That makes complete sense though, feels like you have to be told about it (or go on a Wikipedia programming-language crawl) to know it exists.
Thanks for the response, and keep being awesome =D
- Spellbreak: https://playspellbreak.com/en
- Dicey Dungeons: https://store.steampowered.com/app/861540/Dicey_Dungeons/#ap...
- Northgard: https://store.steampowered.com/app/466560/Northgard/
- Papers Please: https://papersplea.se/
- Brawlhalla: https://www.brawlhalla.com/ (for the console ports)
It never quite took off and exploded on a Unity/Unreal scale, but it's a solid sleeper hit in a bunch of places you don't expect, and steadily growing. It's in a much more mature place then when I started using it years ago.
Since the years I see more and more people using Haxe, including recently Pokemon Sword and Shield (for scripting) and Spellbreak (on top of Unreal Engine)
https://images.148apps.com/2014/1/37154/219974/img-0815-600x...
Thanks for sharing this. Out of curiosity, where does the art/assets for this come from?
The art assets are all free for commercial use. See my credits for all references: https://rpgplayground.com/credits/
Unfortunately this has the drawback of being a "rpg maker" clone. Getting traction on Twitter is therefore really hard.
When I ever do custom assets, they will be 3D.
Or give users to use custom graphics and share/sell them.
Who says it failed? Haxe is alive and well, even if it isn't a mainstream programming language. Even the latest Pokemon game used Haxe!
https://www.reddit.com/r/haxe/comments/dwpvm7/pok%C3%A9mon_s...
This feels a bit like "Game studios HATE him! This ONE secret they don't want you to know, will make you 10x Game Dev!"
Crazy, and neat.
As I remember Haxe started as an alternative to ActionScript (language used by the Flash player) when Adobe refused to do anything about it's platform's coming demise around 2010, it's main feature was that you could compile it to ActionScript and JS.
I think it failed to become big because it was not backed by a tech giant - they developed their own language which they could fully control (MS - C#, Google - Dart,..) Also the small team behind it did not have the resources to make great tooling for it, thus Unity took over Flash in the small/medium game segment.
I had seen this before -- it's really cool! I never dug enough into the site to realize the creator was also on Dead Cells.
The most interesting part to me, is the use of Haxe (in Dead Cells!).
Haxe is to code what Esperanto was meant to be for spoken language.
> "Haxe can build cross-platform applications targeting JavaScript, C++, C#, Java, JVM, Python, Lua, PHP, Flash, and allows access to each platform's native capabilities. Haxe has its own VMs (HashLink and NekoVM) but can also run in interpreted mode."
Syntactically, there's "nothing new to see here" -- it may as well be Not-Quite-Typescript (with some other goodies; Pattern-Matching, GADT's, compile-time behavior, etc).
But it never "took off". Yet here I learn that very impressive software/stunning games have been written in it, by incredibly knowledgeable folks.
What happened with Haxe, where did it fail? I've never tried it myself, but I have a passion for pixelated 2D/isometric games and the tutorials on the authors' site are very sound, so I might give it a shot.