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Comments

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Latest Humble Bundle Supports Open Source GameDev Tools

lars_doucet Re:Hurray! (29 comments)

FlashDevelop is the most popular IDE for Haxe development, it does not "exclusively target flash/AIR."

about 4 months ago
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Latest Humble Bundle Supports Open Source GameDev Tools

lars_doucet Re:Lets Clarify....... (29 comments)

Actually, several of the developers are major contributors to open source projects: Here's open-source libraries that are DIRECTLY the result of Defender's Quest development:
http://github.com/HaxeFlixel/f...
http://github.com/HaxeFlixel/f...
http://github.com/larsiusprime...
And here's my open-source report card:
http://osrc.dfm.io/larsiusprim... Nicolas Canasse, developer of Evoland, *created* the Haxe programming language. It's totally open source. Here's his open-source report card:
http://osrc.dfm.io/ncannasse Here's Sean Hogan (Anodyne/Even The Ocean)'s contributions:
http://osrc.dfm.io/seanhogan That's just off the top of my head.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:To Clarify (166 comments)

There's a few things here and there, not sure if there's an actual list. If you target flash, obviously you have all flash functionality available, but certain things (such as super-advanced international text field support) still need to be added on various targets. HTML5 is a brand new target so that's the least mature, whereas mobile and desktop targets have really good coverage. A "list of gaps we need to fill" would definitely a good feature to add to the OpenFL site, though.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Route away from Adobe AIR (166 comments)

It already does! You can make native-binary mobile apps for ios and android using OpenFL, RIGHT NOW.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:To Clarify (166 comments)

OpenFL supports HTML5: http://www.openfl.org/blog/201... So any improvements to HTML5 will also benefit OpenFL. What OpenFL solves is the issue of "shit, my platform holder's investors got bored and yanked the rug out from under me, time to build my workflow back together from scratch!" By using Haxe, I can preserve my codebase and pivot to whatever the hot next technology is without having to bet on any one platform. I see that as a feature, not a bug.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Mobile (166 comments)

OpenFL already runs on tons of mobile devices, natively. Clearly, you did not read the article.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:QML or HTML5 (166 comments)

You clearly did not read the article.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Native Targets? (166 comments)

Correct. I'm not an expert on the Haxe compiler, but I'm pretty sure it also has the ability (via hxlibc or hxcpp libraries) to directly compile Haxe to native binaries, skipping the intermediate C++ source step, but it can also create those too.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Native Targets? (166 comments)

Okay, so that's a semantic difference then. If by "native" you mean "original source code written in the original language" than by that definition it's not native. I'm trying to clarify that it's not using a virtual machine, or relying on a plugin, whatever you want to call that.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Native Targets? (166 comments)

It does not execute arbitrary C++ code on your machine. Did you even read the article? It's a lifeboat for flash developers to make, say, desktop games. IT IS NOT A NEW VERSION OF THE FLASH PLUGIN.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet To Clarify (166 comments)

It seems a lot of people either didn't RTFA or are basically misunderstanding what OpenFL is. OpenFL is NOT an open source version of the flash Flash Plugin, like Gnash. OpenFL is a code library written in Haxe. You use OpenFL, and then you can output a truly native (C++) app, but can still use the flash API. It doesn't embed the flash player, or Adobe AIR, or anything like that, in your generated C++ app. You can use this to create truly native apps for mac/windows/linux/mobile, etc. Very recently they've added the ability to output to HTML5: http://www.openfl.org/blog/201... So you can take your old flash code, port it to Haxe, and then have a 100% Javascript based HTML5 game. And you can take that same Haxe code and make a native C++ app with it. And so on. Hope this helps demystify things.

about 4 months ago
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Flash Is Dead; Long Live OpenFL!

lars_doucet Re:Native Targets? (166 comments)

You missed the part where OpenFL compiles to C++.

about 4 months ago

Submissions

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Will that crowdfunded game ever actually ship? (The "2 out of 3" test)

lars_doucet lars_doucet writes  |  about a week ago

lars_doucet (2853771) writes "The failure of the Yogscast game is just the latest in a long string of high-profile kickstarter busts. Backers should do their due dilligence, but if we're honest, most of us don't have time to run the numbers and dig really deep. So here's a simple "rule of thumb" test for quickly assessing crowdfunding risk:

1. Is it a NEW TEAM?
2. Is it a NEW DESIGN?
3. Is it using NEW TECH?

Scoring:

0-1: Safe (but not guaranteed)
2: Risky
3: Expect Failure

Image: http://www.files.fortressofdoo..."

