How to create a starfield in 5 lines of code (or less)

June 25th, 2014 by Phillip Napieralski

I recently ported my simple starfield demo over from actionscript/flixel to haxeflixel with create success and ease. However, there’s an even easier way with the flixel addons! Overview Let’s see what the final result will be like – check it out: Now that I have your attention, let’s take a quick walk through the steps […]

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How do I change the icon for my HaxeFlixel project?

June 24th, 2014 by Phillip Napieralski

Overview It’s quite simple to swap out the icon for your haxeflixel project. Supposing you already have a project created, there are two main steps: 1. Create a new icon and export it as a SVG file. 2. Update your Project.xml file Step One – Create a SVG file An SVG file is used to […]

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Face defender is now on Google Play

June 20th, 2014 by Phillip Napieralski

What do you do when you want to learn a new cross-platform language like Haxe? Port one of your ancient/dinky flash games to it! On Google Play / flash version While I have the app working on Google Play now (so you can try it on your android devices) – the real power behind haxe […]

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How to make a scrolling star field background with HaxeFlixel

June 18th, 2014 by Phillip Napieralski

A while back, when I was learning Flixel, I created a basic star field for use in my online flash game Starship Destroyer – and also just for fun. To test out my haxe skills, and generally see how easy porting flixel to haxeflixel would be, I started by porting my basic star field to […]

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Publishing your first android game using HaxeFlixel

June 12th, 2014 by Phillip Napieralski

So, you’ve built this amazing game in HaxeFlixel and now you want to publish it to the Google Play (or other) Store. What do you need to know? Introduction There are 3 main things you need to do: Change the package name from com.example to something else Get a new private key (specific for release […]

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Build something

May 6th, 2014 by Phillip Napieralski

What are you thinking of building? Something’s been brewing in the back of your mind that you’ve been meaning to build, but you just can’t do. Why not? I just don’t have the time! Bollox. Remember that episode of Dance Moms that you watched with your girlfriend? Remember how you hated that and were thinking, […]

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Taking a screenshot of your DirectX game using DirectXTex

April 30th, 2013 by Phillip Napieralski

Ever wonder how to allow the user to get a screenshot of your game that’s using DirectX? Let me show you how. Illustrating this with the Visual Studio Windows Store Direct3D Template Requirements: Windows 8 Visual Studio 2012 Express or higher I’m going to show you how to do this using the Visual Studio Windows […]

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“Compiling” Windows Store App/Game media at build time

October 24th, 2012 by Phillip Napieralski

Wondering how you can make your DirectX Windows Store App or Game load faster? Getting reports from angry users about that super slow loading bar? This article on MSDN shows how Visual Studio can “compile” your JPEG/PNG/etc images to DDS and some 3D formats to CMO (compiled mesh object) format when you build your application. […]

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Unresolved external symbol: CLSID_D2D1BitmapSource

October 17th, 2012 by Phillip Napieralski

If you’re getting the error, when developing your Windows Store app, then you’ve come to the right place. Simply add dxguid.lib to your linker (under project properties) as in the screenshot below.

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Leveling Up your Windows Store Game/Graphics Dev Skills (Level 1)

October 11th, 2012 by Phillip Napieralski

Want to explore Windows 8 for graphics and game development, but not sure where to start? Well, let’s look at the resources available today on the internet. Getting setup Get Windows 8 and Visual Studio 2012 You can get Windows 8 RTM for 90 days from MSDN, you can also find Visual Studio 2012 at […]

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