haXe and setbacks

16 12 2007

Publishing SoM gave me an idea what the requirements are for having something released on a public space commercially. haXe is a really nice language and I’m very pleased to have done SoM on it, but several feedbacks just got me thinking.

No easy way coding preloaders in a single file (esp. for flash9 API).
Portals require you to submit a single file for you game, and although they might not require a preloading mechanism, mostly the players do and demand a feedback from the game to inform them whether it’s loading or not and for how much long to wait. The usual way of having preloaders (in AS2 at least) is with putting at least 2 frames on the main timeline, where the first is stopped and looped while monitoring download progress using bytesLoaded and bytesTotal. I’m not quite sure how this is done in AS3 (Flash CS3), which I believe it could be done in the same way but wouldn’t say is elegant, but I’m sure Flex has it ‘installed’ by default. For haXe?.. I think it’s possible to have one targeted for the < flash9 API (flash6, flash7 and flash8, these are equivalent to AS2 API), but beyond that.. no can do for the time of this writing.

Hard to integrate with portal specific code.
I wanted to submit SoM to Kongregate and found that you need to download a component from Kong to have your game interact with the Kong system (statistics and highscores). I wasn’t sure if it was possible to add the codes to the swf for swf-lib in haXe as it is in flash8. I think it might be possible, but I just lost interest in researching :( . Luckily the code for highscores on armorbot.com was easy to port to haXe as it was just several lines of code.

haXe is still my first choice to go for any day coding for swf content, but on several occasions especially when you need your work to ’socialize’, then I might say go with the crowd (unless someday haXe has half of flash’s market :p).


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