Link to Original Source
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Dear Adobe: Support open source, save your tools

lars_doucet lars_doucet writes  |  about a month ago

lars_doucet (2853771) writes "I'm a game developer that has been using Adobe tools (Flash in particular) for over 15 years. Though the Flash plugin definitely deserves it's reputation for slow performance, crashes, and security holes, there was something special about the Flash workflow and ecosystem: the plugin was installed everywhere, it gave you massive distribution, great animation tools, and it was easy to use.

Thanks chiefly to Adobe's neglect, clients and developers are losing confidence in the Flash platform.
However, Adobe can restore confidence if they:

  — Abandon empire-building
  — Embrace open-source standards like Haxe
  — Focus on their core competence: selling development tools"

Link to Original Source
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Latest Humble Bundle Supports Open Source GameDev Tools

lars_doucet lars_doucet writes  |  about 4 months ago

lars_doucet (2853771) writes "The latest Humble Weekly Bundle is titled "Celebrating Open Source" features eight indie games, with charity going to the open source tools used to develop them.

The open-source programming language Haxe is strongly represented: three of the charities include the Haxe Foundation itself, OpenFL (recently featured on Slashdot), and FlashDevelop, the most popular open-source Haxe/ActionScript IDE. The fourth is Ren'Py, the Python-based visual novel engine used in award-winning games like Long Live the Queen and Analogue: A Hate Story.

The games themselves are Magical Diary, NEO Scavenger, Offspring Fling!, Planet Stronghold, and for those who pay $6 or more, Anodyne, Defender's Quest, Evoland, and Incredipede, as well as 6 soundtracks.

7 of the 8 games are cross-platform across Mac/Win/Linux, and all are DRM-Free."

Link to Original Source
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Flash is Dead, Long Live OpenFL!

lars_doucet lars_doucet writes  |  about 4 months ago

lars_doucet (2853771) writes "I am a 15-year Flash veteran and nobody hates to say this more than me: Flash is dying, and the killer is Adobe. Where to now? HTML5 doesn't help me with native targets, and Unity is proprietary just like Flash was — "don't worry, we'll be around forever! And so sorry about that neglected bug report — we're busy."

I'm putting my bets on OpenFL, a Haxe-based, fully open-source implementation of the Flash API that might just please both Flash refugees and longtime Flash haters alike.

My article discusses my experiences with it and gives a brief overview for newcomers. In short — I can keep making flash games if I want, but with the same codebase I can also *natively* target Win/Mac/Linux desktops, mobile, and more, without having to mess with Adobe AIR or other virtual machines."

Link to Original Source
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Procedural Death Jam to benefit OpenGameArt.org

lars_doucet lars_doucet writes  |  about 5 months ago

lars_doucet (2853771) writes "There's a new name for "games with RogueLike Elements": Procedural Death Labyrinth. The new genre term encompasses everything from FTL to Spelunky, and is the center-piece of a new game jam that is benefiting OpenGameArt.org, a site for freely licensed art assets for use indie games.

Procedural Death Jam will run for 7 days starting March 8th, and will be a "sister jam" to the popular 7-day roguelike challenge. The events aren’t competing with one another, but cross-promoting instead."

Link to Original Source
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SimCity vs. Piracy & The Four Currencies (Video)

lars_doucet lars_doucet writes  |  about a year ago

lars_doucet writes "The SimCity debacle is another example of AAA publishers resorting to DRM because "game developers can't compete with free."

But piracy is only "free" in terms of Money-dollars ($M). There's also Time-dollars ($T), Pain-in-the-butt-dollars ($P), and Integrity-dollars ($I). If we look at the total "4-currency" cost, we can see that piracy is not only not "free," but that there's plenty of opportunities for legitimate services to compete through convenience ($T), service ($P), and appealing to higher principles ($I).

This short video explains the whole theory, showing how SimCity's always-online DRM not only misses a golden opportunity, but shoots itself in the foot and actually *raises* its four-currency cost well above that of piracy:
https://www.youtube.com/watch?v=tP7KUVfx9ec"

Link to Original Source
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Steam Linux Sale - 3x as many Linux sales as Mac!

lars_doucet lars_doucet writes  |  about a year and a half ago

lars_doucet writes "I'm an independent game developer lucky enough to be on Steam. Recently, the Steam Linux client officially went public and was accompanied by a site-wide sale.

The Linux sale featured every single Linux-compatible game on the service, including our cross-platform game Defender's Quest. In preparation for this article, I asked the good people of Reddit's /r/linux_gaming subreddit what sort of data they'd like to see, and today I'd like to answer both their questions and yours.

Bottom line: during the sale we saw nearly 3 times as many Linux sales of the game as Mac (Windows still dominated overall)."

Link to Original Source

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