NEO Scavenger by @dcfedor

NEO Scavenger, a “game where you must survive in the wasteland long enough to figure out who you are” created by Daniel Fedor using Haxe and OpenFL for it's editing tools has received great reviews. As of today, NEO Scavenger is the number one selling game on GOG.com and has been for the last few days.

Another recently released game available on Steam is Redux: Dark Matters by Robert Konrad from KTX Software in “beautiful super sharp 1080p”. Even though the game might not be made with Haxe, its made with Kore which the Kha framework uses to power its native targets.

The game releases continue with Greg Caldwell's first game created with Haxe and OpenFL, Window Cleaner available from the Google Play Store and the App Store. From Greg's website the game has “Game Centre / Google Play Services leaderboards [and] Admob / iAd advertising”.

The latest Sushi Cat game by Jay Armstrong, Sushi Cat-a-pult, was made with Haxe and OpenFL and published to Armor Games. The cute art is by Jimp.

The only Christmas themed game to be released is Lego Wow by Media Monks who used Haxe and Flambe to create the game.

A game from LD31, Samuel Bouchet who created C.O.S.M.M.O.S has written about creating a MMO in 72 hours, the architecture overview, client and server communication, cheat prevention and more. It's an interesting read on using Haxe and OpenFL targeting Flash and Neko, for client and server, respectively.

Papers, Please on display at the Seattle Emp indie game exhibition via @omgjjd

With the recent release of Papers, Please to the App Store and all it's troubles with the approval process you can read about the situation in an interview with Lucas Pope.

And if you have been thinking of creating games for the first time, David Elahee has written down his advice and distilled it into ten points.

Concept art from @CreativeMageEnt upcoming space game

Elias Ku has created a new mid level GPU framework called horror, which is built in a unified way ontop of snow, lime and/or OpenFL. This means your able to target any platform supported by the low level framework. Horror only runs on Stage3D, WebGL, GL, GLES platforms and uses the fastest memory API available on each target.

Lubos Lenco continues to port and build libraries which support the Kha framework. This week he has updated dragon bones to support the Kha framework.

Another library which has been updated is jQuery Extern by Andy Li. If you need jQuery in your projects, I recommend these externs over the ones included in the standard library. Andy has update the externs to support jQuery 1.11.2 / 2.1.3 .

You might have come across the What colour is it? site, which changes its background based on the time. Erik Watson has created a port called Colour Clock which includes two methods for determining the colour, one which mimics What colour is it? and an “Improved one that aims to represent more of the colour spectrum”.

Shuffling pixel art by Nico using luxe engine.

Chuck Batson has contributed an awesome library to the Haxe community, HxBitcoin! Chuck has posted a quick introduction article and an article on how the GCC compiler broke HXCPP. hxBitcoin doesn't just bring Bitcoin to Haxe, but all the necessary cryptocurrency and cryptography implementations needed for Bitcoin to work, backed by 22K plus individual tests which successfully pass on all supported targets and platforms.

A library I've just discovered is Geom Algo by Giuseppe Di Mauro. Geom Algo brings to the community a “small collection of geometry algorithms in [pure] Haxe”.

I'll finish this weeks roundup off with the post Haxe performance study: Loop-invariant code motion by Jason Sturges. Jason continues to show us which method is the fastest across compile targets and platforms.

Have a Merry Christmas everyone!