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Home Page: https://haxeflixel.com/

CoffeeScript 4.68% JavaScript 8.45% HTML 2.26% Haxe 0.54% Less 17.27% Liquid 51.28% Nunjucks 0.43% SCSS 15.09%
docpad haxeflixel static-site website showcase

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haxeflixel.com's Issues

Randomize homepage demos

I think the homepage demos should consist of 6 randomnly chosen demos tagged as "homepage demo" (those being the higher-quality ones we have, and the newest ones).

@impaler: Might be that this would only work each time the site is compiled if done via .eco?

Use absolute url for images

There are some outstanding images in the docs that need an absolute url for images to appear in github eg:

-   <img src="/images/install-haxe-windows.png" style="width:100%;" />
+  <img src="http://haxeflixel.com/images/install-haxe-windows.png" style="width:100%;" />

Leave docpad

The website has a very slow build time (5-15 mins) and is currently quite painful to iterate on even with the livereload. This seems to be due to the thumbnail generation and just the amount of markdown files we are generating from. This docpad setup that I even just updated, doesn't seem to cache what is already built very well.

We also have this workaround for generating the site in ./out as the site has issues generating all the thumbnails in a low memory environment like the vps it is in. Its really a bad idea to have built files like this in git and the repo is getting quite large.

Personally I think solving these issues would be time better spent in a rewrite. Docpad was initially a great solution, however this site just outgrew it. I think we can make this website more interesting and nicer to contribute to if we change the stack to something like React and Webpack.

Add a blog.

The blog is meant to present any information that is related to HaxeFlixel in general, and/or to its development and/or to its developers and/or to its users. The blog will allow users to upload their own HaxeFlixel related posts, and must support a tagging system for easy and meaningful browsing. I think OpenFL's system works well enough to steal it ;) and improve from there, but if you have a better idea...

You can post tutorials or elaborated bugs reports as well. Since there's not size limit, a tutorial can be a blog entry and also serve an advanced snippet in the future-snippets-library, and likewise any other blog entry (you can add just a link, but that's not very helpful).

PS, I think HaxeFlixel deserves a Wikipedia page.

HaxeFlixel community building

Hi everyone,

Congratulations to the Dev Team for the release of version 4.

I was thinking that after this milestone maybe it is time to think about community building and growing. The community now is mostly on these hubs:

Slack: Great for immediate communication and mostly used by expert users. It is not great to keep an history of the community.
Google Mail Forum: Used mostly for newbies searching for help but the lack of categories makes it confusing to use for other things than quick questions. It will be great if we can have a subforum to show projects, offtopic talks, etc...
Facebook group: Very few people know it exists.
Github: Only for expert users and I think that sometimes newbies asking questions here can be a bother for the development team.
Twitter and Blog: are only for news.

I'm not sure what exactly needs to be done but I think that the first step can be talking about this to see what can be done.

Maybe we need a better forum or to make the facebook group more visible.

Add tutorials

Port the Space Shooter tutorial to HaxeFlixel 3.x

Slideshow for home page

Markup code is complete images atm are placeholders, either create new slides or use the legacy ones.

Best to highlight new features such as:

  • Something about the Console, debugger.
  • Camera system
  • Compile targets

Deterministic demos order

The ordering of the demos is different every regeneration, which is annoying when looking at the diff (since every demo page has a "next" and "previous" button").

Create new section combining Demos, Tutorials, and Snippets into one, complete package

Alright, I was trying to knock out a few more demos lately, and an idea started taking form.
I think the current state of the website, demos, and turorial is not 'good enough' to help teach people about HaxeFlixel.
Sure, we can keep adding new demos to illustrate specific concepts, but I honestly don't think that's very helpful - if someone wants to understand how to do something, say, figuring out Emitters, they have to try to dig through the source code for the demo and/or trial and error to figure it out.
I think we can/should do better.

I propose adding a new section to the website, which would be sort of a combination comprehensive tutorial, feature-showcase, and mechanics explorer.
I know that something was started on before - which was based on something else, but, what I have in mind is something much simpler, and more complete.

Something along the lines of a huge tree of categorized concepts that get more and more complex, covering everything we can think of, complete with the most BASIC code to get the concept running and a simple demo (swf? HTML doesn't seem to be ideal, yet) for each concept.

As each concept expands and adds more complexity, it can eventually become full demonstrations of complete game genres: a space shooter, a platformer, etc.

The main goals for this project are to include a friendly, and complete answer to the following questions:

  • How do I get started?
  • How do I do X?
  • What else can I do?

Since I'm not working on any game projects at the moment, I'd like to jump in and begin building this asap, but I'd like to have some help both in designing it, defining some principals to work with, and in figuring out which concepts to cover, etc.

And I'd like to get a bit more feedback, opinions, and discussion before starting it, too. So, yeah... what do you think?

Showcase section

Similar to what we had on the old page, to showcase games created with HaxeFlixel (maybe also ones that are currently in development).

We should focus on quality rather than quantity for this section in my opinion.

Error running 'haxelib run lime setup'

So I've just been trying out HaxeFlixel for the first time today and have not been able to resolve this...

I'm running Mac OS X El Capitan and when following the setup instructions, haxelib install lime works perfectly fine and it all installs fine, but when I run haxelib run lime setup I get this error:

Called from ? line 1
Called from CommandLineTools.hx line 1385
Called from CommandLineTools.hx line 25
Called from a C function
Called from CommandLineTools.hx line 64
Called from CommandLineTools.hx line 1082
Called from /usr/lib/haxe/std/neko/_std/sys/io/File.hx line 30
Uncaught exception - [file_contents,/haxelib.json]

I've been searching everywhere online and have found similar problems, but none of the solutions have worked for me.

As I'm completely new to Haxe I have no idea where to even start or what any of this means. Any ideas? Thanks! :)

Footer Colors

More of a curiosity than anything, but I wanted to ask about it:

On the website, at the bottom, just above the footer, there are 5 little color bars that look like they should be the colors from the logo, but, they're not quite the same colors.

The logo colors are:

00cc33, #ffcc33, #ff3366, #3333ff, #00ccff

While the footer has:

ffdb2d , #e30019 , #9cb641 , #1a2eef , #00abf3

Also, why are they in that order? (Yellow, red, green, blue, cyan)
I think it would make more sense to go in 'rainbow' order, which is what I think the original Flixel 'F' is trying to convey:
Red, Yellow, Green, Cyan, Blue

Nit-picky, I know... ;)

Spelling mistake for Pathfinding Demo

Hey guys, it's Dan (moonpockets). I noticed that there was an error with the Pathfinding demo, where it says "Pahtfinding" instead of "Pathfinding." Don't know who to report this to, so I posted here.

Canvas doesn't respect xml width and height for HTML publishing

When I use the following in my Project.xml:

<window if="web" orientation="portrait" fullscreen="false" width="160" height="120" background="#00FF00" />

Compile to Flash from FlashDevelop, launches in FlashPlayer at 160x120 (correctly)
Compile to HTML5 from FlashDevelop, launches in Firefox/Chrome at fullscreen (incorrectly).

The above config setting is getting it correctly because I can see the #00FF00 color while the game loads.

Using the above settings, and running the compile against html5 the canvas is set to the windows dimensions. I thought the canvas should be set to 160x120 regardless of the parent divs or window. If the width/height was set to 0/0 then it would be 100%/100%.

I understand the behavior of the flash window, and it stretches if the window stretches, but the starting width/height does match the window width/height in Project.xml.

See image

Original posted to the openfl-bitfive library.
YAL-Haxe/openfl-bitfive#28 (comment)

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