Tong, aka disktree, released updated JavaScript type definitions for Chrome extensions and Chrome apps. Both support Chrome from version 35 up to 45 . Also Tong has ported nekoboot.neko to pure Haxe. If you’ve never heard of nekoboot , it takes your .n bytecode and merges it with the Neko VM, creating a single executable ready for distribution.

Oh, and he’s working on a colour fading screensaver.

Hugh Sanderson, HXCPP creator, has released HXCPP 3.2.180 onto HaxeLib. This release is the first time HXCPP natively includes HxScout telemetry! Checkout the changelog since version 3.2.170 for all the latest details.

Hugh has also written How I Improved HXCPP’s Speed 6x, in which Hugh brings a Windows demo, taking 35 seconds to run down to 5.6 seconds, using the latest features now in HXCPP.

Lars Doucet pointed out this pull request which saves 33% of memory overhead in byte arrays for the HXCPP target. To use this now, you will need a nightly build of Haxe and HXCPP.

Valerio Santinelli (@santinellival) running HXCPP & OpenFL on tvOS!

Aymeric Lamboley has written about a subject that affects the entire Haxe stack, native extensions, in his post A call to the Haxe community. This isn’t the first time this subject has cropped up, but, it might be the first time a lasting solution is in the works.

Andrew Lion has released game analytics, which wraps GameAnalytics.com API with two different built-in DB backends.

This week has seen another set of tutorials for Haxe and OpenFL based frameworks released.

To start, Ryan Schaefer has written Per Pixel Collision for OpenFL, a well-written article describing per pixel collision. You can download the source directly from Ryan’s site, which comes with pre-built HTML5 and Neko demos.

Mixer has released another set of HaxeFlixel tutorials.

Luke has published two videos, which are not tutorials, but more his progress on Open Fledit, an editor for Haxe and OpenFL.

A video by Patrick Gutlich, not a tutorial, but teaser of things to come, in which Patrick shows an OpenFL extension wrapping WiringPi.

Voec has posted the video Getting started with HaxePunk - Setup Guide onto YouTube, hopefully the first of many.

Lars Doucet has written a brilliant article, Doing an HD Remake the Right Way which mentions HaxeFlixel throughout, particularly in the UI section.

An update from Bob who’s written 1Dablo now with more loot, a game created with HaxeFlixel playable over on itch.io.

Mykhailov Alex has used Haxe and OpenFL to create Sheep Stealer in which you are “a furious, evil and treacherous wolf! Steal as many sheep as you can. Steal them all!”

Accidental Rebel has published Pop, Puff and Away!, created with Haxe and 2DKit, to the App Store and Play Store.

From OpenFL to Snõwkit, Darek Greenly has published his second in the series post on Grayscale, which covers camera movement, physics and more. Its an in depth article and a great read.

Darek has also documented his Auto Terrain Generator for Tiled, which uses luxe engine and mínt, part of the snõwkit collective.

Raxe, “an awesome mix between Haxe and Ruby”, now has its own version of hscript, RaxeScript, which should be usable with hscript. It now has its own build file, Raxefile, also supports mixed mode and continues to have its Atom.io autocompletion plugin improved.

Raxe Atom.io autocompletion plugin by @Peekmo.

Domagoj Štrekelj has written an interesting three part series, creating a GitHub powered blog, parts one, two and three. This is such a well written and interesting set of articles.

Philippe Elsass has “greatly improved [his] modular Haxe JS approach”, available from GitHub, the repository shows you how the “creation of a Haxe-JavaScript modular project with on-demand loading of modules (JS + CSS)”.

Matthijs Kamstra has added to HaxeNode, the site that will “ get you started with Node.js and Haxe, [show you] how to setup your project, install externs and how to work with them”, has added a section all about automation.

Jeff Ward, creator of HxScout, has created an experimental repository to explore the idea of implementing the include directive into Haxe, which currently relies on a macro based solution. If you’re interested head on over to the project’s current list of issues to try and lend a hand.

Jeff has also written, possibly, the shortest method to get write, compile and run a command line app.

Justin posted over on Google+ his current progress of drawing vectors with triangles in Kha and has also posted a working demo.

Lars Doucet posted on Twitter an update from Lucas Pope on the Return of the Obra Dinn, in which Lucas creates a custom renderer, or as Lars put it, “in which @dukope creates a Procedural DEPTH Labyrinth to render the Obra Dinn”.

To finish this week’s roundup off is the news that David Elahee is “no longer a member of Motion-Twin”, but is available for freelancing, so get in contact with him before he’s fully booked!