Tag: HaxeFlixel
This is a list of all posts, games and tutorials tagged with the tag "HaxeFlixel".
Using Finite State Machines in HaxeFlixel
Let’s face it: Game code is a mess. There are just so many moving parts, so many things that interact, so much stuff to process that your code eventually starts resembling a plate of spaghetti that’s been hit by a tornado. However, there are patterns and techniques one can use to at least alleviate some of these problems. And one of the most powerful tools in the gamedev’s arsenal against chaos theory are states.
HF Breakout 6 - Game Over
Welcome to the final part! Fittingly, this time we’ll implement a game over so that our game actually ends at some point. Let’s do it!
HF Breakout 5 - Score!
Numbers make the games go ‘round! Especially old arcade games like Breakout, where the score was the reason to play. So, let’s add a score counter to the screen!
HF Breakout 4 - Paddles
Welcome to part 4! This time we’ll let players control the paddle so that they can smash the ball into bricks. Now things are getting really interesting, so let’s get into it!
HF Breakout 3 - Hitting Bricks
The point of Breakout is to break stuff, so let’s put in some bricks to break! Welcome to part 3 of this series!
HF Breakout 2 - Balls and Walls
Welcome back to part 2 of the HaxeFlixel Breakout tutorial! This time we’ll add a ball and some walls to keep it in play, and we’ll even make the ball bounce. Let’s get into it!
HF Breakout 1 - Anatomy of a Project
Welcome to another HaxeFlixel tutorial! This time we’ll learn how to create a Breakout game from scratch.
Collision and Overlap
HaxeFlixel comes with many powerful features, and one of the most useful ones is the built-in collision handling. Collision can be a very complex and difficult topic in gamedev, but HaxeFlixel makes it very easy to get it working. And this is not only extremely useful for quickly prototyping a game idea; the whole system is actually robust and performant enough for real production! So in this post, let’s take a look at how to leverage the built-in collision features to smash things together in our games.
Pixel-Perfect 2D Water Shader
Update: Mar 7th 22 - Made the shader code a bit cleaner to prevent issues with some graphics cards that are more strict about implicit type conversions. As you may have read in my latest devlog, I recently implemented a pixel-perfect water shader in Go! Go! PogoGirl. Since then I’ve been asked to write a tutorial on how I did it, so here it is! I hope you’ll find it helpful.
HaxeFlixel Crash Course: Make a Pong Game in Under 1 Hour
HaxeFlixel is a very powerful framework and my personal favorite. However, it’s still relatively unknown, which is unfortunate. So, in order to show off how kickass HaxeFlixel can be, I decided to create a crash course that’ll show you how to create a 2-player Pong game in less than an hour! Before we begin, make sure that you’ve installed and set up HaxeFlixel as described on the official homepage. It’s all fairly straight-forward.
HaxeFlixel Tutorial: Single Separation Collisions
Collision detection (and handling) is one of the most fiddly things when it comes to creating games, at least in my experience. There seems to be no shortage of weird bugs and issues that can pop up throughout the entire dev cycle of a game (the weirdest one I’ve encountered so far is this one right here). It’s a good thing then that HaxeFlixel comes with several functions that can take care of it for you.
Hanging on Balloons
One of the best things you can do for yourself in gamedev is to have good tools and an efficient workflow. I’ve already shown how I handle path movement in [Speer] in another post, now I want to show you another small trick I’m using to make level creation easier and quicker. Note: As always this article will show how I’ve implemented it in HaxeFlixel, as that is the framework I’m using.