> Although I developed the game mostly on my Mac, during development Apple invented this thing called “Notarization” where if you run any app on a new version of MacOS, it'll make a network request to Apple to ask if the app's developer pays Apple a yearly fee. If the developer does not pay Apple a yearly fee, MacOS will pop up a dialog strongly implying the app is a virus and refuse to start it. > For this reason, W…
Also the fact that macOS doesn't actually block unnotarized software...Many programs are un-notarized and just need to give the user the 1 step instruction to bypass it
I still use Flash
101–110 of 408 posts
Re: I still use Flash
#102[flagged]
But if you had read TFA you would have realized it talks about creating a new player that can understand swf files so those don’t have to be rewritten, it’s not about using the old, ugly, insecure Flash player from Adobe.
Re: I still use Flash
#103I remember creating a simple "catch the falling X" game in Flash 20 years ago. It was basic, but had everything you'd expect in a beginner project: points, multiple game states/screens, a victory condition, basic story (which was just a screen at the beginning, like NES). The thing is, I was a literal child and I also had no clue how to code -- I did everything by following tutorials and gluing together code I copy&p…
Re: I still use Flash
#104> Although I developed the game mostly on my Mac, during development Apple invented this thing called “Notarization” where if you run any app on a new version of MacOS, it'll make a network request to Apple to ask if the app's developer pays Apple a yearly fee. If the developer does not pay Apple a yearly fee, MacOS will pop up a dialog strongly implying the app is a virus and refuse to start it. > For this reason, W…
If Proton is accepted as the solution to Linux gaming what is the reason for a developer to build for Linux over Windows? Funnily enough there are parallels with that to why Apple didn’t want Flash on iOS. If you could make it in Flash and ship to both why code an iOS app. Same thing, zero reason to make a native Linux build while that works fine.
Re: I still use Flash
#105Earlier quoted context omitted.
I don't think anyone here is going to complain about a post where you make a game work by reverse engineering Bezier splines encoded in XML by Adobe Flash. If that's not "Hacker" News, what is?
Indeed! ;-) However I wonder why the OP didn't try to keep vector graphics and use to SVG for instance? That would allow for infinite scalability. It is mentioned that "GPUs don't like vectors" but if the game doesn't change too often it should not make a lot of difference?
Re: I still use Flash
#106> GPUs don't really like drawing vector graphics. They like big batches of textured triangles. So, I needed to rasterize these vectors. I don't follow. In my mind, triangles are natively defined in vector space. I didn't think it was impossible to convert vectors to GPU-friendly triangles. Rasterization is the easy way out and will (probably) help performance, but it will fall apart as screen resolutions increase.
Re: I still use Flash
#107Re: I still use Flash
#108I remember creating a simple "catch the falling X" game in Flash 20 years ago. It was basic, but had everything you'd expect in a beginner project: points, multiple game states/screens, a victory condition, basic story (which was just a screen at the beginning, like NES). The thing is, I was a literal child and I also had no clue how to code -- I did everything by following tutorials and gluing together code I copy&p…
Some of the better years of my life a little over a decade ago were spent on mofunzone playing the stick figure fights with friends. I remember bullet time fighting (matrix clone with swords, guns, slow motion) and there was also an amazing action narrative series called Ray with Southpark themed characters and one of the craziest platformers I ever played called N. I managed to snag some of these a while back and pr…
Do you know if there's been any progress on preserving the older Macromedia games? I remember those starting to get flaky even in the Flash heyday.
Re: I still use Flash
#109> The way forward was obvious; I'd have to make my own Flash player. Uhhhhhhh, hold on a second, wait a second... this is not readily apparent nor obvious as a course of action at all!! I would rather have gathered the raw assets and tried recoding the game using the same game logic on a better platform...
Re: I still use Flash
#110Earlier quoted context omitted.
Yes. What we see in UI design today is a consequence of game theory at work. It's to optimize business. In fairness you don't want to scare users away. I think though many people equated it all to "clean looking", without realizing removing micro-interactions is a net negative....
I think touch screens are a bigger factor. You can't have small buttons in a touch-screen UI, because they must be targets for your finger. (OTOH, swipes in a touch UI are a lot easier than mouse drag-and-drop. So the optimal touch UX probably has lots of drag-activated pie menus. And confirmation flows for potentially destructive actions, to cope with the lower accuracy of touch interactions.)