Haxe Roundup № 193

by Skial Bainn published on

Papers, Please has swept the IGF awards at GDC this year, winning 3 out of 8 categories, Excellence in Narrative, Excellence in Design and the Seumas McNally Grand Prize! Congratulations to Lucas Pope for the great success.

Lars Doucet has teamed up with Robert Konrad to work on improving OpenFL, with their attention currently on adding filters and shader support.

If you're interested in the native HXCPP debugger, Damjan Cvetko has updated the debugging howto guide. If you like what Damjan is doing, consider showing your support, if possible.

Cardinal Quest II has been released on iTunes, which has been created with OpenFL and HaxeFlixel. Its also been Steam Greenlit.

Reach3dx, a new game engine based on OpenFL, shown at GDC and created by Gamebase, has a dedicated website giving an overview of its features. At the bottom of the page is a link to a slideshow of Reach3dx, showcasing its abilities cross-platform. They use the Bullet physics engine and support Lua and Javascript as their scripting languages. Pricing will be available in April, with the HTML5 version apparently going to be free.

Gamebase tools have been used by Ubisoft, EA, Bethesda Studio, Disney and more which shows how mature Haxe and OpenFL are to them.

Grapefrukt has linked to his fork of Lucas Pope's SteamWrap OpenFL native extension for the Steam API. Theres also a quick example on how to use it. Im surprised the OpenFL team don't have an official extension yet.

Jordan Wambaugh has released TJSON 1.2.2, the tolerant JSON parser/encoder, which now encodes class instances and parses UTF8 correctly.

Michal Romecki has written a new article Templotar : CastleDB localization in which he shows you how to use CastleDB to parse templo templates into localised files.

Oh, look whats making its way into the compiler, the Python target!

And lastly, I love this picture of just another flash prototype by Marco Dinges using Haxe and HaxeFlixel, I think.