Made with Haxe: Spacejacked

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Jonathan Ong

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Feb 28, 2016, 8:44:42 AM2/28/16
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Hi all!

My teammates and I at Rotten Mage just released our 2D action shooter and tower defense hybrid game called Spacejacked! It's available on Steam for Windows, OS X and Linux. And, of course, it's made in Haxe :D

Technical stuff: Spacejacked was made with Flixel, deployed to Windows and OS X through the Flash target and wrapped in AIR. (Actually, I had some issues with the OS X build, so currently that one's a native build too.) The Linux build is a native build made with hxcpp.

If you would like to read more about the technical stuff, I wrote up a blogpost at http://jon-the-mage.blogspot.com/2016/02/spacejacked-is-done.html

I would like to thank the Haxe and HaxeFlixel communities, as well as developers within this ecosystem. Without you guys, Spacejacked would have taken a lot longer to develop. Thanks guys!

If you're a Haxe game developer and looking to launch on Steam soon, feel free to leave some questions here if you need technical help. I'm no expert, but I'll try my best to answer.

Cheers!
Jon

Ahmad Aulia Noorhakim

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Feb 28, 2016, 9:47:41 AM2/28/16
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Congrats! :)

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David Elahee

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Feb 28, 2016, 9:54:26 AM2/28/16
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Looks nice :)

Nicolas Cannasse

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Feb 28, 2016, 12:17:30 PM2/28/16
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Le 28/02/2016 14:44, Jonathan Ong a écrit :
> Hi all!
>
> My teammates and I at Rotten Mage <https://www.rottenmage.com/> just
> released our 2D action shooter and tower defense hybrid game called
> Spacejacked <http://www.spacejacked.com/>! It's available on Steam
> <http://store.steampowered.com/app/390680/> for Windows, OS X and Linux.
> And, of course, it's made in Haxe :D

Congrats on releasing the game!

Best,
Nicolas

Justin Donaldson

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Feb 29, 2016, 11:49:32 AM2/29/16
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That looks awesome, great idea!

Bruno Santos

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Feb 29, 2016, 12:04:07 PM2/29/16
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Congratulations on the release!

Wondering what were the reasons for not going native in the windows build. If you have the time, could you write about it?

Jonathan Ong

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Feb 29, 2016, 10:18:49 PM2/29/16
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Thanks, everyone!

Wondering what were the reasons for not going native in the windows build. If you have the time, could you write about it?

We went with AIR mainly because we do most of our development/debugging/testing in the Flash target. If it runs in the Flash player, it pretty much runs the same way in AIR across the supported platforms.

We also wanted the rendering to be the same across our web and desktop builds. There were some incompatibilities between the Flash and native targets in Lime 0.9.7. For instance, the BlendMode.OVERLAY blending mode didn't work in native builds, so we had to settle for a less pretty hack there. Also, tabs (\t) didn't work for aligning text in the native builds.

I think Adobe AIR does a great job at providing an environment to interact with the OS. We made use of Flash/AIR's file open/save dialogs for debugging purposes. You can get those in the latest Lime/OpenFL, I think, or through the systools haxelib, but that's one more dependency in your project.

A lot of things come working right out of the box with Flash/AIR. Of course, in order to maintain parity in our Linux build, we had to use other libraries or write our own solutions. If you're only targeting Windows, OS X, or maybe even Android and iOS, I think wrapping in AIR is a viable solution.

We would have gone with AIR for the Mac build as well, but something in the FRESteamWorks native extension for Mac didn't work. I'll have to investigate that further.

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