diff --git a/README.md b/README.md
index cda3aef4d..7622f0c95 100644
--- a/README.md
+++ b/README.md
@@ -18,11 +18,11 @@ This is the main location for HaxeFlixel documentation. Pull requests from this
The main documentation is made up of `*.html.md` files in the `./documentation` folder. Each file and folder starts with a numerical prefix specifying the order listed on the [docpad website](https://github.com/HaxeFlixel/haxeflixel.com).
Additional pages can be added using the same extension and using a header specifying the title as seen in the other pages. Eg:
-
- ```
+```
+ ---
title: "Documentation Page"
- ```
-
+ ---
+```
Use Regular GitHub flavoured markdown for the page.
Note `title:` above is case sensitive.
diff --git a/documentation/00_getting_started/00-getting-started.html.md b/documentation/00_getting_started/00-getting-started.html.md
index 90bc72585..b942d4323 100644
--- a/documentation/00_getting_started/00-getting-started.html.md
+++ b/documentation/00_getting_started/00-getting-started.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "Getting Started"
rootDoc: true
-```
+---
Welcome to HaxeFlixel! To setup your Windows, Linux or Mac system to start making games, there are three steps:
diff --git a/documentation/00_getting_started/01-install-haxeflixel.html.md b/documentation/00_getting_started/01-install-haxeflixel.html.md
index 925f6202f..f3101ff45 100644
--- a/documentation/00_getting_started/01-install-haxeflixel.html.md
+++ b/documentation/00_getting_started/01-install-haxeflixel.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Install HaxeFlixel"
-```
+---
To install the latest stable version of HaxeFlixel, open a command prompt and run the following [Haxelib](http://lib.haxe.org/) commands:
@@ -14,13 +14,13 @@ After the installation is complete, you can compile games to HTML5, Flash and Ne
To easily install additional libraries (addons, ui, demos, tools, templates...) in a single step, just run:
-```bash
+``` bash
haxelib run lime setup flixel
```
### Install the `lime` command
-```bash
+``` bash
haxelib run lime setup
```
diff --git a/documentation/00_getting_started/02-hello-world.html.md b/documentation/00_getting_started/02-hello-world.html.md
index 1b18f6d81..82d9c6ac5 100644
--- a/documentation/00_getting_started/02-hello-world.html.md
+++ b/documentation/00_getting_started/02-hello-world.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Hello World"
-```
+---
"Hello World" is a [common example](http://en.wikipedia.org/wiki/Hello_world_program) of getting started with programming, here we will show you how to add Hello World with HaxeFlixel's `FlxText`. You can compile this test for any supported target platform.
diff --git a/documentation/00_getting_started/03-visual-studio-code.html.md b/documentation/00_getting_started/03-visual-studio-code.html.md
index eac5fa73c..89e75b8eb 100644
--- a/documentation/00_getting_started/03-visual-studio-code.html.md
+++ b/documentation/00_getting_started/03-visual-studio-code.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Visual Studio Code"
-```
+---
[![](../images/00_getting_started/vscode/vscode-plus-extensions.png)](https://marketplace.visualstudio.com/items?itemName=vshaxe.haxe-extension-pack)
diff --git a/documentation/00_getting_started/04-where-to-now.html.md b/documentation/00_getting_started/04-where-to-now.html.md
index 77b867b99..ffb0be060 100644
--- a/documentation/00_getting_started/04-where-to-now.html.md
+++ b/documentation/00_getting_started/04-where-to-now.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Where to now?"
-```
+---
If you have successfully compiled a Hello World sample, there are multiple places to jump to from here:
diff --git a/documentation/01_tutorial/00-tutorial.html.md b/documentation/01_tutorial/00-tutorial.html.md
index 98817c7fb..53874158a 100644
--- a/documentation/01_tutorial/00-tutorial.html.md
+++ b/documentation/01_tutorial/00-tutorial.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "Tutorial"
rootDoc: true
-```
+---
Welcome to HaxeFlixel! In this tutorial, you will learn how to create a complete game in HaxeFlixel from start to finish, and then some. Each step is broken into smaller chunks to help you get through even the most complicated and daunting steps.
diff --git a/documentation/01_tutorial/01-the-power-of-haxeflixel.html.md b/documentation/01_tutorial/01-the-power-of-haxeflixel.html.md
index f192b1d13..081c2509e 100644
--- a/documentation/01_tutorial/01-the-power-of-haxeflixel.html.md
+++ b/documentation/01_tutorial/01-the-power-of-haxeflixel.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "The Power of HaxeFlixel"
-```
+---
First, let me talk a bit about why you should use HaxeFlixel.
