TXR part 1 in Haxe

This is a small note that I have made a quick Haxe variant of the first part of my "small guide on writing interpreters". You can see an interactive Haxe-JS demo above, and find the Haxe source code on bitbucket.

FAQ: Things I made with Haxe

A wireframe Haxe icon on a familiar calm blue background

Recently someone pointed out that they never knew that GMEdit was made in Haxe, and that you often don't even know that something was made in Haxe. Which is a pretty good point - for instance, you might suspect that a lot of things that I do have some parts of them written in Haxe, but never exact.

So, as for my activities, I looked over the local projects and formed a semi-comprehensive list of which of my works to date were made in Haxe, and to what extent (excluding ones still under non-disclosure agreements, obviously).

Also includes an opening on why I like Haxe anyway.

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Small Haxe questions & answers

Sometimes I have one or other semi-obscure Haxe question, find nothing via search, and think "I feel like I asked about this before somewhere". And sometimes it turns out that yes, I did, but it usually takes a while to find what project houses the solution code, or where did I ask it.

This post is a small dump of such questions, mostly eventually self-answered.

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Introducing: POOL [of doom!]

Game's title screen

This week a One Script Games jam was held on GameMaker forums. In short, the rules are that the entire game must be done inside a single script (function), which is then called once per frame, and must make use of built-in functions to store and process all needed information.

While potentially a little quirky, this seemed like an interesting challenge, so I made a game for it.

The result is a mini-FPS that is a mix of Doom, Quake, and a particular cue sport.

You can download it right now or read the full post for technical details.

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