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Haxe Game Development Essentials

You're reading from   Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289781
Length 188 pages
Edition 1st Edition
Concepts
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Toc

Table of Contents (10) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Building a New Game 3. Dealing with Menus and Screen Flow 4. Delving into Animations and Gameplay 5. Adding Sound 6. Working with Configuration Files 7. Deploying to Multiple Platforms 8. What's Next? Index

Expanding the game


Star Walrus was a game built to help you learn Haxe; it's funny and silly, but it can be more. At the end of each chapter, I suggested ways to tweak the game or expand on what you've learned, but the sky is the limit. To help with this, I've included the original art files used to make the elements in the game. They require Adobe Illustrator and Photoshop.

Let's go over a few possibilities.

Level-based gameplay

Loading in predefined enemy patterns works for the quick pick up and play experience, but you could add more depth to the experience by expanding the game to take place over several predefined levels.

You've learned to work with both JSON and XML; either would be excellent to build out levels. To make your life a little easier, you could have levels composed of enemy patterns instead of making every single thing in every level unique. All you would need to do is add an id property to the patterns and reference those in an integer array.

Reusing prebuilt elements like...

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