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So handsome it hurts

Gary Manashelnkonson @MigMoog

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The brutal jungle

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Posted by MigMoog - September 3rd, 2021


If you're new to haxeflixel and you're using Visual Studio Code, then this is one of the most valuable pieces of advice that I can give you:


STOP USING LIME TEST!


When you want to play and test your projects (which you'll most likely be doing in html5), the default command you'll use is "lime test html5". This will build your project and get a server running for it to run on, and it'll open a tab in your browser for you to test your game. The issue with this is 2 things:


  1. The server runs only one build of the game, so if you want to rebuild and test it, it will open a new tab rather than receiving those changes live.
  2. It is unknown to us why, but sometimes the lime gods can be cruel and throw an unknown error at us that will prevent the build from running


But fear not dear Flixian! For there is another path you can take to test your games in html5 in VScode! And it is called Live Server! Live Server is a fantastic extension for vscode, that runs html5 code and refreshes to show any changes that you've made in the IDE. That means no more opening tabs, and no more praying to the lime gods to get that server connection working. The only thing you have to do is make ONE tiny edit to your project's build system.


To get live server going first search for it in the extensions tab and install it:

iu_408043_8036913.png


Then, go into .vscode/tasks.json and make this edit:

{
    "version": "2.0.0",
    "tasks": [
        {
            "type": "lime",
            "command": "test", // change "test" to "build"
            "group": {
                "kind": "build",
                "isDefault": true
            }
        }
    ]
}

This will make the default command run with Ctrl+Shift+B "lime build", meaning it will build the project but not create a server/tab for it. The final step is actually running Live Server after you've built the project. To do that, click the "Go Live" button in the bottom right of the editor:

iu_408045_8036913.png

Once clicked, a tab will open in your browser with this window with a list of the projects folders. The html file of your project will be located in export/html5/bin, so just click on the according folders.

iu_408044_8036913.png

iu_408046_8036913.png

iu_408047_8036913.png

once you click on bin, live server will run your project and refresh for any changes to the code in the IDE (including each time you build). Sometimes you might get an error and your game won't run, but it's usually nothing a refresh of the tab can't fix.


Or, if you don't wanna go through all those clicks you can go into the settings of the extension, click on this:

iu_408963_8036913.png

and it'll open a json file where all you have to do is:

...
    "vsicons.dontShowNewVersionMessage": true,
    "security.workspace.trust.untrustedFiles": "open",
    "liveServer.settings.multiRootWorkspaceName": "export/html5/bin",
    "liveServer.settings.root": "/" // change this to "/export/html5/bin"
}

(thanks to @BobbyBurt for showing me this)


If you don't want to edit tasks.json every time that you create a new project, I have a flixel template that comes with it preconfigured for you, alongside some other things that I find handy. That's about it, so have fun and happy travels making your games!


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5

Posted by MigMoog - August 25th, 2021


@SlickRamen, @ProsciuttoMan, @TeraVex, and I are making a game for madness day and we need VA's!


In the intro of the game, our main character "Tie Guy" is an office drone sitting at his desk. He's getting immensely pissed off at his co-workers for badgering him with these lines echoing in his head:


  1. "how have you not seen madness?!"
  2. "Have you seen madness?"


The camera zooms in on him until he snaps and the game starts. This is where you come in, we want you record either (or both if you want) of these lines, in whatever way you want, so long as the clip lasts from 1-2 seconds. You can sound goofy, exasperated, whatever you'd like.


SUBMISSION RULES:

  • Try not to deviate from the lines too much, you can edit a few words but don't make an entirely new line.
  • Try to keep it at the bare minimum sfw, nothing freaky please.
  • When you've finished your line(s) send it in #submissions
  • Sorry not sorry, but we can't excuse shitty mics 🤷‍♂️ We aren't editing this audio much and its a headache none of us need right now
  • Submissions are needed by the 10th of September
  • SOME EXTRA RULES ONLY IN THE DISCORD


DM ME IF YOU ARE INTERESTED AND NEED AN INVITE TO THE DISCORD


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6

Posted by MigMoog - July 2nd, 2021


שריג מוג אוהב אתכם

iu_346817_8036913.png


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4

Posted by MigMoog - April 15th, 2021


Get 'em while they're hot

iu_280063_8036913.png


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3

Posted by MigMoog - April 12th, 2021


Thanks to a certain super popular game here on NG, the game engine it was made with, HaxeFlixel, is receiving a HUGE influx of new users. A good chunk of these people aren't familiar with code, and thanks to haxeflixel's (which from now on I'll just call flixel) unorthodox setup it can be hard to get into. However, I do think the setup guide is good, but I think the average new gamedev won't understand what the commands they're running are doing or even what the command prompt is. So I'm writing this to help explain what's happening in the setup and what you're actually doing.


