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#openfl — Public Fediverse posts

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

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  1. Here are a few screenshots of another #AdobeFlex app compiled to JS with #ApacheRoyale and running on #OpenFL instead of #AdobeFlash.

    This is the "Cafe Townsend" sample for the Cairngorm MVC framework. It demonstrates that I've gotten enough of Flex working to build a fully-functional CRUD-style app.

    #ApacheFlex #MacromediaFlash #FlashPlayer #MacromediaFlex

  2. Here are a few screenshots of another #AdobeFlex app compiled to JS with #ApacheRoyale and running on #OpenFL instead of #AdobeFlash.

    This is the "Cafe Townsend" sample for the Cairngorm MVC framework. It demonstrates that I've gotten enough of Flex working to build a fully-functional CRUD-style app.

    #ApacheFlex #MacromediaFlash #FlashPlayer #MacromediaFlex

  3. Back in 2021, I put together a little proof-of-concept demonstrating a few Adobe Flex components running on top of OpenFL instead of Flash Player. I compiled the AS3 code to JS using the Apache Royale compiler.

    Recently, I picked up this project again, and I've made a ton of improvements to both OpenFL and Royale. Here's a screenshot of the Flex Style Explorer sample compiled to JS. Styles, binding, states: all working!

    #AdobeFlex #OpenFL #ApacheFlex #ApacheRoyale #AdobeFlash #ActionScript

  4. Back in 2021, I put together a little proof-of-concept demonstrating a few Adobe Flex components running on top of OpenFL instead of Flash Player. I compiled the AS3 code to JS using the Apache Royale compiler.

    Recently, I picked up this project again, and I've made a ton of improvements to both OpenFL and Royale. Here's a screenshot of the Flex Style Explorer sample compiled to JS. Styles, binding, states: all working!

    #AdobeFlex #OpenFL #ApacheFlex #ApacheRoyale #AdobeFlash #ActionScript

  5. Because the world really needs another planner app... I've just released a new one for free at itch.io:
    jonaspeheim.itch.io/scatterplan
    #solodev #gamedev #haxe #openfl

  6. 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

  7. 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

  8. Easter egg, experimenting with drawing ellipses with quads with pixels, sometimes the errors are more interesting than what you were trying to make! #openfl #haxe

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

  10. 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

  11. And here's a few new pages of the #OpenFL Developer's Guide about different asset types. These are original content for the guide, as #AdobeFlash didn't have a built-in asset loading system like OpenFL does.

    Working with bitmap assets
    books.openfl.org/openfl-develo

    Working with byte array assets
    books.openfl.org/openfl-develo

    Working with font assets
    books.openfl.org/openfl-develo

    End 🧵 (2/2)

  12. And here's a few new pages of the #OpenFL Developer's Guide about different asset types. These are original content for the guide, as #AdobeFlash didn't have a built-in asset loading system like OpenFL does.

    Working with bitmap assets
    books.openfl.org/openfl-develo

    Working with byte array assets
    books.openfl.org/openfl-develo

    Working with font assets
    books.openfl.org/openfl-develo

    End 🧵 (2/2)

  13. 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/🧵

  14. 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/🧵

  15. 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

  16. 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

  17. Fun fact: #OpenFL (the wonderful #Haxe library) can actually render your game directly into DOM elements instead of using a canvas.

    All you need is this one line in your project.xml (or also a command line flag):

    <define name="dom" if="html5" />

  18. Fun fact: #OpenFL (the wonderful #Haxe library) can actually render your game directly into DOM elements instead of using a canvas.

    All you need is this one line in your project.xml (or also a command line flag):

    <define name="dom" if="html5" />

  19. Decided to try OpenFL... Enjoying it so far!

    Building for Android is unnecessarily painful, but after A LOT of debugging I eventually figured it out.

    #openfl #lime #haxe #hxcpp

  20. Decided to try OpenFL... Enjoying it so far!

    Building for Android is unnecessarily painful, but after A LOT of debugging I eventually figured it out.

    #openfl #lime #haxe #hxcpp

  21. My first OpenFL devlog of 2024: HashLink/C compilation for Windows, macOS, and Linux

    HashLink is a runtime for the Haxe programming language. It can use bytecode and JIT, or it can cross-compile to pure C. In the past, OpenFL supported JIT only, but now HL/C is working too — with automated C compilation using gcc, clang, MinGW, and Visual Studio all working.

    joshblog.net/2024/openfl-devlo

    #OpenFL #Haxe #HashLink #CrossPlatform #devlog

  22. My first OpenFL devlog of 2024: HashLink/C compilation for Windows, macOS, and Linux

    HashLink is a runtime for the Haxe programming language. It can use bytecode and JIT, or it can cross-compile to pure C. In the past, OpenFL supported JIT only, but now HL/C is working too — with automated C compilation using gcc, clang, MinGW, and Visual Studio all working.

    joshblog.net/2024/openfl-devlo

    #OpenFL #Haxe #HashLink #CrossPlatform #devlog

  23. More new #OpenFL docs.

    HTTP communications: books.openfl.org/openfl-develo

    Mouse, keyboard, and touch input events:
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo

    All code examples converted to #Haxe (and verified to compile and run… found some bug fixes in the process).

    I will also add links to these documents into the OpenFL API Reference, to make them easier to find. And to present multiple formats of documentation in context, for folks who learn in different ways. 5/x

  24. More new #OpenFL docs.

    HTTP communications: books.openfl.org/openfl-develo

    Mouse, keyboard, and touch input events:
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo
    books.openfl.org/openfl-develo

    All code examples converted to #Haxe (and verified to compile and run… found some bug fixes in the process).

    I will also add links to these documents into the OpenFL API Reference, to make them easier to find. And to present multiple formats of documentation in context, for folks who learn in different ways. 5/x

  25. 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.

  26. Did you know that the official #AdobeFlash docs were Creative Commons licensed? Very convenient for the #OpenFL project.

    An earlier contributor started adapting the “ActionScript 3.0 Developer’s Guide” a while back. Several chapters about events and the display list were already converted using Gitbook. However, efforts stalled, and things like mouse/keyboard/touch, text rendering, and sound playback were never introduced. Those are essential core things that folks will want to learn about! 2/x

  27. 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

  28. Made some good progress implementing HL/C support for OpenFL this week. Got executables compiling with GCC on macOS, Linux, and Windows. Clang on macOS and Linux too. Visual Studio support will need to wait because it seems to require a Haxe compiler tweak for the C code generation. TextField.restrict seems to cause issues, and I didn’t find a workaround.

    #HashLink #Haxe #OpenFL