The visuals were a lot of fun, but I don’t understand why I, as a viewer/consumer/whatever of this sort of thing, would ever want these things: > Unknown runtime I like to know whether I’m going to have time to view all of something or not. I might want to set aside some time to watch something if it’s too long for the break I’m taking right now. > No rewinding, no skipping ahead Ugh. Just … no. If I saw something co…
Show HN: Thoughts on Flash in 2023, in Flash, in 2023
81–90 of 126 posts
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#82I owe my career to Flash. I got started because my school would block game sites, and we weren't allowed to play games at lunch time. I used Flash to learn how to make games and then play them in School. If anyone said I couldn't play games, I would respond with "I'm learning to make the game", and they would give me a pass. It's the reason I got into scripting/programming, and I'm now a web developer.
So I ended up using my PC every day of course. But I did spend a lot of time making games!
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#83They're really not exaggerating, terrible performance makes this unusable on mobile.
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#84Side note: The Flash vector editor was the most efficient vector editor I had the experience working with. I wish Illustrator had the same capability. Apparently I am not the only one who misses it: https://graphicdesign.stackexchange.com/questions/1769/is-th...
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#85It still doesn't work on mobile. That's my only thought. My phone is more powerful than my computer was when Flash died. Makes no sense.
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#86Until Flash got really big, 2D vector art styles in games were really pretty underexplored. Not totally - there were games like Out of This World, say - but in general 2D games historically leaned very heavily on bitmapped art work. And that made sense, given the nature of the sprite hardware of arcades, home consoles, and some 8 and 16 bit home pcs (like the C64) in the 1980s and early 90s.
But that meant at the time that there never really developed a culture of 2D vector game art that was a magnet for super talented, competitive artists who really tried to push the space to its limits, see what was possible, drive a tool ecosystem, share techniques, etc. And of course you _did_ see all of those things happen around bitmaps and pixel art - the very best of 16 bit pixel art still does look really impressive.
Instead, most of the effort that went into 2d vector art at the time (at least this is my understanding) was more over in the land of business, where real time frame rates on cheap consumer hardware weren't a concern, and having crisp and clean graphic design and fonts that could scale up (especially when printed) were much more important.
And then GLQuake and 3dFX Tomb Raider and the Playstation 1 hit, and and something like vector art (in the form of polygon meshes) suddenly became ubiquitous in games - but all in the context of 3D rendering, 3D cameras, 3D worlds, and so on. And that did indeed become (and remains) a magnet for super talented artists to try to drive the state of the art forward, shared techniques, build tools, etc.
Along the way, the rise in graphics capabilities became more than enough to enable really interesting real time 2d vector art work in games, but there just wasn't a critical mass of interest in it (probably because the massive leaps in 3D rendering in the late 90s through the 2000s were sucking up all the attention, and 2D gameplay was at the time viewed as the past).
And all that remained true until the circumstances where Flash rose, which 1) ran on reasonably powerful PCs but 2) largely didn't use 3D hardware, and all this in 3) highly file size constrained environments (because of internet deployment), while 4) shipping a small runtime plug-in that evolved into a pretty good stripped down real-time combination of Illustrator and Photoshop, along with 5) an integrated authoring tool that was good for making 2d vector art - and all of this in the context of 6) really massive potential audience size because of web browser deployment.
All of those constraints and capabilities together were a really fertile space for 2d vector art in games to become a magnet for attention and talent and evolution, making it one of the major art styles in games today. Maybe that would have happened anyway, but Flash certainly played a major role in the world we actually live in.
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Flash really left its mark as a stripped down, real time Adobe Illustrator, but its runtime (less so its authoring tools) was actually equally powerful as a stripped down real time Photoshop - something like what the Super Nintendo or Amiga could have conceivably evolved into had 3D acceleration never shown up, and if massive amounts of RAM and level-loading-time rendering and caching became a central rendering paradigm.
I was doing, I think, pretty striking indie work from that angle between 2010 and 2013, but I never quite found a way to turn it into anything and wasn't as good at shipping and networking as I needed to be (be honest with yourself when you need a business person or a producer, folks) ... so I'll dump some videos here instead, because why not.
So, the first approach I did was something like a Flash evolution of the parallax techniques used in Shadow of the Beast (and other 16 bit games):
Sideview Rendering Demo: https://www.youtube.com/watch?v=ybHJx-S3LWk
Incomplete Platformer: https://www.youtube.com/watch?v=MRUDYdfwvCI
And second approach was something like a Flash evolution of the techniques used in Sega's After Burner 2, Sega's arcade Rail Chase, Sega's Power Drift, or Sega's Galaxy Force 2:
Incomplete Racing Game: https://www.youtube.com/watch?v=mrL33EF-v0I
Cartoony Minecraft Demo: https://www.youtube.com/watch?v=5h1zzLOCAaQ
Unfinished FPS Wolf Horror Game: https://www.youtube.com/watch?v=k2WgC7OL8Aw
81k First Person Grass Demo: https://www.youtube.com/watch?v=rRsc0salnEs
All in file sizes I've updated some of these techniques to work with Canvas more recently. The parallax scrolling techniques in particular work quite well on phones and tablets with javascript and Canvas.
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#87Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#88Earlier quoted context omitted.
Nothing. The ease with which Flash allowed one to create all these web experiences, with little to no programming, is still unmatched to this day.
I feel like the same is true of Visual Basic 6. (Excuse me, I'll wait....) OK, now that we've all calmed back down, VB6 has been unmatched in the way that it allowed someone with zero experience to drag-and-drop and write in what looks like pseudocode to get some little business widget built. Yes, you can engineer something with better architecture that's less likely to paint you into a `DoEvents()` corner. Yes, the…
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#89Flash literally changed my life. I wouldn't be who I am without it. I owe everything to it. Without Flash, I wouldn't have most of my friends who I met via the VKontakte app developer community. My career would have been vastly different because I was later hired to that same VKontakte thanks to my previous participation in Flash app developer contests. I got quite a bit of my programming skills from ActionScript as…
Damn I saw too many fun VK apps, which ones have you authored? :D
- A "durak" card game. Was real-time with the server in Java. Also full of bugs because I had no clue what I was doing wrt multi-threading and I also didn't know what defensive programming even is.
- A demotivator-style meme generator.
- A gambling thing that resembled those once-popular "pillar" machines found in grocery stores and malls around Russia. IRL ones took 5-rouble coins, mine took VK votes. VK killed it by deprecating the API for apps to give votes to users.
- A music player with playback speed control. Mostly for shits and giggles :D
There were more smaller ones, all kinds of experiments, but they didn't catch on.
Re: Show HN: Thoughts on Flash in 2023, in Flash, in 2023
#90I was a huge Flash nerd, all the way since Macromedia Flash 5. I learnt programming with Flash 5 and action script. I have been at it until Flash 8. Then I stopped putting effort to keep-up and eventually Flash died. Something was lost in the internet culture. Flash was the language of web art. I don't know what is the new language for that anymore. If anyone knows, please do tell me. WebGL? Any WebGL-powered framewo…
Nothing. The ease with which Flash allowed one to create all these web experiences, with little to no programming, is still unmatched to this day.