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#openfl — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #openfl, aggregated by home.social.

  1. OpenFL devlog: scale9Grid

    How I recently implemented the scale9Grid property in OpenFL. This feature is sometimes called 9-slice scaling, but Flash doesn't just take a display object as a bitmap and slice it up into 9 pieces. It actually adjusts the placement of points on the vector shapes, which also leads to better looking gradient and bitmap fills. Read on…

    joshblog.net/2025/openfl-devlo

    #Haxe #OpenFL #AdobeFlash #scale9Grid

  2. And here's a screenshot of the Moonshine.dev visual form designer for , , and .

  3. In collaboration with the Moonshine.dev team, a new visual form designer is now available for Feathers UI. Drag-and-drop GUI controls into containers (including nesting), edit common properties in the GUI, apply layouts (with percent sizing), and adjust font and background styles.

    It generates MXHX markup, a new XML dialect for GUIs in Haxe, inspired by Adobe Flex's MXML, but targeted at Haxe instead of AS3.

    feathersui.com/blog/2024/11/21

  4. Added several more sections to the #OpenFL Developer's Guide today.

    Accelerometer input
    books.openfl.org/openfl-develo

    Copy and paste
    books.openfl.org/openfl-develo

    Web service requests
    books.openfl.org/openfl-develo

    These three were converted to #Haxe from the classic #ActionScript Developer's Guide for #AdobeFlash (which was Creative Commons licensed by Adobe).

    1/🧵

  5. Check out the new Feathers UI v1.3, with new Drag-and-Drop capabilities, the Collapsible component, a new optional dispose() method on all components, and ton of bug fixes.

    feathersui.com/blog/2024/08/01

  6. TilBuci is a software editing suite that allows you to create interactive content like narrative games and digital books. Built by Lucas Junqueira with , , and . It's free and !

    Video:

    youtube.com/watch?v=P1MxAHrJMMM

    GitHub repo:
    github.com/TilBuci/TilBuci

  7. Last summer, I manually scraped the entire #AS3 dev guide for #AdobeFlash, and I converted it to Markdown with some basic scripts and a little manual tweaking. I posted the result on GitHub: github.com/joshtynjala/actions

    I’ve been trying to archive old Flash learning content lately. Maybe there will be a wave of nostalgia for that era of web games someday. Maybe some of it can be useful in unexpected ways to projects like #Ruffle and #OpenFL. It’s a part of web history and doesn’t deserve to be lost.

  8. One of the things I’ve wanted to do since becoming an #OpenFL contributor (but hadn’t found the time) is add more documentation. Especially targeting new users unfamiliar with #AdobeFlash and maybe even newish to programming and not sure how to translate old #AS3 code to #Haxe.

    This week, I tagged along on my wife’s work trip to Japan, and I decided docs would be a good thing to work on during my breaks from going out into Tokyo and doing touristy stuff. 🧵 1/x

  9. Just for fun: I prototyped a small reactive programming library for #FeathersUI, #OpenFL, and #Haxe. Not sure I'll do anything with it, but it was a fun exercise.

    I wish the props didn't use reflection and were strictly checked at compile-time. However, I really like the state system — especially the transform() method that can convert a state value into a different type with a callback. Perfect for converting values into strings.

  10. I noticed that #Ruffle, the open source Flash Player written in Rust that can run in browsers, started a blog with progress updates. Here's the first post:

    ruffle.rs/blog/2023/03/12/prog

    In particular, the author mentions that support for #AS3 SWF files is getting better and better. Just for fun, I wondered if any SWFs built with #Haxe and #OpenFL work in Ruffle (using `openfl build flash` to build a SWF).

    I attached a GIF showing the following code running on Ruffle:

    github.com/joshtynjala/foundat

  11. I finally wrote a proper status update, my first in seven months. player03.com/development/statu

    In it, I discuss math for platformer games, #EntityComponentSystem design, and the instinct to seek perfection rather than releasing anything.

    #Haxe #OpenFL #GameDev

  12. Another preview at the XML component format that I'm developing for #FeathersUI and #OpenFL. This screenshot shows a snippet that customizes the appearance of a RectangleSkin with a fill and border.

    Yes, it's very verbose, and no, this absolutely won't be the recommended way to skin a component.

    I'm just proud of how the XML format can even represent #Haxe enums with arguments. In this case, that includes FillStyle.Gradient, LineStyle.SolidColor, and GradientBoxTransform.RotateDegrees.

  13. I've been working on a way to build custom components for #FeathersUI and #OpenFL using XML. I'm aiming for something very similar to #MXML in #ApacheFlex.

    Last week, I finally compiled my first real sample component (after spending tons of time writing necessary low-level tests).

    The XML code in the screenshot recreates one of the #FeathersUI samples that was originally written in #Haxe. The XML is parsed at compile-time with a Haxe build macro, which generates a class.

  14. Bring your designer's vision to life with the flexible skinning APIs in Feathers UI.
    feathersui.com/learn/haxe-open

  15. The other day, I implemented custom margins before and after specific items in HorizontalLayout and VerticalLayout (in #feathersui). They get appended to the layout's gap (and can even be negative to make the gap smaller for a specific item).
    #haxe #openfl