data-url=""> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong> <pre class="" title="" data-url=""> <span class="" title="" data-url="">