diff --git a/documentation/01_tutorial/02-1-setup.html.md b/documentation/01_tutorial/02-1-setup.html.md
index 9f3f0faf9..8c5842f08 100644
--- a/documentation/01_tutorial/02-1-setup.html.md
+++ b/documentation/01_tutorial/02-1-setup.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "1 - Setup"
-```
+---
The first things we need to do is install all of the components we need to work with HaxeFlixel. For that, please follow our general [Getting Started](/documentation/getting-started/) guide. This will get you:
diff --git a/documentation/01_tutorial/03-2-creating-a-new-project.html.md b/documentation/01_tutorial/03-2-creating-a-new-project.html.md
index 77a79b8cc..5e2e45a95 100644
--- a/documentation/01_tutorial/03-2-creating-a-new-project.html.md
+++ b/documentation/01_tutorial/03-2-creating-a-new-project.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "2 - Creating a new project"
-```
+---
Now we want to make sure that everything is installed properly - and we want to set up the framework for our game. So we're going to make a new project, open it with VSCode and test that it builds and runs.
diff --git a/documentation/01_tutorial/04-3-groundwork.html.md b/documentation/01_tutorial/04-3-groundwork.html.md
index 944c9fa43..2cfe320d5 100644
--- a/documentation/01_tutorial/04-3-groundwork.html.md
+++ b/documentation/01_tutorial/04-3-groundwork.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "3 - Groundwork"
-```
+---
Now it's time to think about what we actually want our game to be, and how we're going to pull it off.
diff --git a/documentation/01_tutorial/05-4-sprites-and-animation.html.md b/documentation/01_tutorial/05-4-sprites-and-animation.html.md
index 130f313a8..5a1c9a707 100644
--- a/documentation/01_tutorial/05-4-sprites-and-animation.html.md
+++ b/documentation/01_tutorial/05-4-sprites-and-animation.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "4 - Sprites and Animation"
-```
+---
So we have a player sprite that moves around the screen. Great! But… we don't want it to just look like a block… so let's add some graphics!
diff --git a/documentation/01_tutorial/06-5-creating-a-tilemap.html.md b/documentation/01_tutorial/06-5-creating-a-tilemap.html.md
index b0cd8795f..97e673dea 100644
--- a/documentation/01_tutorial/06-5-creating-a-tilemap.html.md
+++ b/documentation/01_tutorial/06-5-creating-a-tilemap.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "5 - Creating a Tilemap"
-```
+---
Now it's time to make some maps for the player to move around in! To do this, we're going to use a tool called _Ogmo Editor_. Ogmo is a free tilemap editor that works very nicely with HaxeFlixel. For this part of the tutorial, we're just going to use a simple 2-tile tilesheet with a tile for walls and a tile for floors.
diff --git a/documentation/01_tutorial/07-6-loading-the-tilemap.html.md b/documentation/01_tutorial/07-6-loading-the-tilemap.html.md
index dea0b1d35..0885d3b6c 100644
--- a/documentation/01_tutorial/07-6-loading-the-tilemap.html.md
+++ b/documentation/01_tutorial/07-6-loading-the-tilemap.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "6 - Loading the Tilemap"
-```
+---
One of the great things about using Ogmo with HaxeFlixel is that there is already a built-in class to load and use the maps. However, it's not in the 'standard' HaxeFlixel library - we have to install the flixel-addons library to get access to it.
diff --git a/documentation/01_tutorial/08-7-zoom-and-cameras.html.md b/documentation/01_tutorial/08-7-zoom-and-cameras.html.md
index e47535d7c..4671fd564 100644
--- a/documentation/01_tutorial/08-7-zoom-and-cameras.html.md
+++ b/documentation/01_tutorial/08-7-zoom-and-cameras.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "7 - Zoom and Cameras"
-```
+---
When you run your game now, you'll notice that everything is really, really small. We're going to make it more visible by applying some zoom to our game so that we can get a better look at the action. This is a pretty quick change:
diff --git a/documentation/01_tutorial/09-8-pickups.html.md b/documentation/01_tutorial/09-8-pickups.html.md
index 8262a1ddc..ef2547b51 100644
--- a/documentation/01_tutorial/09-8-pickups.html.md
+++ b/documentation/01_tutorial/09-8-pickups.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "8 - Pickups"
-```
+---
Now that we have our little guy running around our map, lets give him something to pick up. We'll add some simple coins that will add to the player's score when they are picked up.
diff --git a/documentation/01_tutorial/10-9-enemies-and-basic-ai.html.md b/documentation/01_tutorial/10-9-enemies-and-basic-ai.html.md
index 89b78af4f..f6a3bba77 100644
--- a/documentation/01_tutorial/10-9-enemies-and-basic-ai.html.md
+++ b/documentation/01_tutorial/10-9-enemies-and-basic-ai.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "9 - Enemies and Basic AI"
-```
+---
What would a dungeon game be without enemies? Let's add some!