Haxe and Haxelib

To start, you'll need to download Haxe, the programming language that flixel uses. The installation is very simple, just run the exe and you'll have haxe installed! Something that new users think is that haxe is like any other program you use on you're computer, i.e. you click an exe and a window will pop up. Haxe is NOT that kind of exe, it is a command that is run inside the command prompt. What is the command prompt? It's an application that comes on all computers, where you type in commands that run some actions. It is VERY important that you understand how to use it for this guide, and for programming in general. Ninjamuffin has a nice guide on how to use the command prompt, so I recommend you check it out if you have no clue on what it is or how it's used, and when you're done, come back here.


After downloading haxe, you'll have access to the haxelib command. Haxelib is very important, it's a command that allows you to download other people's published code (also called libraries or libs) from the haxelib site into your haxe installation to use in your projects. This is where you get flixel and its other parts from!


The Elements of HaxeFlixel (Lime, OpenFL, and Flixel)

With the haxelib command, you'll first have to use it to install 3 libraries. Lime, OpenFL, and flixel. To understand why you need these you need to understand what flixel is made of. Flixel is written on top of the framework OpenFL, which is much lower level, meaning less like a game engine and more agnostic for other applications. OpenFL is a framework that recreates the old Flash API (The code that flash gamedevs used to make flash games), and flixel is written on top of it to help it port to other platforms like HTML5, Windows, and Mac. OpenFL is also written on top of another framework called lime, which is where its portability and ability to render on any device comes from. Obviously lime is much lower level than OpenFL, and when you install lime you'll to create a command that allows you to compile your games to flixel's platforms. If you were to download any of these without the others, they wouldn't work.


To download these, you need to use the "haxelib install <library name>" command, which downloads the library from the Haxelib site and enables it for use in your projects.


haxelib install lime

This installs the lime library, which we'll have to set up the lime command for later

haxelib install openfl

This installs openfl, which will help flixel's code actually compile without errors.

haxelib install flixel

This is the actual haxeflixel library, which is what you'll write your games with. All the openfl/lime stuff is under the hood and you won't actually have to deal with it when you're coding.

haxelib run lime setup flixel

While installing flixel downloads the game framework itself, it has a plethora of other libraries to help with your game development (ui, addons, etc.). Using this command will download those libraries all at once, so you don't have to install them all at a time.


And with that, we have the libs, but there's still a bit more work ahead. Now we need to setup the flixel command to create templates for our projects, and the lime command so we can compile our games.


The lime and flixel command setup

When it comes to using flixel, there will be 2 commands that you'll be using. The first is "flixel", which helps you with the flixel library itself, configuring it for code editors and making project templates. The other is "lime" which will compile your game so it will run on different platforms.


Here are the commands you will run to set these up:

haxelib run lime setup

This sets up the "lime" command, allowing you to build for the platforms you want such as html5. To test a game for html5, all you need to do is run:

lime test html5

This will build the game for the browser (html5) and run it, if you want to build for other platforms such as "lime test windows", you'll need to do the setup. So if you don't do "lime setup windows" you won't be able to compile your game to windows.


Next is the flixel setup

haxelib install flixel-tools
haxelib run flixel-tools setup

This downloads the flixel-tools library, which is what will give you the flixel command. The second command runs the setup for flixel-tools, which actually enables the command in the command line.


Now you have all the required libraries, and commands to use HaxeFlixel. If want to learn the game engine and how to use these commands, read the HaxeFlixel tutorials!


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7

Posted by MigMoog - December 22nd, 2020


Thanks bromers. I don't know what to say! This year, as terrible as it was, might have also been one of my best yet! I helped work on multiple games that got finished and published, kept mostly frequent with my pixel/textmode art, and even completed my first game jam where I handled all code, design and art myself with the submission Snowb4ll Fight. I'll definitely keep it going, and I want to make as many games and submissions as I can for this site. Thanks to you guys for being awesome and friendly beyond belief, and lets see what crazy creations we come up with in 2021!


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Posted by MigMoog - December 19th, 2020


iu_211066_8036913.jpg

Tomorrow


(Epic art by DrawlTT)


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Posted by MigMoog - November 18th, 2020


Only thing is it takes a while and I have to make them fun. Here's some gifs to keep you satiated 😃:


Swallow Game:

iu_196355_8036913.gif


Moai and Bird thing:

iu_196354_8036913.gif


Frog shmup:

iu_196356_8036913.gif


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1

Posted by MigMoog - August 1st, 2020


Shalom!

I'm Mig, I've been posting art to the internet for about 2 years now.


I mainly do pixel art and textmode art. I've been enamored with this site for a very long time and love contributing my art to it! I'm also learning to make games, which you might find more on my Itchio than here.


thanks for reading! Now I must return to pushing pixels and clicking chars.


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