Yes. Prototype is about getting results as fast as possible, and then test and decide its future.
Moreover, it's not only code, there are UI prototypes, plot prototypes, graphics prototypes and what not.
Posts made by starry-abyss
RE: How do you code game with HaxeFlixel?
I just write a prototype quick (of a new feature, new game whatever), if it works, I then refactor messes of code starting with the most messy and critical. If it doesn't, then I throw away the feature (like start a new project or remove the files away and let them stay only in git history). The refactor/throwaway approach also applies to code I didn't write (engine, lib, addon class, etc): if I use the code, it's now my code.
The "I will write a feature-rich general-purpose game engine first, and then will make games with it" mindset is self-deception. The goal is not making an engine, the engine is just a tool (including the wrapper systems you write).
It is important to clearly state what is your current (mini-)goal. Like - to make a build for playtesting with all core mechanics working, to add enemy behaviour, to make managing new assets faster, etc. And if, for example, you already manage assets kind of fast (takes tiny percent of development time) - just don't bother about it.
Hope this helps :-)
RE: Player falls through other sprites even though FlxG.collide()
I think you want pixel perfect collision, otherwise, the collision is based on bounding boxes. Like FlxG.pixelPerfectOverlap(), don't know if there is one built-in for collsions.
RE: Working with flipped objects on tiled
I never used flipped tiles, but you should read the gid as hex value, with high bits meaning the flipping type - horizontal, vertical and diagonal. Diagonal is 90 degree rotation (combined with horizontal and vertical you also get 180 and 270)
RE: How do I "launch" a FlxSprite from an angle, kind of like angry birds?
acceleration.yto gravity value. And
velocity.yto projections of velocities on axes. To calculate those projections you can use
RE: Saving to CSV
What you want is called (de)serialization. There are some means in Haxe to simplify the process for JSON (http://api.haxe.org/haxe/Json.html) and its own format (http://api.haxe.org/haxe/Serializer.html).
There are some libs for CSV at github (https://github.com/search?utf8=✓&q=haxe+csv), don't know how automatic they are though. You can also read the FlxTilemap CSV parsing code to get the idea.