diff --git a/documentation/01_tutorial/11-10-ui-and-combat.html.md b/documentation/01_tutorial/11-10-ui-and-combat.html.md
index d00589e0c..89a2dc580 100644
--- a/documentation/01_tutorial/11-10-ui-and-combat.html.md
+++ b/documentation/01_tutorial/11-10-ui-and-combat.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "10 - UI and Combat"
-```
+---
Now we want to show the player what's going on. So we need to have some kind of HUD on the screen to tell them what their current/max health is, and how many coins they have. For the health icon you can use this image ![](https://raw.githubusercontent.com/HaxeFlixel/flixel-demos/master/Tutorials/TurnBasedRPG/assets/images/health.png), or make your own. Make sure you save this in `assets/images`.
diff --git a/documentation/01_tutorial/12-11-game-over-menu.html.md b/documentation/01_tutorial/12-11-game-over-menu.html.md
index b18623439..d745b813f 100644
--- a/documentation/01_tutorial/12-11-game-over-menu.html.md
+++ b/documentation/01_tutorial/12-11-game-over-menu.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "11 - Game Over Menu"
-```
+---
Our game is really starting to come together! Now we need it to feel more like a 'game' with a win and lose scenario. For our (very simple) game, we'll just make it so that if you ever die in combat, you get a Game Over, and when you beat the boss enemy, you win. Both of these conditions will take you to the same `FlxState` to show you your score and allow you to play again if you want.
diff --git a/documentation/01_tutorial/13-12-sound-and-music.html.md b/documentation/01_tutorial/13-12-sound-and-music.html.md
index 17247004e..8a4deb50e 100644
--- a/documentation/01_tutorial/13-12-sound-and-music.html.md
+++ b/documentation/01_tutorial/13-12-sound-and-music.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "12 - Sound and Music"
-```
+---
Our game is really coming together now, but it's still missing something… there's no _sound_ yet!
diff --git a/documentation/01_tutorial/14-13-multiple-platforms.html.md b/documentation/01_tutorial/14-13-multiple-platforms.html.md
index b18ca496d..7416b6ca4 100644
--- a/documentation/01_tutorial/14-13-multiple-platforms.html.md
+++ b/documentation/01_tutorial/14-13-multiple-platforms.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "13 - Multiple Platforms"
-```
+---
One of the big advantages of using HaxeFlixel is the ability to build your games for multiple platforms. You can build a working HTML5, Windows, Linux, Mac, Android and iOS game - all from the same code! So far, we've been working with HTML5, and, for the most part, you don't have to do too much to get your game working on other platforms - if you test it under Windows right now, it should mostly work just fine (although, without music, which we'll discuss later). However, you might run into some issues if you try to build it for a mobile device - at the very least, you won't be able to play it without a keyboard. We'll focus on Windows and Android in this tutorial and add a few things to make them work better on those platforms.
diff --git a/documentation/01_tutorial/15-14-polish.html.md b/documentation/01_tutorial/15-14-polish.html.md
index 2d5c0d008..de9ece379 100644
--- a/documentation/01_tutorial/15-14-polish.html.md
+++ b/documentation/01_tutorial/15-14-polish.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "14 - Polish"
-```
+---
In this section, you're going to learn a few simple tricks to add some polish and juice to your game. Some of those have already been added here and there, but we'll go through a few places now to talk about them.
diff --git a/documentation/01_tutorial/16-conclusion.html.md b/documentation/01_tutorial/16-conclusion.html.md
index 9b56d5428..19626dc22 100644
--- a/documentation/01_tutorial/16-conclusion.html.md
+++ b/documentation/01_tutorial/16-conclusion.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Conclusion"
-```
+---
Now we have a pretty complete, working game! It's not too complex, but it should give you a full, well-rounded idea of how to make your own games in HaxeFlixel. I really hope you've enjoyed this tutorial, and take the time to play around with the code some more to try expanding the game even further. You could add more levels, add stairway objects to move between them, add more enemy types, and collectibles, and upgrades… the list goes on.
diff --git a/documentation/02_handbook/00-haxeflixel-handbook.html.md b/documentation/02_handbook/00-haxeflixel-handbook.html.md
index d6c63b51b..ebf959688 100644
--- a/documentation/02_handbook/00-haxeflixel-handbook.html.md
+++ b/documentation/02_handbook/00-haxeflixel-handbook.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "HaxeFlixel Handbook"
rootDoc: true
-```
+---
Welcome to the HaxeFlixel handbook. These pages are intended to answer common questions and explain the main ideas and structures behind most HaxeFlixel games.
