3 ms·
I shipped one of the first large games with Haxe on iOS (in ~2011), and I am at a loss for words to describe just how right you are. My game was complete, but
by reitzensteinm 11y ago
I shipped one of the first large games with Haxe on iOS (in ~2011), and I am at a loss for words to describe just how right you are.
My game was complete, but the garbage collector would randomly crash, every hour or so. I spent nearly two weeks reading through incomprehensible C++ code, and completely failed to fix the problem myself.
Hugh, the creator of NekoNME, graciously helped me after I sent in a deterministically crashing test case, and that's the only reason the game was shipped at all. I consider myself a competent developer, but utterly incapable of debugging someone elses GC.
I also had to make a whole bunch of smaller fixes (eg adding in app purchases, fixing leaks etc), but those things I expected.
If you're evaluating an engine for use, there should either be a flawless game more complex than what you're trying to accomplish, or you should be ready, willing and able to traverse the full stack fixing whatever comes up.
(Note: Haxe is battle tested now.)
- MegaLeon 11y agoI released an android game using HaxeFlixel and the process was relatively painless, actually I was suroprise at how well it run on my device and how flawlesly things like immersive mode and in-app purchases were implemented. But again, it as last year, so I assume 3 years make a huge difference in development, plus Haxeflixel is a haxe framework tailored for making games. To whoever might be interested in diving into it, we shipped a nice amount of polished finished games: http://haxeflixel.com/showcase/games/ http://haxeflixel.com/showcase/games/ (Mine is polaritron)