Live data from Hacker News

HTML5 still doesn't replicate what mattered about Flash

twitter.com

111–120 of 372 posts

Re: HTML5 still doesn't replicate what mattered about Flash

#111

Earlier quoted context omitted.

Agreed. As someone who learned games programming in Flash, and loved Flash, and benefited quite a bit from it -- no, you couldn't just email someone an SWF. That never worked. Nobody had a standalone Flash player installed that wasn't in a browser, and when I moved to newer versions of Flash, I would regularly run into problems where someone would have a Flash player that didn't support the stuff I was trying to do.…

> no, you couldn't just email someone an SWF. That never worked. C'mon I never emailed people SWF's, seriously. We uploaded them to flash portals and sent links to our friends. The single-file aspect was important because it made it easy to share (for both you and the flash portal). Also crucially it made it easy for competing flash portals to "steal" your game and spread it even further. > as someone who uses Linux…

> but I don't think the Linux audience in 1999-2008 was exactly who most of us were targeting

Well, but... yeah. I know people weren't targeting Linux in the early 2000's, that was the problem. That's what I'm saying.

One of the biggest advantages of dumping Flash was that it got replaced with a runtime that worked on every OS even if people weren't deliberately targeting it. I'm saying that's a big enough advantage that it's worth the tradeoff. The Linux market share on desktop computers was tiny back then, but it was big enough that the community deserved to have a web in its entirety that worked for them. Not just a couple websites, they deserved to have full access to the platform that claimed to be a democratizing environment, and they were never going to be a part of that platform as long as Flash existed.

I disagree that Linux compatibility back then was a non-issue. It was not. It was a serious problem that held Linux back as a platform and as a daily driver and we all hated it, and it feels very dismissive to say that it was just a tiny side effect or that it's irrelevant to the broader point. Flash was never cross-platform and it held back the entire web from being a universally accessible platform. And it only got fixed because developers were forced to use a runtime that supported Linux. That is the only reason that Linux browsers are usable today.

----

I am kind of skeptical that distributing SWFs is actually that much easier than distributing zip files. Even downloading/stealing and re-hosting JS code is not that hard. This is coming from someone who agrees with many of your points about the overall accessibility that Flash brought. But I do not believe it's harder to distribute content on the web today than it was back then.

I uploaded SWF files to those portals, I put them on flash drives. My process today for distribution is pretty much the same. And once this stuff is on the web, the web is vastly better at distribution than the Flash Player plugin was.

Re: HTML5 still doesn't replicate what mattered about Flash

#112
post #11

The tweet mentions that you could 'just' send an SWF file to someone and it played. Well, if anybody had to fix a computer, or hosted anything Flash-based during that era, then they would know that's bullshit. Sure maybe with the standalone Flash player it worked allright, but that's not how people really used Flash. Even in my experience, a single SWF running locally didn't always work across all versions of Flash p…

You're missing his point. If you wanted to share what you made, all you needed to do was export the .swf file. If I want to share my html5 game with you, there's a shit ton of files I have to upload somewhere.

Re: HTML5 still doesn't replicate what mattered about Flash

#113
post #63

I suppose you can distribute HTML5 as standalone binary with Electron? And I'd like to argue the fact that there is no such (integrated) tool existing indicates it's a niche market.

There are multiple tools now that have filled the Flash niche. YouTube, more advanced game engines, AppStore’s, modern JS... free to play games really killed the money side of it too. Flash games were the only free/ad driven games in town. Now you’ll be battling against billion dollar companies in that arena.

Re: HTML5 still doesn't replicate what mattered about Flash

#114
post #21
post #3

Is he ranting that Adobe Animate doesn't exist? Because it does and seamlessly exports HTML. I'm pretty sure if they aren't already you could get a bundler configuration for webpack that would build a single file data uris and all.

I worked on porting a company's Flash library to Canvas, Animate is not that helpful here, it spits out an IIFE that calls into their CreateJs library but you just can't fire and forget because Canvas demands a lot of hand-tuning if you're doing anything other than banner ads to get the same performance profile and Animate won't help you do that work. This is particularly a problem with static images, text, opacity I…

There is no end of life date for IE11 next year.

Internet Explorer is supported for as long as the OS is, and as such, will see support until at least 2029 on Windows Server 2019. It wouldn't surprise me if the next version of Windows (desktop or server) also includes IE, fully supported for its 10 year lifecycle.

There were a lot of clickbait articles in the past year about various Microsoft services dropping support for IE, but it will still be part of Windows, and still get security updates.

Re: HTML5 still doesn't replicate what mattered about Flash

#115
post #38

The proof is in the pudding. Nobody makes webgl+javascript 2d animations hostable anywhere. There's little to no websites that will host arbitrary content like they could with swfs. Luckily browsers don't matter, and newgrounds has their own flash player you can launch content with.

Yeah: the "real winner" here is simply the closed garden of native applications, all purchased from a two-party oligopoly (which is where all of those use cases now exist, de facto); it isn't a coincidence that Apple not only spearheaded both results, but also holds back a lot of standards for the open web on their mobile devices :/.

Sorry, no. HTML5 exists. Web “standards”? Lmao. Is whatever the Chrome team develops the web standard now?