As the types of games and use cases of HaxeFlixel are vast we appreciate developers making additions and improvements to this documentation through [GitHub](https://github.com/HaxeFlixel/flixel-docs).
diff --git a/documentation/02_handbook/01-flixel-display-list.html.md b/documentation/02_handbook/01-flixel-display-list.html.md
index d9a83969c..cfcc7685c 100644
--- a/documentation/02_handbook/01-flixel-display-list.html.md
+++ b/documentation/02_handbook/01-flixel-display-list.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Flixel Display List"
-```
+---
The Flixel Display list is a specially designed structure for your game's sprites to be rendered.
#### `FlxSprite` != `flash.display.Sprite`
diff --git a/documentation/02_handbook/02-flxgroup.html.md b/documentation/02_handbook/02-flxgroup.html.md
index 549c15572..413ab3eb7 100644
--- a/documentation/02_handbook/02-flxgroup.html.md
+++ b/documentation/02_handbook/02-flxgroup.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "FlxGroup"
apiPath: group/FlxTypedGroup.html
-```
+---
```haxe
import flixel.group.FlxGroup;
diff --git a/documentation/02_handbook/03-flxsprite.html.md b/documentation/02_handbook/03-flxsprite.html.md
index 64b55ad42..420311439 100644
--- a/documentation/02_handbook/03-flxsprite.html.md
+++ b/documentation/02_handbook/03-flxsprite.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "FlxSprite"
apiPath: FlxSprite.html
-```
+---
```haxe
import flixel.FlxSprite;
diff --git a/documentation/02_handbook/04-flxstate.html.md b/documentation/02_handbook/04-flxstate.html.md
index 511ac052e..d1976e50e 100644
--- a/documentation/02_handbook/04-flxstate.html.md
+++ b/documentation/02_handbook/04-flxstate.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "FlxState"
apiPath: FlxState.html
-```
+---
This is the basis for your game's levels and menus, each described in a "state" structure. The state is a way of organising your game objects for the state that the game is currently in. For example, when you create level 0 of your game it's much more organized to only have the code for that level, not every level. Also it's good to use switching states to clear your memory, to avoid memory leaks. A typical Flixel game will have a separate `FlxState` class for every level and menu.
diff --git a/documentation/02_handbook/05-flxsave.html.md b/documentation/02_handbook/05-flxsave.html.md
index 0189270b9..7af222650 100644
--- a/documentation/02_handbook/05-flxsave.html.md
+++ b/documentation/02_handbook/05-flxsave.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "FlxSave"
apiPath: util/FlxSave.html
-```
+---
```haxe
import flixel.util.FlxSave;
diff --git a/documentation/02_handbook/06-flxtween.html.md b/documentation/02_handbook/06-flxtween.html.md
index af2458e9b..734680537 100644
--- a/documentation/02_handbook/06-flxtween.html.md
+++ b/documentation/02_handbook/06-flxtween.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "FlxTween"
apiPath: tweens/FlxTween.html
-```
+---
A `FlxTween` allows you to create smooth interpolations and animations easily. Tweening is short for [inbetweening](http://en.wikipedia.org/wiki/Inbetweening): you only have to specify start and end values and the `FlxTween` class will generate all values between those two. If you want to see a `FlxTween` in action, this [tween demo](http://haxeflixel.com/demos/FlxTween/) is available.
diff --git a/documentation/02_handbook/07-haxeflixel-conditionals.html.md b/documentation/02_handbook/07-haxeflixel-conditionals.html.md
index 315099fd9..a08a2576f 100644
--- a/documentation/02_handbook/07-haxeflixel-conditionals.html.md
+++ b/documentation/02_handbook/07-haxeflixel-conditionals.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "HaxeFlixel Conditionals"
-```
+---
### What is "conditional compilation"?
diff --git a/documentation/02_handbook/08-haxeflixel-targets.html.md b/documentation/02_handbook/08-haxeflixel-targets.html.md
index e3029dbea..34c342554 100644
--- a/documentation/02_handbook/08-haxeflixel-targets.html.md
+++ b/documentation/02_handbook/08-haxeflixel-targets.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "HaxeFlixel Targets"
-```
+---
HaxeFlixel currently supports the following targets through OpenFL:
diff --git a/documentation/02_handbook/09-desktop-targets.html.md b/documentation/02_handbook/09-desktop-targets.html.md
index 4a443390c..ccc6f0e43 100644
--- a/documentation/02_handbook/09-desktop-targets.html.md
+++ b/documentation/02_handbook/09-desktop-targets.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Desktop Targets"
-```
+---
The desktop targets of HaxeFlixel run on all mainstream operating systems (OSX, Windows and Linux). They are all compiled to C++ through the Hxcpp library and are rendered through interfacing with the [Simple DirectMedia Layer.](http://libsdl.org) The code for this part of the library is developed through [NME ](https://github.com/haxenme/NME)which provides dll libs that openfl interfaces with.
