Cross-posted on FortressOfDoors, my personal blog.
I've been a stalwart Flash developer for 15 years, so nothing bothers me more than greatly exaggerated reports of Flash's premature demise. Even today, Flash remains a very viable platform with a large install base and a relatively healthy commercial ecosystem. Many awesome games have been written in Flash and/or Adobe AIR, including our own Defender's Quest, which to date has sold over 125,000 copies.
But even a long-time Flash booster like myself can read the signs of the time. Flash may not be dead, but it is certainly dying, and the killer is not Steve Jobs, mobile devices, or HTML5, but Adobe. They are slowly neglecting Flash to death.
They dropped support for the mobile flash player as well as AIR on Linux, handed Flex over to Apache, and cancelled the long-awaited ActionScript 4 standard. Although right this minute the flash player still has a big install base, and AIR remains a great way to reach mobile devices, there's no signs of strong future support. Flash just doesn't seem like a priority for Adobe any more. And MochiMedia's recent shutdown is the canary in the coal mine. As a developer, I don't give a damn whether this is a good financial decision for Adobe -- they yanked the rug out from under me after 15 years of loyal support. "Sorry you invested in our platform and tools, you suckers! But hey, you can totally trust us to support you next time! Subscribe to Creative Cloud!"
So where do we go from here? Unity3D is a popular answer, but it's got major downsides - I have to pay for each platform I want to support, and the web browser target depends on a clunky plugin with a low install base. But worst of all, it's just another proprietary platform. Sure, Unity is the bee's knees now, but who's to say it'll always be that way? Just ask all the loyal XNA developers who Microsoft left hanging out to dry. And if there's a bug or missing feature, I have to wait for Unity to get around to fixing it. This works for some people -- and I wish them all the best -- but it's just not for me.
I've learned my lesson -- whatever my next platform is, no-one should be able to take it away from me.
I could try HTML5, but that precludes releasing high-performance desktop-ready games for Steam.
I could try going with a custom engine in raw C++, or something like Java or C#, but it'll be a lot of manual work to get true cross-platform support, especially if I want a unified code base to compile it all from.
I need something open-source, so I don't have to wait months or years for basic features or bugfixes. And shucks, it'd be nice to have the same API as Flash so porting my old code isn't a nightmare.
What's that you say? This magical chocolate pony of dreams exists? Why yes, it's called OpenFL!

OpenFL is an implementation of the Flash API written in the Haxe programming language. Never heard of it? Maybe you've heard of a certain BAFTA-award-winning game that makes use of it:
Basically, you write your code in Haxe, then you link against the OpenFL library to get the functionality of the Flash API. This means:
You just keep making flash games, but you also get mac, windows, linux, and mobile targets, all at native speed!
Even better, you can keep using a lot of the same tools. The FlashDevelop IDE, very popular with Actionscript coders, has excellent support for Haxe. "Fine, fine, I can port my code over easily enough. But what about all my flash art stuff?" Not to worry - you can keep using the Flash authoring tool and its native flash vector animations if you like. That's because OpenFL recently released their swf library for free, which lets you use SWF animations and assets in both your flash and C++ targets.
Don't believe me?
That's an animated gif recording of a C++ build I made in Haxe/OpenFL about 20 minutes ago.
(Don't try googling TD-RPG, that's my own proprietary engine. The rest of it is all online and free, though!)
Many game developers will want to stop at this layer -- at the OpenFL stage, you have the same amount of functionality as you'd have using the FlexSDK to make a flash game. But some of us like fancy game frameworks like Flixel, FlashPunk, and Starling that handle cool stuff like collisions, states, controls, cameras, etc. These and many others have been ported to Haxe as HaxeFlixel, HaxePunk, and HaxeStarling.
HaxeFlixel (my personal favorite), is the most popular, and I can't recommend it highly enough. The others I've never used so I can't vouch for them directly, but I have heard many good things about HaxePunk.
HaxeFlixel is the Haxe project that I use most. Not only is it the #1 most-starred Haxe repo on all of github, it's simple, easy-to-use, and comes chock-full-of documentation and examples. Contrary to what many of the pixel-tastic example games might imply, it handles HD-style graphics just fine.
HaxeFlixel has built-in support Nape Physics, Gamepad support, Collision & Grouping, Cameras, Tweening, User Interface, and much more! Some of these features (physics, gamepad, etc) come from separate libraries (Nape) or emanate from lime/OpenFL (Gamepads), but HaxeFlixel wraps them up and makes them easy to use in games. Do keep in mind all those web demos use the flash target -- the native targets are so much faster.
Obviously, I'm biased since I'm now part of the core HaxeFlixel team -- I maintain the flixel-ui and flixel-editors add-on repositories. Some other Haxe projects I've contributed to include my open-source localization framework firetongue (as seen at GDC 2014 localization summit!), and my economic simulator, bazaarBot.
If you want to get started making a nice 2D game in Haxe right now, and you want to deploy to Flash, Mac/Windows/Linux, Android, iOS, or OUYA, HaxeFlixel has got your back.
