With Haxe gaining so much popularity, flash work declining and my want to make 2d games with a language I’m already fairly familiar with that I can publish to multiple platforms, I’ve decided that Haxe is the right move. With that decision I had to pick a game engine and it was really between Flambe or HaxeFlixel.
Since I don’t care about a html5 target and I feel slightly more comfortable in the HaxeFlixel API, I have decided to use it.
Getting started is actually pretty easy but there were a few points that tripped me up slightly. The official documentation for installation is actually spot on. Check it out here.
Once installed, you need some more of editor/IDE. Since I’m developing on a Mac, I have pretty limited options. Since the IntelliJ plugin is wonky at best, I’ve gone with Sublime Text. When setting up Sublime I was easily able to set up the plugin following the instructions but could not for the life of me get it to actually get it to highlight or code complete.
The issue was the instructions I was following didn’t point out the need to set up some path variables. The easiest way to do this is to add these variables to your .bashrc
In your home directory (~/) run nano .bashrc . If you have this file it’ll open it, if not it will create it. Then add this:
export haxe_path="/usr/bin/haxe"<br />
Exit and save.
Once you have all your libs set up for HaxeFlixel you want to add a symlink to the subl command in Sublime. This will allow HaxeFlixel to open the project for you when creating new projects. There are official instructions on this but it didn’t work for me. My path was slightly different :
ln -s /Applications/Sublime\ Text.app/Contents/SharedSupport/bin/subl /usr/bin/subl
And that there covers the initial setup issues I encountered. I’ll likely post more findings as I learn more of HaxeFlixel. I actually never used Flixel before, but have several years of Flash development behind so most of my findings will likely be differences from Flash to Haxe .