diff --git a/documentation/02_handbook/10-mobile-targets.html.md b/documentation/02_handbook/10-mobile-targets.html.md
index 24e1aebe0..ab9e5f9f8 100644
--- a/documentation/02_handbook/10-mobile-targets.html.md
+++ b/documentation/02_handbook/10-mobile-targets.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Mobile Targets"
-```
+---
With the penetration of mobile devices in the world ignoring mobile targets for your games and applications is ignoring a huge audience.
diff --git a/documentation/02_handbook/11-android.html.md b/documentation/02_handbook/11-android.html.md
index 3341bb039..86109aaa9 100644
--- a/documentation/02_handbook/11-android.html.md
+++ b/documentation/02_handbook/11-android.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Android"
-```
+---
diff --git a/documentation/02_handbook/12-ios.html.md b/documentation/02_handbook/12-ios.html.md
index f231ccd5f..d23df8283 100644
--- a/documentation/02_handbook/12-ios.html.md
+++ b/documentation/02_handbook/12-ios.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "iOS"
-```
+---
diff --git a/documentation/02_handbook/13-neko.html.md b/documentation/02_handbook/13-neko.html.md
index 75e2f8d35..1fa6f8720 100644
--- a/documentation/02_handbook/13-neko.html.md
+++ b/documentation/02_handbook/13-neko.html.md
@@ -1,6 +1,6 @@
-```
+---
title: "Neko"
-```
+---
diff --git a/documentation/02_handbook/14-keyboard.html.md b/documentation/02_handbook/14-keyboard.html.md
index 0aa4bd513..5e4ae5826 100644
--- a/documentation/02_handbook/14-keyboard.html.md
+++ b/documentation/02_handbook/14-keyboard.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "Keyboard"
apiPath: input/keyboard/FlxKeyboard.html
-```
+---
Keyboard input for HaxeFlixel is provided through the `FlxKeyboard` class and is available through `FlxG.keys`.
diff --git a/documentation/02_handbook/15-mouse.html.md b/documentation/02_handbook/15-mouse.html.md
index 7fddb09d8..0d5ee532c 100644
--- a/documentation/02_handbook/15-mouse.html.md
+++ b/documentation/02_handbook/15-mouse.html.md
@@ -1,7 +1,7 @@
-```
+---
title: "Mouse"
apiPath: input/mouse/FlxMouse.html
-```
+---
Mouse input for HaxeFlixel is provided through the `FlxMouse` class and is available through `FlxG.mouse`. It is worth noting that it extends `FlxPoint`.
diff --git a/documentation/02_handbook/16-gamepads.html.md b/documentation/02_handbook/16-gamepads.html.md
index 7cdab92b8..9b64e266d 100644
--- a/documentation/02_handbook/16-gamepads.html.md
+++ b/documentation/02_handbook/16-gamepads.html.md
@@ -1,8 +1,7 @@
-```
+---
title: "Gamepads"
apiPath: input/gamepad/index.html
-```
-
+---
Gamepad input for HaxeFlixel is provided through the `FlxGamepad` class and is available through `FlxG.gamepads` and the `InputFrontEnd`.
Since gamepads have a variety of manufacturers their keycodes provided to HaxeFlixel API differ from model to model. HaxeFlixel provides mappings that map buttons and sticks to common IDs for convenient use. Mappings are available for:
diff --git a/documentation/02_handbook/17-actions.html.md b/documentation/02_handbook/17-actions.html.md
index fbb1d1f4d..afcc69533 100644
--- a/documentation/02_handbook/17-actions.html.md
+++ b/documentation/02_handbook/17-actions.html.md
@@ -1,8 +1,7 @@
-```
+---
title: "Actions"
apiPath: input/actions/index.html
-```
-
+---
Players & designers care about *actions* (Mario *jumps*, Samus *shoots*, Captain
Falcon *turns*, *brakes*, and *accelerates*), whereas computers care about
*inputs* (The W key is `PRESSED`, the left mouse button was `JUST_RELEASED`,
diff --git a/documentation/02_handbook/19-debugger.html.md b/documentation/02_handbook/19-debugger.html.md
index af56a5682..5f3d487b9 100644
--- a/documentation/02_handbook/19-debugger.html.md
+++ b/documentation/02_handbook/19-debugger.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Debugger"
-```
-
+---
Flixel comes with a fairly powerful debugging overlay. You can open it with one of the default toggle keys (`F2`, \` and \ with a QWERTY keyboard layout). Note that these are configurable via `FlxG.debugger.toggleKeys`. Alternatively, you can do the same in code via the `FlxG.debugger.visible` flag.
