![]() 2 gives the Haxe compiler support for hooking into the JavaScript (NPM) version of OpenFL. With this method you have two options: 1) The standard way of using the Haxelib version of OpenFL and selecting HTML5 as your target or 2) The slightly harder way of targeting vanilla JS from Haxe and including the OpenFL JS externs in your project. The other method to package OpenFL with Electron is to use Haxe while targeting HTML5. There are a few generators in the NPM version that can set up a basic project using various dialects of JavaScript that you can try out, including an experimental version of AS3 support. JavaScript is more or less a subset of ActionScript so you might find some familiarity there, especially if you choose TypeScript to write your code (We chose to go with TypeScript in our case for FrayTools). There are a couple ways to package OpenFL with Electron, the easiest of which is to use the NPM version of OpenFL which let's you use JavaScript to target HTML5. Hey there, you're welcome and I'm glad you like it! Special thanks to Itch.io artists brullov, Sven, and Namatnieks for permission to use their sprite artwork for this post! Polygon Terrain - Draw polygonal hit detection areas over free-form stage art.Ĭode Auto-Completion -See code hints while typing.įrame Labels - Refer to specific frames in your animations by name.įraymakers Integration - Publish and see your changes instantly within our game's sandbox environment. Intuitive Layout - Keeping the design simple and straightforward to help foster the next generation of game devs.Īuto-keyframing - Select a series of images, and arrange them into an animation in one click.Īuto-hurtboxer - Dynamically generate collision boxes around your character.Īnimation Tweening - Automatically interpolate the motion of an object from one point to another. Here’s a quick rundown of a few more of the many cool features we've integrated: This means that as long as FrayTools has the right export module, you could theoretically create useable assets for any game engine! (In time, of course) To top things off - by using a plugin system of sorts, publishing assets is done in such a manner that is not strictly limited to our game. So anything from images to sound effects, music, external scripts, tilesets, raw binary assets and more - all of it is bundled into one package for the game engine to consume. Rapidly Creating a Stage in FrayTools using Tileset TerrainįrayTools also provides an easy way to coordinate the rest of your game's assets into one standalone package. It also comes with a lot of quality-of-life enhancements that we didn't have in the past, such as the ability to quickly build out alternate color palettes for a character: ![]() Should animation data and hurtbox positions be hard-coded into a separate text file? Or should we find a third-party tool from an asset store that limits our choice of game engine?Įnter FrayTools - where you can drag, drop, and arrange your sprites, hurtboxes, and scripts in a simple flip-book style manner and the software takes care of the spritesheeting behind the scenes when you export! This means you can arrange your sprites in a Flash-like way without losing the performance benefits that come fro m using traditional spritesheets. But in our new engine, how would we manage all of this artwork? Should we use Flash as a middle-man to generate a new file format? (We did this for a bit!). For example, in Flash, we could just drag individual images onto the stage, draw collision boxes over them, add a few timeline scripts to trigger events, and the game engine just made it all work. This was a double-edged sword in that it limited us to 30fps and committed us to a dying browser plugin, but it also allowed us to focus on optimizing other aspects of development. In the Flash world, we were spoiled by not having to worry about the efficiency of spritesheets in order to ship a game. Inspecting Code Within an Animation in FrayTools
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