Re: HTML5 still doesn't replicate what mattered about Flash

#116

Earlier quoted context omitted.

Agreed. As someone who learned games programming in Flash, and loved Flash, and benefited quite a bit from it -- no, you couldn't just email someone an SWF. That never worked. Nobody had a standalone Flash player installed that wasn't in a browser, and when I moved to newer versions of Flash, I would regularly run into problems where someone would have a Flash player that didn't support the stuff I was trying to do.…

> Flash was only ever "cross platform" on Windows "Cross platform" to many meant Windows 98, XP, 2000 and NT5. You could work across that, you had the 'enterprise' market apps people using 2000 and NT which could then also be used by employees at home using Win XP. What more could you want? I'm guess I'm being only half-sarcastic here.

Reminds me of a conversation with a coworker in around 1999: Me: “I wish [our product] was cross platform. It would be more enjoyable to develop.” Him (without a shred of sarcasm): “It IS cross platform! It runs on NT and 95!”

Re: HTML5 still doesn't replicate what mattered about Flash

#117

Earlier quoted context omitted.

But your mom was on Windows, right? And probably running a pretty mainstream browser that was updated regularly. If your only requirement is that you should be able to put your code on a website and your mom should be able to visit a link and run it, then the web is already significantly ahead of where Flash was. Of course, the accessibility of creation is a problem, but if you send someone a link to a canvas-based a…

My mom was on windows, using an old version of IE. Never had any problems. Flash player compat wasn't perfect but it was more than enough to create vibrant scenes like Kongregate, Newgrounds, and ArmorGames. Anecdotal sure, but it was good enough for the scene to exist. The main thing about the single-file thing is that it afforded the flash portal ecosystem. It was really easy to share your work as a creator without…

> Yeah but the problem is creating that canvas-based animation is insane, so there aren't any canvas-based animations, compared to the output of flash cartoons.

I think we might be arguing past each other.

I fully, 100% agree with this point. I just don't think it has anything to do with the web.

When people brought up replacing the Flash runtime with the web, there were two things being claimed:

A) that the platform itself could handle all of the technical requirements of Flash

and

B) that tools would exist that replaced Flash.

I believe that the first claim mostly came true, that the web today is about as powerful as Flash was. The second claim never even came close to happening. A lot of platforms exist that export to the web, but even the really popular ones like Unity just don't feel the same. Unity is, unfortunately, not an adequate substitute for Flash.

And I think that's a real tragedy, but I feel like we're at a point where the web should be left out of the conversation. There are game-related APIs that I want on the web, but for the most part there is nothing that browser makers can do to solve your problem.

Someone has to make a development environment. It's a separate problem. The web today is capable of doing the stuff you want it to do, but there is no development environment that replaces Flash.

And that's kind of revealing because it's not just that there isn't a web-compatible alternative to Flash, or there isn't an Open Source alternative. Proprietary game engines that aren't even targeting the web are not as good as Flash was for rapid content prototyping. Why can't anyone, commercial or Open Source, build a Flash replacement for any platform/runtime? That's the conversation we need to be having, not whether or not the web is mature enough as a runtime.

Re: HTML5 still doesn't replicate what mattered about Flash

#118
post #75

This is true but it is a common misunderstanding imo. Nobody is arguing a tool like Flash shouldn’t exist; it should. People are arguing a runtime like Flash shouldn’t exist, and that HTML5 has all of the components that are needed to be that runtime and then some. A tool should give us what Flash did but with the HTML runtime. So why doesn’t that tool exist? Well... as far as I know it does. I’m pretty sure this is…

Because no one knows about Animate, but everyone was forced to use Flash?

Re: HTML5 still doesn't replicate what mattered about Flash

#119
This doesn't get much attention on HN, but Apache Royale is the legitimate blood-line successor to Flex Framework.

Adobe provided the initial resources (developers and hosting) to get the project into a stable state. The project is now managed by Apache.

The team solved a couple monumental challenges (converting AS3 to JavaScript, and putting a GUI framework on top of it).

https://royale.apache.org/

Re: HTML5 still doesn't replicate what mattered about Flash

#120
I've come across a lot of similar sentiment from ex-Flash devs, who romanticise its heyday as a period of fertile creativity (true) and say that HTML5/JS/CSS/SVG is an inadequate replacement (false).

In truth, the fundamental capabilities of the modern web platform matches and typically exceeds anything that was offered by Flash. What these people are really lamenting is the ease of authorship that Flash provided to non-technical users.

Macromedia/Adobe provided a suite of powerful tools for authoring Flash animations and applications. There is no free equivalent available targeting HTML/JS. This is not a problem of capability in the platform technologies. It is because there is no economic incentive to make and give away such tools. What equivalents do exist in this sector cost money.

When it comes to Flash, the old adage, "if you're not paying for the product, you are the product" holds true. The Flash authorship tools were free because 3rd party authors creating Flash content were assisting in the promulgation of a proprietary platform that was gradually replacing open web standards. Had they succeeded, Macromedia/Adobe would inevitably have looked to squeeze and monetise their domination of the web.

Programmers are often accused of not understanding what Flash offered to artists. Maybe that's true, but I've not encountered many artists who conversely understand the above.

Post reply on HN