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Re:A success story for Haxe by jdk on Friday March 13, 2015 @03:15PM (#9199315)
We just released our second game in Haxe on iOS a few weeks ago and we're releasing the Android version in another 6 weeks. It's a Unity client with haxe-generated C# code and then javascript and node on the server. There have definitely been a bunch of hiccups and hitches along the way, but it's been pretty good overall.

https://itunes.apple.com/us/app/world-zombination/id68062469...

Re:A success story for Haxe by drawkbox on Saturday March 14, 2015 @03:25AM (#9201837)
Is it running on IL2CPP Unity? Noticed that it is after Feb 1st and a new game.

Great looking game and near perfection on gameplay, idea, brand, art, assets, ui, icon etc. Flawless victory.

Re:A success story for Haxe by jdk on Saturday March 14, 2015 @07:56AM (#9202312)
Thanks! We had actually soft-launched before the cut-off, so we slipped in before that requirement got put in place. That said, we did just get it working with IL2CPP last week which was a few days of work for one engineer. More hiccups encountered but nothing show-stopping (though mostly in dealing with Unity's peculiarities than anything else).
Re:A success story for Haxe by w-ll on Friday March 13, 2015 @06:11PM (#9200423)
I've been following your dev videos on Youtube. It's funny to think I listen to y'all while working on my own games.
Re:A success story for Haxe by jdk on Saturday March 14, 2015 @07:56AM (#9202315)
Cheers! It's funnier still to hear that anyone watches those. :)