HaxeFlixel is an open source 2D game library written for use with the Open Flash Library and the Haxe Toolkit, it is completely free for personal or commercial use. This game library enables multi platform development for native targets on mobile and desktop as well as flash and experimental html5 support on web platforms.

This project was founded by Alexander Hohlov, also known on Beeblerox on GitHub, who continues to be the project lead for the HaxeFlixel Organisation group. The project itself also has an active community with contributions from highly valued developers (by github names) crazysam, impaler, Werdn, ProG4mr, Gama11, sergey-miryanov and more.

HaxeFlixel is largely based on the AS3 version of Flixel written by Adam “Atomic” Saltsman. One of the major motivations for creating HaxeFlixel is overcoming the limitations of the Actionscript 3 language and the Adobe Flash and Air runtime targets. HaxeFlixel has been able to incorporate and continues to add new language features of Haxe and incorporate exciting new runtime targets through OpenFL.

Features Overview

  • Display thousands of moving objects
  • Basic collisions between objects
  • Group objects together for simplicity
  • Easily generate and emit particles
  • Create game levels using Tilemaps
  • Text display and Bitmap Fonts
  • Math & Color utilities
  • Record and play back replays
  • Powerful interactive debugger
  • Path finding and following
  • Easy object recycling

Enhancements over AS3

  • Use of a robust and powerful open source language Haxe
  • Cross platform development to Linux, Mac and Windows
  • Compile to Mobile and Desktop targets with native code
  • Impressive Native Performance using GPU acceleration
  • Advanced Physics with inbuilt Nape support
  • Improved debugger and interactive console
  • Texture batching and cache enhancements
  • Access to OpenFL native extensions
  • Flexible Asset Management System
  • Integrated Tweening system
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About time I finally made an IndieDB page for my new game [Speer]! And what better way to kick things off than with a playable preview build? But first a quick look and a short introduction:

Stage 1

[Speer] is a hardcore puzzle-platformer where you navigate through 100+ levels using your Speer (basically a spear, just cooler). It'll get stuck in walls, allowing you to use it as a makeshift platform but you can also hurl it at switches, barrels, gems and other things. It's a simple but very versatile mechanic and you'll have to use it to its full extent if you want to make it through the game...and especially if you want to collect every [S]emblem!

If that's enough to pique your interest, you can grab the preview build right here!

platformer

This build is in beta status, meaning it almost reflects the final game design-wise. Note however that this preview only contains 20 stages, while the final game will have 100. Also, the final game will of course have even more puzzles, gimmicks and hazards! This downloadable build is only meant to whet your appetite a bit and to get me feedback so I can make some final adjustments before the game goes on sale.

switches

Among the features you'll find are spikes, switches, doors, springs, sponges, teleporters, barrels, breakable walls...and of course the [S]emblems that I recommend you try to get! Why? Well...let's just say something good happens when you do.

sponge

Want to help out?

There is something simple you can do to help me out if you feel like it. When you play [Speer], a file called stats.log will be created in the same folder as the executable. This file contains info on your playtime which will help me fine-tune the game. (I've kept it in plain text by the way, so that you can see what you're sending me. I would of course ask you not to change any of the data...) So if you could send me this file after you're done playing you would really help me out a lot! You can either send it via email to andrej@ohsat.com or post it to a site like pastebin.

I know it's a bit guerrilla-style, but I really didn't want to stick any online analytics stuff in the game.

bridge

Anyway, I hope you enjoy this preview. If everything works out the final game will release very soon, maybe even this year. So please give it a spin, spread the word and of course feel free to share your thoughts and contact me on Twitter if you have any questions!

bubbles

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