Closed PixelTom closed 10 years ago
Sry html5 is not specified as a supported target anywhere in HaxeFlixel's documentation. Stable targets are listed in the readme, mobile/desktop c++ and flash. If you are adventurous dev branches of HaxeFlixel may give you more success with the bitfive backend. However since you are new, I would recommend something like https://github.com/aduros/flambe for a html5 Haxe engine atm.
No worries, thanks for that.
Sorry about the double post, I thought I was editing, not reposting.
@3rd-tom Let's get you running it on HTML5, I'd say 95% of the framework works fine with the configuration below, my current game project works 100% so far:
haxelib dev flixel "/path/to/flixel/"
haxelib dev openfl-bitfive "path/to/bitfive"
Project.xml
:<haxelib name="openfl" />
<set name="html5-backend" value="openfl-bitfive" />
Done! post results :)
Getting these 3 errors in the compiler.
@3rd-tom Possible solutions:
haxelib upgrade
(with sudo
if on mac/linux), check if works. Post your haxelib list
here./flixel/flixel/
sub-directory. Should look like this: "/Users/andrei/flixel".As @impaler said, HTML5 is not officially supported, if this target is a requirement for you, use pure OpenFL or Flambe.
Ran the upgrade, nothing updated. I only did a fresh install of everything yesterday.
Here's my list.
HTML5 is a necessity, as much as I hate it. So I'll look at Flambe.
Thanks for your help.
Your flixel is not set to the DEV version from GitHub. It should look like this:
Follow the docs: http://haxeflixel.com/documentation/install-development-flixel/
I mean, It's totally possible to get it working, but as you said that HTML5 is your main target, then HaxeFlixel is not for you. Good luck with Flambe!
Yeah I set it back, setting it to the Dev location was breaking everything.
list again
inside the flixel-dev folder
inside the openfl-bitfive-master folder
HTML5 isn't the main target, it's just a required target. After Android and iOS apps.
It's because clients think "HTML5" = "spun gold" when they don't actually know what the hell it means.
And considering the percentage of people who use mobile browsers compared to mobile apps, I should just give HTML5 the complete flick, but I'm not the one paying the bills.
I got it working
You said to change this in my XML
haxelib name="openfl" set name="html5-backend" value="openfl-bitfive"
It was actually supposed to be
set name="html5-backend" value="openfl-bitfive" haxelib name="openfl"
I just happened upon this blog article http://www.openfl.org/blog/2014/03/18/flash-and-html5/ that was talking about a similar change to the backend value, and it said make sure you do it first.
So I figured "huh.. what the hell?"
And boom, worked.
And since HTML5 is secondary to other platforms, I think I'm going to stick with Flixel. Since it looks like it's heading in the right direction for HTML5 support
Thanks for your help.
When copy & pasting I didn't see the order, sorry about that. If I was you, I'd test all features you gonna need, run the demos, etc, for a commercial project, for a client, I wouldn't use HaxeFlixel and promise HTML5, seriously.
Sent from my iPhone
On Apr 8, 2014, at 2:28 AM, Thomas Gattenhof notifications@github.com wrote:
I got it working
You said to change this in my XML
It was actually supposed to be
I just happened upon this blog article http://www.openfl.org/blog/2014/03/18/flash-and-html5/ that was talking about a similar change to the backend value, and it said make sure you do it first.
So I figured "huh.. what the hell?"
And boom, worked.
And since HTML5 is secondary to other platforms, I think I'm going to stick with Flixel. Since it looks like it's heading in the right direction for HTML5 support
Thanks for your help.
— Reply to this email directly or view it on GitHub.
No. You're right. But I'll keep an eye on flixel developments for html5 support and just use it experimentally for now.
I'm new to Flixel, and to OpenFL, and Haxe..
I'm just taking it one step at a time. Load an image in.
Flash:
HTML5:
Any ideas? The loading bar progresses fine, and I'm running a local server from exporting straight from FlashDevelop 4.6
Other Haxe Projects unrelated to Flixel load fine. But loading a single image here in Flixel? Nope.
Here's the code to load it in
var player = new FlxSprite(); player.loadGraphic("assets/images/kenney/paddleRed.png"); player.x = player.y = 200; add(player);