• Register

HaxePunk is an open source framework, ported from FlashPunk, and designed to let you build your game on any platform. It provides the tools to quickly prototype ideas and the performance to make them great.

Technology

HaxePunk uses OpenFL and Haxe. OpenFL provides a cross-platform Flash based API. Haxe is a strictly typed programming language that saves development time but still compiles high performance executables.

Each target is tuned for the best performance. Flash uses blitted rendering exactly like FlashPunk. Native targets, mobile and desktop, draw hardware accelerated tiles using OpenGL.

Features

HaxePunk is packed with features. Pick and choose what is useful for your game.

  • Images, Spritemaps, Particle Emitters, Tilemaps, and more
  • Mask based collision
  • Joystick and Multi-touch support
  • Tweens
  • Debug Console with mask overlays

Cross-platform

HaxePunk runs on multiple platforms without the need to rewrite your entire code base.

Post article RSS Articles

mod.io API released for HAXE

Client Side Coding Tutorial

First used by Aground to add cross-platform mod support in-game, the mod.io team has open sourced the SDK Haxe Wrapper created for the project. Available on Github, it simplifies mod.io integration on game engines such as OpenFL, Kha or awe6. It wraps the mod.io SDK available on Gihub. The mod.io's getting started guide is a good place to start if you are completely new to mod.io and it's API.


Add mods to your game with mod.io

Whether your game is built in Unity, C++, Haxe or anything else, you can use the open mod.io API to support mods. The steps to get started are:

  1. Add your game to our test environment
  2. Read our API documentation for an overview of how mod.io works
  3. Use our engine plugins, API or SDK to integrate mod.io into your game and mod making tools
  4. Need help? Our team is available on Discord to assist
  5. Ready to launch? Add your game to our production environment then let's discuss promoting your release

Install instructions

  1. Place the corresponing .dll, .so or .dylib next to your executable. They are located in the Libs/ directory.
  2. Again, place the corresponding .ndll next to your executable. They are located in the NDLLs/ directory.
  3. Import the ModioWrapper.hx file it in your Haxe project.

Once this is done, you can call all the static functions under the ModioWrapperclass. See the Main.hx example for details and the wiki for the list of implemented functions so far.

Any questions? Please ask here or on Discord.

Add game Games
STEALER

STEALER

Platformer

Platformer that focuses on the atmosphere and exploration. We want to make something cinematic and very detailed to thoroughly describe the world of robots...

Star Surveyor

Star Surveyor

Platformer

Star Surveyor is an exploration game about discovering a foreign planet, and observing the lives of its alien inhabitants. You're sent to Maya-247 with...

Subterrarium

Subterrarium

Roguelike

Subterrarium is a procedurally generated puzzle/roguelike/platformer game about a girl with a drill and a jetpack trapped deep underground. Explore perilous...

GRAVITY TREK

GRAVITY TREK

Arcade

GRAVITY TREK - the minimalistic avoid and run game about gravitation in the space. Try to control and direct your spaceship to avoid a crazy obstacles...

Hide-n-Stab

Hide-n-Stab

Stealth

100% PVP stealth action game. Some hooded figures are harmless NPCs, others are players like you. Can you tell the difference?

Betelgeuse

Betelgeuse

Third Person Shooter

The main idea of Betelgeuse - redefining genre of space roguelike ( (Starflight, Prospector, Approaching Infinity) ) in direction of furious, arcade shooter...

Simple Pixel

Simple Pixel

Arcade

Simple Pixel is a high action, simplistic styled, fast paced bullet hell. Every enemy is based around types of polygons. (Those things from geometry class...

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X

Latest posts from @haxepunk

RT @bendmorris: .@HaxePunk has abstracted away all of the rendering, asset loading, etc. logic that coupled it to OpenFL and NME. W… T.co

May 6 2018

RT @bendmorris: Zoomed in shot of @HaxePunk's PixelArtScaler, which scales pixel art up to arbitrary dimensions without blurring or… T.co

Apr 27 2018

RT @Haxelib: New #Haxelib release: "sconepunk 0.0.5" by wednesdayscones! Ift.tt Migrated to the latest version… T.co

Apr 20 2018

RT @ttl_anderson: hello! i released a game! its called wagtail cave and its about rescuing dogs from a cave, with a grappling hook.… T.co

Apr 20 2018

#HaxePunk 4.1 will feature scaling via shaders, which can be used to perfectly upscale pixel graphics: T.co

Apr 11 2018

RT @WikihowDreams: how to load my map data in HaxePunk~ T.co

Mar 20 2018

RT @JohnDoughty6: I may be late to the party, but I just noticed @HaxePunk officially has surpassed flashpunk in stars on @github. Congrats you guys!

Mar 20 2018

RT @Scanix: Yeah ! I've added continuous integration with #TravisCI on my repo to deploy directly on gh-pages my demo for… T.co

Mar 6 2018

RT @mousemobgames: Swanky new circular health meters in the kitty coliseum #haxe #HaxePunk T.co

Mar 6 2018

RT @Scanix: Seems that the problem was the version of OpenFL & Lime that I was using to compile. So now it's working on Html5,… T.co

Mar 6 2018