Getting started with HaxeFlixel

This is just another haxelib if we consider the installation process. Quite straightforward in that regard.

haxelib install flixel

Well, that does not end there. With it comes some supporting libraries and they are mandatory to install. These are as below,

flixel-tools
flixel-templates
flixel-demos
flixel-addons

With those installed, one is good to go with haxeFlixel.
The first thing to do is setup the environment. For that simply run the command as

haxelib run flixel-tools setup

Now, if you just run

haxelib run flixel-tools

that will display the options available for this command.
Once setup is done, the command “flixel” can directly be invoked, though the full command is also available as “haxelib run flixel-tools” . While its suggested that one use the shortest command, I personally feel to use the long one.

Now if at all one needs help, just type help before the command as below

haxelib run flixel-tools help template

Well, next is to create some sample projects. Those would be done with the command

haxelib run flixel-tools create

Once run, the command prompt will ask you which demo to create, just put in the number, which ever you want and that will be created.

Finally to create a new project, the command is

haxelib run flixel-tools template -n "HelloProject"

That will create a new HaxeFlixel project.

Happy Coding.

My first Tizen store approved game

Its a pleasing experience to get something on the stores, which are more stricter or unknown. Being said that, it is exciting when something is out of the doors from those stores. It was the same feeling for me when my first Apple store approval has happened.
So the game which was written for iOS devices is modified to fit in all the platforms and released. The original “catch them all” game is ported to all the platforms with the help of OpenFL and HAXE. The name has been changed to “Catch Them All E”, “E” is for everywhere.
First, it was for the Tizen App Store and the wait. Its not much but have to wait for 3 days and finally its approved and available in the Store. Thats such a nice experience and could not have been possible without Joshua.

Well, then I did some modifications and ported it to HTML5. Though, OpenFL directly provides conversion, there are still things to consider while developing for different platforms. This version is available here.

Not too far behind, I ported it to iOS and submitted Apple store. Well it took 7 days and its on the Apple App store too.

I must say, without OpenFL and HAXE I could not have achieved all this.

OpenFL is here

The NME or haxenme project is taking a mature shape. The library is now known as OpenFL, which can be assumed as the successor of NME. Actully, OpenFL does use NME behind the scenes.
So, if you are working on NME projects for sometime now, its time to shift to OpenFL.
A true cross-platform library over a true cross-platform language ie; HAXE.
The new site is up at http://www.openfl.org
The other links are as below
Download home
API documentation

The main difference one would see, by coming from NME is most of the packages are now in “flash” not the default “nme”. This is to make it consistent with flash API and at the same time, the add-on APIs are on “openfl” or in the respective packages.

Happy HAXE ing

On my search for a JS variant, triggered by NodeJS study

Well while going ahead with my NodeJS study and after looking at the functionality that NodeJS provides, I got a little curious to search for something which might help me develop in JS a little more easily. To my surprise, I found a lot of languages which does that, but I picked 3 as it seemed these are got some history to themselves and backed by big corporate or have a huge community to support.
1. CoffeeScript
2. TypeScript
3. Dart
All these three compile to javascript. While CoffeeScript and TypeScript are nodeJS dependent and installed by “npm”, Dart comes with its own installation and IDE. Personally I liked the first two, at first glance as they are installed with “npm”. But then Dart comes with its own IDE, which is an advantage.
Now a little bit about the face value of the three.
CoffeeScript : A huge community and has proven history of a good player.
TypeScript : Its a microsoft initiative.
Dart : Its a Google initiative.

Looking at all these, I still feel HAXE is the best for JS dev too, may be thats my biased opinion.

RayTrace V4.1.0 is now released

Well, its a long time since anything happening here. The good news is finally the long awaited feature of the smallest logger ie; RayTrace is available as of today. This is the vertical scrollbar for the logs.
I must say its more than just a requirement for this logger. Though we could scroll through the logs with mouse wheel or by selecting text from the logger, but then we do needed the scroller. The scroller is still is still way far from perfect, but at least the feature is active and is there for scrolling through all the data from initial to final.
The source code is up in github as well and the workable or binary files are here for you to download and use.
Thank you so much the patience and have a nice time logging.
Happy coding.

RayTrace v4.0.0 is released

Well, this release is mostly an UI update. There is a major functionality update of this new release is the “Advanced” settings. If you are using the default mode, it will work as it was working previously.
With advanced mode, one need to change two things. One is the “raytrace.as” which comes budled with this application. Inside this file one has to put the connection name. This name could be any string, it could be your project name, version name or your name, but then remember this name so as to put the same name in advanced setting text input (thats the second setting). After that its as usual process.
The release version can be found here for direct download and use. The source code is up in github.

Happy Haxe -ing

An IDE for HAXE and NME for every OS

The long wait is over! The search for a perfect IDE for Haxe and NME is finally over. Thanks to the hard work of Joshua Granick. He is still in development of this feature, but for me I found it perfectly alright to use it in my Mac OSX.
So the IDE is Mono Develop and making it a Haxe and NME IDE is just enabling the addin for it. Presently its a manual process but thats ok I think. The Addin is on the github.
Everything is just straight forward. Just a little thing on command line is to create a .hxml file in OSX. I am not sure if thats the case in other OSs. Navigate to your newly created project folder from Terminal and fire up the command below (where {projectName} should be replaced with your own project name)

haxelib run nme display {projectName}.nmml mac>{projectName}.hxml

Thats all to it. Just open up MonoDevelop and enjoy code hilight, code hinting and compilation from inside the IDE.

Happy haXe -ing

RayTrace v3.0.0

A new release of RayTrace, the simplest flash logger. Its made with haXe and compiled with NME for SWF output.

The feature list is as below
1. Stop and start button (To start the logger and stop the logger)
2. A sightly improved GUI (some colors at last)

With that here is the link to the compiled code (SWF and the lib for directly use in your project) and here is the github source code.

Happy haXe -ing

haXe : raytrace v2.0.0

This started of as my own little utility but then I use it in almost all the flash, flex, haXe applications when output is SWF. Now its available as a opensource project in github and the final compile dfiles are here, if you just want to use it.
This is nothing more than a logger named raytrace. It takes string as the only parameter and the implementation is done in haXe and NME.
Just put the “raytrace.as” in the root folder of your flash/flex application and then from anywhere in your code one can write

raytrace('my message');

Then this message will be visible in this RayTrace swf. Both the “.as” file and the “.swf” are packaged here as a zip file for your no time getting started.

Happy haXe -ing

RayTrace : An external logger for flash

Well, with my moving forward with haXe and NME, I needed an external logger for flash targets. Though there is a trace message view by default in haXe, it is necessary to have an external logger for me. RayTrace is written in haXe and can be used in any flash and flex based applications not only written in haXe. So if you are doing a pur actionscript or flex project, still you can use RayTrace as your logger. It comes with a client class for flash based projects, which is written in actionscript. Just put the file in the root directory and you are good to go. From anywhere in your actionscript code do a raytrace as below.

raytrace('my message');

The message you send from your code will be visible in the RayTrace logger. Currently it simply supports the string message only.

The source code is available in github as well so as if you want can go ahead and write your own implementation.

happy haXe -ing