.@HaxePunk has abstracted away all of the rendering, asset loading, etc. logic that coupled it to OpenFL and NME. We want to add additional non-Flash API backends, and #yeswekha is a top priority. If any Kha users are interested in helping, please reach out! #haxe
New #Haxelib release: "sconepunk 0.0.5" by wednesdayscones! https://t.co/QVkDMeHqTD
Migrated to the latest version of HaxePunk.
A collection of utility classes for HaxePunk development.
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hello! i released a game! its called wagtail cave and its about rescuing dogs from a cave, with a grappling hook. try it out! https://t.co/G8PHSuB4Sm
#indiegame#IndieGameDev#otherrelevanthashtags
Yeah ! I've added continuous integration with #TravisCI on my repo to deploy directly on gh-pages my demo for #HaxePunk. For the moment the #HTML5 version isn't optimal (certain hitbox seems to disapear o.o) - https://t.co/R8srhfL024
Seems that the problem was the version of OpenFL & Lime that I was using to compile.
So now it's working on Html5, but it needs some improvement especially on "text". I'll now try to use BitmapText instead. The code is on my GitHub on the branch called "Migration4.0" - #HaxePunk
Already migrate the dependencies that are "HaxePunkTmx" & "AnimatedTilemap" for #HaxePunk 4.0, working on the entire migration for this old repo https://t.co/8jxwcrGvpg. Stay tuned o/ - #haxe