Flash, Haxe, and making games
Around the same time that Canabalt exploded in popularity in 2010, a little site popped up built by Adam Atomic and contributors to promote game development using libraries built on Flash.
These libraries were Flixel and Flashpunk. Flixel was developed by Adam Atomic himself, and was the framework used to create Canabalt. Both were, however, simple and powerful libraries which, when used in conjunction with the open-source FlashDevelop and Adobe AIR, allowed users to quickly churn out prototypes without having to worry about implementing their own collision detection methods, or tilemap support, or 2D cameras; Flixel and Flashpunk took care of all that. They were fast, open-source, and easily extendable. Games were easy to publish on the web, and with AIR, on desktop and mobile platforms as well.
Why is this relevant? Well, Flashpunk and Flixel were the first times I tried a game framework — and it looks like I’ve come full circle in the form of HaxeFlixel.
And now with HaxeFlixel, a port of Flixel to Haxe and OpenFL, I can get that lightweight comprehensive framework that Adam Atomic built nearly five years ago and not have to worry about some software company dropping support. If there’s an issue, I can go in and fix it, and not have to wait around for the next update for my bug report to get addressed.
In short: Haxe and OpenFL are wonderful, and I love being able to code with the Sublime Text 3 Haxe Plugin. It’s just too comfy.