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Adobe Promoting Haxe ?

Posted on Dec 27 2009

First, merry christmas, and (soon) happy new year too all of you !

Seems like Adobe recently made some pages about game development in Flash as part of the Developer resources. Named Flash Platform Game Technology Center, they list some "featured" games that were made in Flash and are showing good use of the technology.

I was surprised that the first featured game was ScaryGirl : not because this is a bad game - Scarygirl is a very nice game, congratulations to the TouchMyPixel team for it - but because it's entirely written in Haxe as stated on the developers page :-)

Anyway, have a look a the game, it's a very good one, and it shows that serious people are using Haxe for "real stuff" (so do I, and many other developers as well).

Oh and just a small note : we have recently been moving Haxe from its old CVS repository to a brand new google code SVN. You can browse the source code and report issues / features requests there.

Enjoy !

EDIT maybe I was a bit too fast, someone noticed me that the developers comment were talking about the Scarygirl website that is written in 100% Haxe. Only parts of the game itself are in Haxe as a previous mail of Tony was talking about ;)

  • Dec 27, 2009 at 22:19

    Congratulations on this, it's a long time coming. We're hearing more about Haxe every week. I'm seriously considering moving across for everything - end to end. The real only issue we've got is the lack of IDE on mac that is fully featured like FDT / Flash Develop. The weird thing is, that it's not in your hands, it's in the hands of the community.

    Keep up the good work, it's very much appreciated.

  • Jan 03, 2010 at 04:23

    Yes - only parts, the console games + the actual scarygirl website are made in haxe. This is because we started the project just after as3 was released and hadn't started seriously using haxe.
    If we had used haxe compile times would have been much shorter, and we could have avoided a few ugly workarounds to allow us to use external assets (and not compile gfx every time). So its a pity we didnt start the project in haxe. I thought about porting it half way through, but it would have been too much work.

  • Jan 11, 2010 at 15:51

    We also mentioned it in an article at - if we'd started on Haxe earlier we'd have used it for the whole darn thing!

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