Note that the debugger does not exist when compiling with `FLX_NO_DEBUG`. With the default `Project.xml`, this is the case in release mode. On the command line, use the `-debug` flag to build in debug mode instead (e.g. `lime test neko -debug`).
diff --git a/documentation/02_handbook/20-debugger-interaction.html.md b/documentation/02_handbook/20-debugger-interaction.html.md
index 547f1ec9a..9ee70a836 100644
--- a/documentation/02_handbook/20-debugger-interaction.html.md
+++ b/documentation/02_handbook/20-debugger-interaction.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Debugger - Interaction"
-```
-
+---
The interaction tool (enabled by the ![](../images/02_handbook/debugger/icons/interactive.png) button in the debugger overlay) allows you to change game elements, e.g. move sprites, while the game is still running.
It is highly recommended, however, that you pause the game using VCR's pause button ![](../images/02_handbook/debugger/icons/pause.png) before using the interaction tool. You can always resume the game by clicking VCR's play button ![](../images/02_handbook/debugger/icons/arrowRight.png) after you are done with the interaction. If the game is not paused during the interaction, objects affected by acceleration, for instance, will continue to move, making your work harder.
diff --git a/documentation/03_resources/00-resources.html.md b/documentation/03_resources/00-resources.html.md
index 972e4e349..be53dfa21 100644
--- a/documentation/03_resources/00-resources.html.md
+++ b/documentation/03_resources/00-resources.html.md
@@ -1,8 +1,7 @@
-```
+---
title: "Resources"
rootDoc: true
-```
-
+---
Developing games in general is made easier by making the most of the resources in communities both online and offline.
We are here collecting resources to help you learn and make games. Code snippets, tutorials and general information for game development is all wanted, so please make a pull request to these pages and make these resources even better!
diff --git a/documentation/03_resources/01-cheat-sheet.html.md b/documentation/03_resources/01-cheat-sheet.html.md
index 7783e326a..63117cb41 100644
--- a/documentation/03_resources/01-cheat-sheet.html.md
+++ b/documentation/03_resources/01-cheat-sheet.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Cheat Sheet"
-```
-
+---
## [FlxSprite](http://haxeflixel.com/documentation/flxsprite) (Base)
```haxe
diff --git a/documentation/03_resources/02-openfl-project-xml-format.html.md b/documentation/03_resources/02-openfl-project-xml-format.html.md
index 2ff5bc061..234fc3793 100644
--- a/documentation/03_resources/02-openfl-project-xml-format.html.md
+++ b/documentation/03_resources/02-openfl-project-xml-format.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "XML Project Format"
-```
-
+---
Every OpenFL project uses an XML file to setup the compile settings for your projects depending on your chosen target. This includes stage size, source paths, asset paths and more.
[Click here to see the Project.xml from the default HaxeFlixel template.](http://github.com/HaxeFlixel/flixel-templates/blob/master/default/Project.xml.tpl)
diff --git a/documentation/03_resources/03-game-development-tools.html.md b/documentation/03_resources/03-game-development-tools.html.md
index 4bfb91f43..ee14649c2 100644
--- a/documentation/03_resources/03-game-development-tools.html.md
+++ b/documentation/03_resources/03-game-development-tools.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Game Development Tools"
-```
-
+---
## Graphics Editors
#### [Gimp](http://www.gimp.org/)
diff --git a/documentation/03_resources/04-compiler-conditionals.html.md b/documentation/03_resources/04-compiler-conditionals.html.md
index 5e7406f28..13ad5c66c 100644
--- a/documentation/03_resources/04-compiler-conditionals.html.md
+++ b/documentation/03_resources/04-compiler-conditionals.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Compiler Conditionals"
-```
-
+---
The Haxe compiler provides a robust solution for cross-platform development where you can use operators to define what targets receive your code. This functionality is invaluable for HaxeFlixel since we are targeting native mobile / desktop and web targets, all with different capabilities.
[Conditional Compilation in the Haxe Manual](https://haxe.org/manual/lf-condition-compilation.html)
diff --git a/documentation/03_resources/05-using-haxelib.html.md b/documentation/03_resources/05-using-haxelib.html.md
index 8690f6bfa..dc240d5d4 100644
--- a/documentation/03_resources/05-using-haxelib.html.md
+++ b/documentation/03_resources/05-using-haxelib.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Using Haxelib"
-```
-
+---
Haxelib is a package manager and utility that comes with your Haxe install. Here are the most used commands, the full usage docs are [available here](https://lib.haxe.org/documentation/using-haxelib/).
