17 – coding a platform game, haXe NME and Big Spaceship’s Joshua Hirsh

We chat about Iain’s new game, look at haXe NME and Windows 8 Store, get worried about Flash’s GPU blacklist, and catch up with Big Spaceship’s “Minister of Technology” Joshua Hirsch.

This week in tech – //twit.tv
Extreme Pamplona – //www.miniclip.com/games/extreme-pamplona/en/
Alice – coming soon…
Adam and Joe – //www.bbc.co.uk/programmes/b00876k2
Stage3D //www.adobe.com/devnet/flashplayer/stage3d.html
Starling – //starling-framework.org/
Papervision – //code.google.com/p/papervision3d/
VRML – //en.wikipedia.org/wiki/VRML
Active Worlds – //www.activeworlds.com/
WebGL – //en.wikipedia.org/wiki/WebGL
Unity3D – //unity3d.com
Windows 8 App Store – //www.youtube.com/watch?v=37E3jQIs2AA
Haxe – //haxe.org/
MTasc – //mtasc.org
Nicolas Cannasse – //ncannasse.fr/
FDT – //fdt.powerflasher.com/
nekoVM – //nekovm.org/
Haxenme – //www.haxenme.org/
SDL //www.libsdl.org/
Big Spaceship – //www.bigspaceship.com/
Joshua Hirsch – //twitter.com/#!/joshuahirsch
Corona – //www.anscamobile.com/
Skittles – //skittles.com

Follow Iain Lobb on Twitter
Follow Seb Lee-Delisle on Twitter
Follow Joshua Hirsch on Twitter

Music: Iain dragged some loops onto the timeline in Sony Acid Music.

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3 Responses to 17 – coding a platform game, haXe NME and Big Spaceship’s Joshua Hirsh

  1. Tarwin Stroh-Spijer says:

    Thanks for the interesting podcasts. Confused why you were saying that if you wanted to do a 60 fps game you’d go native, whereas your Flash game would be 30 fps. In my experience, if you make things with Flash in a similar way that you’d make a native game you can easily be running at 90 -> 120 fps.

  2. Tarwin Stroh-Spijer says:

    Quick note: Neko is actually more than a server engine. It’s actually great for scripting stuff as well (locally).

    Also, if you want speed, cache all your stuff in arrays of bitmaps and flip the array pointer. Super fast!

  3. Iain says:

    Thanks for your input on Neko, Tarwin. Regarding 60fps within Flash Player – yes, this might be possible in some cases, e.g. if you use blitting and have a small stage size, but this isn’t possible for my game.

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