So, HTML5 is a buzzword these days -- how does Haxe/OpenFL stack up in that regards?
Well, at the lowest level you can just write JavaScript in Haxe, and it will generate JS just fine, with the added benefit of enforcing type-safety and other niceties that make JavaScript development more palatable.
If you don't want to reinvent the wheel, you can use OpenFL. Now, OpenFL's HTML5 target, as of this writing, is the least mature of all its supported platforms. However, it's been getting a lot of love recently and in the last few weeks has made some amazing strides. I predict we'll have a fully mature HTML5 target very soon.
How cool will it be when you can natively compile your game not just for mac/windows/linux, iOS, Android, and flash, but ALSO HTML5, all from the same source code base?
UPDATE:
Just a few hours after I posted this, OpenFL just posted this on their website:
Flash AND HTML5, Unicorns exist!
Nice!
Okay, so Haxe/OpenFL can target all these amazing platforms. What about consoles?
First of all, Haxe/OpenFL already has great support for the first wave of "Microconsoles," such as the OUYA, Gamestick, Nvidia Shield, MOJO, etc. Also, Grapefrukt Games' Rymdkapsel uses Haxe/OpenFL and some crazy black magic to somehow run on a PlayStation Vita. As for Valve's Steam Machines, those run SteamOS, which is just linux, so that's already in the bag. Theoretically, there's no reason the community couldn't get Haxe up and running on any arbitrary platform, even your toaster. Heck, it's already running on a Raspberry Pi!
"Fine, fine, fine, but what about Next-Gen Consoles!?"
In practice, adding support for tightly-controlled proprietary consoles is tricky -- the biggest problem being the "NDA veil." The good thing is the whole Haxe/OpenFL stack is MIT-licensed, so there's no skittishness from console partners the way there is with GPL code. However, if OpenFL were to build a, say, native PS4 target, any proprietary bits could only be shared with other developers also under NDA's, which makes code hosting and collaboration difficult -- you can't just stick it on a public Github repo. There's currently a lot of community interest in WiiU, 3DS, PS4, and PSVita, but this will probably take some time (and paperwork!).
I think we will eventually make headway here as Haxe/OpenFL continues to gain adoption, but in the meantime we have an unexpected secret weapon:
HTML5.
It's public knowledge that the WiiU has Nintendo Web Framework, a first-class HTML5 target for making games and apps. It's also public knowledge that the PS4 uses WebGL and HTML5, though I don't know if any games actually use it just yet. And I've heard credible rumors that XBOX One might eventually have the same functionality -- it's in IE 11, after all, and they pushed it hard on their phones and tablets.
Based on some preliminary results, openfl-html5 has been able to push a pretty large amount of 2D sprites in HD resolutions when running on PC web browsers. That's more than enough for a 2D game like Defender's Quest, and it seems like a good way to get our foot in the door. Native console development would be way more powerful (and way more expensive) but if we don't need the horsepower, why not take the easy road for now?
Even better, on consoles, one of the big limitations of HTML5 goes away - cross-browser compatibility. Whatever HTML5 support they have on a console is a non-moving target, so you can just create a specific configuration optimized for Nintendo Web Framework, and whatever hypothetical things Sony and MS may or may not announce.
There's also another alternative HTML5 backend in the works, openfl-bitfive, which seems promising and should let us do similar things.
That's a screenshot I took the other day of native Haxe C++ debugging in FlashDevelop. It's an experimental feature for now, but hopefully it will be ready for release soon.
To be clear, you really pretty much *never* need to directly touch your C++ code. The feature I'm alluding to above is being able to step through your original Haxe code line-by-line while running your generated C++ program in debug mode, to see where the errors are in your original source. And we're almost there!
I'd be remiss if I didn't quickly mention Flambe. Flambe is an alternative Haxe media engine to OpenFL/lime, with a focus on web and mobile. Its chief targets are Flash, HTML5, iOS, and Android, and also lets you you render SWF content in the non-flash targets. For its mobile targets, Flambe exports your game as a SWF uses Adobe AIR to package it.
Flambe has attracted a lot of attention from the commercial sector, notably from Nickelodeon and Disney. The top priority seems to be 1st-class HTML5 support across all platforms.
The biggest difference between OpenFL and Flambe seems to be that Flambe has more high-level stuff. So in Flambe-land, functionality that would normally be supplied by 3rd-party libraries like HaxeFlixel and HaxePunk in OpenFL-land, are built right into the core of Flambe.
Flambe is more monolithic, as it were. So if you're more of a "I want all my legos in one box" type person, check it out. Flambe also supports the new Firefox OS, and just hours ago OpenFL announced the same thing. Go Firefox!
Okay that's what Haxe/OpenFL is and why it's cool. If you think it's cool you should check it out.
The end.
Thanks to these fine folks for providing useful information:
Joshua Granick, Nicolas Cannasse, Hugh Sanderson, Nilsen Filc, Bruno Garcia, Jesse Kurlancheek, Philippe Elsass, Damjan Cvetko.
Haxe, OpenFL, HaxeFlixel, HaxePunk, and Flambe communities.
(And anyone I left out)