### Installing a Library
diff --git a/documentation/03_resources/06-faq.html.md b/documentation/03_resources/06-faq.html.md
index 2fd9fc566..af7a867b7 100644
--- a/documentation/03_resources/06-faq.html.md
+++ b/documentation/03_resources/06-faq.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "FAQ"
-```
-
+---
#### Do I have to learn Flixel (AS3) before HaxeFlixel?
No, you have to learn HaxeFlixel to use HaxeFlixel, although previous experience with the AS3 version will help.
diff --git a/documentation/04_community/00-community.html.md b/documentation/04_community/00-community.html.md
index 976848664..a85f223f5 100644
--- a/documentation/04_community/00-community.html.md
+++ b/documentation/04_community/00-community.html.md
@@ -1,8 +1,7 @@
-```
+---
title: "Community"
rootDoc: true
-```
-
+---
HaxeFlixel is a collaborative project from [contributors all over the world](https://github.com/HaxeFlixel/flixel/graphs/contributors).
If you need help or just want to chat , HaxeFlixel has a...
diff --git a/documentation/04_community/01-about.html.md b/documentation/04_community/01-about.html.md
index 219112931..0c9d7304e 100644
--- a/documentation/04_community/01-about.html.md
+++ b/documentation/04_community/01-about.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "About"
-```
-
+---
HaxeFlixel is an open source 2D game engine written for use with the [Open Flash Library](https://github.com/openfl) and the [Haxe Toolkit](http://haxe.org), it is completely free for personal or commercial use. It enables multi-platform development for native targets on mobile and desktop as well as Flash and HTML5 on web platforms.
This project was founded by Alexander Hohlov, also known on [Beeblerox](https://github.com/Beeblerox) on GitHub, who continues to be the project lead for the [HaxeFlixel Organisation](https://github.com/HaxeFlixel) group. The project itself also has an active community with contributions from highly valued developers (by GitHub names) [GameDevSam](https://github.com/gamedevsam), [impaler](https://github.com/impaler), [Werdn](https://github.com/werdn), [ProG4mr](https://github.com/ProG4mr), [Gama11](https://github.com/gama11), [sergey-miryanov](https://github.com/sergey-miryanov) and more.
diff --git a/documentation/04_community/02-why-haxe.html.md b/documentation/04_community/02-why-haxe.html.md
index 7bb635a31..d3e4d53d0 100644
--- a/documentation/04_community/02-why-haxe.html.md
+++ b/documentation/04_community/02-why-haxe.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Why a Haxe Version"
-```
-
+---
The original ActionScript 3 version of [Flixel](http://flixel.org) has proven to be an effective codebase to make 2D games quickly and easily for the Adobe Flash and AIR runtimes. [Haxe](http://haxe.org) and the [Open Flash Library](https://github.com/openfl) provide significant enhancements and opportunities that ActionScript 3, AIR and Flash are limited by. [Haxe](http://haxe.org) and the [OpenFL](https://github.com/openfl) offers more efficient and open source native runtimes to your code base that ActionScript 3 and Adobe Flash/Air are not able to provide. HaxeFlixel still retains the same Flash Player target, but you gain a[ familiar, yet superior](http://www.openfl.org/archive/developer/documentation/actionscript-developers/) open source language [Haxe](http://haxe.org).
#### Use of a superior open source, cross-compiled language
diff --git a/documentation/04_community/04-introduction-to-openfl.html.md b/documentation/04_community/04-introduction-to-openfl.html.md
index 6e15fc49e..e23ad1a81 100644
--- a/documentation/04_community/04-introduction-to-openfl.html.md
+++ b/documentation/04_community/04-introduction-to-openfl.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Introduction to OpenFL"
-```
-
+---
The [Open Flash Library](http://www.openfl.org) (OpenFL) previously known as NME, is an innovative framework designed to provide fast, productive development for Windows, Mac, Linux, iOS, Android, Flash and HTML5 – all using the same source code.
diff --git a/documentation/04_community/05-contributing.html.md b/documentation/04_community/05-contributing.html.md
index 7e04b97a1..7b568f9ed 100644
--- a/documentation/04_community/05-contributing.html.md
+++ b/documentation/04_community/05-contributing.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Contributing"
-```
-
+---
We welcome new contributors to this project.
