Haxe to mobile using AIR

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Dlean Jeans

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Sep 24, 2015, 8:04:09 AM9/24/15
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Have anyone done this before with HaxeFlixel? I'm using FlashDevelop.
I've tried to use the Haxe AIR template in FD and got a lot of error with HaxeFlixel.
I've also tried to copy the bat files from the Haxe AIR template to the HaxeFlixel template but got some problems running those bat files.

SruloArt

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Sep 24, 2015, 9:22:41 AM9/24/15
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* I guess you can do that with packaging the generated .swf with Adobe's ADT.
* But is there a particular reason you want to use Air? it's kind of redundant when you can go native.

Dlean Jeans

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Sep 25, 2015, 3:13:15 AM9/25/15
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I know that I could just lime setup android but since I don't have Mac so I just want to compile to both Android and iOS at once.

SruloArt

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Sep 25, 2015, 6:12:05 AM9/25/15
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* Yeah, that should work with the .swf + ADT approach (read here: http://help.adobe.com/en_US/air/build/air_buildingapps.pdf).

* Can't take you step-by-step because I've never tried that before. There are several "fluent" Air users in the OpenFL forum (like this guy https://github.com/Matan) :)

* Looks like you would still need a Mac (or a Mac-like solution) in order to actually upload the .ipa to the App Store.

* You would still need a dev account, a certificate and iTunes (and an actual device, there's no official simulator) to test your app.

* Here's a relevant tutorial: http://kpulv.com/115/FlashDevelop_to_iPad_Workflow/

Woodworking Fangirl

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Sep 25, 2015, 8:38:52 AM9/25/15
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I don't want to link to the commercial website I know, but if you dare to skip the test on the target iOS device, you could try compiling on an Apple computer cloud service. I am sure you can google for that if need be. They offer Remote Desktop access to Apple computers. They usually come with X-Code installed. I personally haven't used their service yet, but I might in future because I don't own an Apple computer either.
In any case, good luck!
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