Haxe
Welcome to the (unofficial) Haxe community!
In their own words, "Haxe is an open source high-level strictly-typed programming language with a fast optimizing cross-compiler." Mostly it's been used to create a lot of really cool indie games, like these:
Honestly I'm a pretty novice programmer myself, but I'm moderating this community anyway because it needed one. If you have experience with Haxe and are willing to moderate, please let me know and I'll promote you!
A bunch of game engines are written for Haxe, including:
There's even Stencyl, a gamedev tool built on Haxe that has a GUI and requires little to no coding. Including a block-based coding interface if you're into that sort of thing.
I'll add more resources here as they occur to me or people suggest them!
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Update: Got it working for now, but I suspect it's very inefficient!
So, for some context, I have a bunch of tilemaps right up against each other forming one large continuous world map made up of many small regions. I wanted the player to have random encounters that were specific to the region they're crossing. In examples online, I saw that people will write custom collision behavior with
FlxG.overlap()
instead of the defaultFlxG.collide()
because they want different kinds of collisions to behave differently. I thought I could use that to fold my region-specific-encounters stuff into the collision-detection stuff. My thought was, It's got to be more efficient to only check the player's location once per update, rather than multiple times, right? Only, I never figured out how to do it...So instead, every update I'm using the default collide method, and also writing the player's location to a singleton. When an encounter procs, another function uses that location to pick an appropriate encounter. And it works! But I'm checking the same thing twice per update... Surely that's unnecessary right?