Being open source and followed by people all over the world, you can help in many ways.
diff --git a/documentation/04_community/06-code-contributions.html.md b/documentation/04_community/06-code-contributions.html.md
index a3b192159..52eb061ee 100644
--- a/documentation/04_community/06-code-contributions.html.md
+++ b/documentation/04_community/06-code-contributions.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Code Contributions"
-```
-
+---
Contributing code to HaxeFlixel is done all through the official git repositories on [GitHub](http://www.github.com/haxeflixel).
### Use the Dev Branches
diff --git a/documentation/04_community/07-code-style.html.md b/documentation/04_community/07-code-style.html.md
index 0657b1f28..6ca4fe9b6 100644
--- a/documentation/04_community/07-code-style.html.md
+++ b/documentation/04_community/07-code-style.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Code Style"
-```
-
+---
This page contains a few notes on HaxeFlixel's code style. Note that we use [haxe-formatter](https://github.com/HaxeCheckstyle/haxe-formatter) to enforce consistent whitespace usage, bracket placement etc, so this page only focuses on naming conventions and other good practices not covered by an auto-formatter.
## Functions
diff --git a/documentation/04_community/08-website-docs.html.md b/documentation/04_community/08-website-docs.html.md
index 5eedae4d2..39a6f4afc 100644
--- a/documentation/04_community/08-website-docs.html.md
+++ b/documentation/04_community/08-website-docs.html.md
@@ -1,7 +1,6 @@
-```
+---
title: HaxeFlixel Website
-```
-
+---
This website is built using the Docpad system which compiles the files to a static site on a community sponsored host.
Extensions and help with improving the website and our documentation are greatly appreciated.
diff --git a/documentation/04_community/09-upgrade-guide-3-x.html.md b/documentation/04_community/09-upgrade-guide-3-x.html.md
index ea0375d8f..eeb196f0d 100644
--- a/documentation/04_community/09-upgrade-guide-3-x.html.md
+++ b/documentation/04_community/09-upgrade-guide-3-x.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Upgrade Guide 3.x"
-```
-
+---
## 3.3.0
The minimum Haxe version for this release is 3.1.0.
diff --git a/documentation/04_community/10-flixel-addons.html.md b/documentation/04_community/10-flixel-addons.html.md
index 891d8ceaa..5278a99b3 100644
--- a/documentation/04_community/10-flixel-addons.html.md
+++ b/documentation/04_community/10-flixel-addons.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Flixel Addons"
-```
-
+---
The addons are a set of very useful, but nevertheless *optional* classes that not every game is going to need. That is why they are not quite important enough to be a part of HaxeFlixel's core.
## Installing flixel-addons
diff --git a/documentation/04_community/11-upgrade-guide-4-0-0.html.md b/documentation/04_community/11-upgrade-guide-4-0-0.html.md
index 5fc10cfa2..0669ef2f7 100644
--- a/documentation/04_community/11-upgrade-guide-4-0-0.html.md
+++ b/documentation/04_community/11-upgrade-guide-4-0-0.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Upgrade Guide 4.0.0"
-```
-
+---
## 4.4.0
Breaking changes in 4.4.0 are limited to usage with OpenFL 8. OpenFL 3.6.1 (Legacy or Next) is still fully supported. The breaking changes when upgrading to OpenFL 8.0.0 and Lime 6.3.0 are as follows:
diff --git a/documentation/04_community/12-flixel-tools.html.md b/documentation/04_community/12-flixel-tools.html.md
index 9320d3c67..745560b74 100644
--- a/documentation/04_community/12-flixel-tools.html.md
+++ b/documentation/04_community/12-flixel-tools.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Flixel Tools"
-```
-
+---
To make HaxeFlixel development easier, a set of command line tools has been developed with [Haxe](http://haxe.org) and [Neko](http://nekovm.org). With it you can easily create our demo projects, templates and more. Just like HaxeFlixel it is an open-source tool and additions/improvements from the community are welcome at the [flixel-tools GitHub repository](https://github.com/HaxeFlixel/flixel-tools).
## Installation
diff --git a/documentation/04_community/13-install-development-flixel.html.md b/documentation/04_community/13-install-development-flixel.html.md
index f6e4adaf9..eda617caf 100644
--- a/documentation/04_community/13-install-development-flixel.html.md
+++ b/documentation/04_community/13-install-development-flixel.html.md
@@ -1,7 +1,6 @@
-```
+---
title: "Install development Flixel"
-```
-
+---
Developers may want to contribute and / or stay updated with the bleeding edge code of HaxeFlixel. Like any development code we caution the use of it as it may not have the same amount of testing as the stable version.
All new development is done on the dev branches of [HaxeFlixel's GitHub repositories](https://github.com/HaxeFlixel).