I 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…
Had an awesome experience learning programming on AS also! Simple projects/games but great language to learn. Can involve so many key concepts.
I still use Flash
151–160 of 408 posts
Re: I still use Flash
#152Wow! Talk about a love letter at the end of 2022! The dev has identified a gap and applies time and effort to solve it through building it. Halfway, the dev complains about the orignal devs using XML, because it is not efficient "Hey, I'm not complaining, it makes my job easier." Well sounds like the original developers of Flash made a good decision. If it makes it easier to parse the content at a later stage, I'm wi…
Examples:
1. Using text formats embedded in XML -- he took advantage of this when reverse engineering
2. Generating text ASM -- he said this aids debuggability, and allows using existing ASM tools that he didn't have to write
3. Generating C++ -- taking advantage of the type system, as mentioned, and a huge array of other tools (profilers and debuggers)
It's data-centric rather than code-centric. It's a interoperable and transparent architecture, not a monolithic one. (Which is not surprising because Flash itself was made for the web.)
Related: The Internet Was Designed with a Narrow Waist https://www.oilshell.org/blog/2022/02/diagrams.html
A Sketch of the Biggest Idea in Software Architecture https://www.oilshell.org/blog/2022/03/backlog-arch.html
Re: I still use Flash
#153Here is was Flash -> Steam SDK. In another HN article, it was PlantUML (Java) to D3 (Javascript).
Didn't they re-write Minecraft to something else (Bedrock Edition)?
Re: I still use Flash
#154I was expecting "Attempt 3" to involve Bluemaxima's Flashpoint, and was surprised not to see it mentioned. Does anyone know why that wouldn't have been an option, or is this essentially what Attempt 1 would have involved? For anyone not familiar with Flashpoint, it's a project to preserve old flash games and animations and keep them playable on modern platforms. It's open source and includes a huge library (including…
Re: I still use Flash
#155I 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
#156Earlier 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?
For 1) I decided I'd rather just release an update with larger textures if these ones ever start to look dated. That way I get to keep the runtime code simple. Less code means fewer bugs. I don't want to spend a lot of time fielding support requests from users who hit edge cases in the rasterizer. As for not changing too often, that's true, but taking advantage of that means doing change tracking with dirty-rectangles or similar, which not only adds complexity but also feels like it would make performance less predictable.
And for 2) the game as it stands now is under 50MB so I didn't feel a pressing need to make it smaller, although a tiny executable would be cool in a satisfying, demoscene kind of way.
Re: I still use Flash
#157Re: I still use Flash
#158The frustrating thing for me personally is that we--as an industry--just keep rewriting/porting the same pieces of software from one API to another. Here is was Flash -> Steam SDK. In another HN article, it was PlantUML (Java) to D3 (Javascript). Didn't they re-write Minecraft to something else (Bedrock Edition)?
Re: I still use Flash
#159> 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
#160> The vintage Flash UI is great. Buttons have edges. Icons look like things. Space is well-used. It's amazing! Using old UIs makes me feel like an archaeologist discovering some sort of forgotten Roman technology. The lost art of UI design. It's neat. This was one my favourites parts in the article. An the real piece of the pie comes right after it: there's a screenshot with like thirty icons and they're different en…
Hell, I don't think they're original to Flash to begin with, more like borrowed from Photoshop when Adobe bought Macromedia (this is purely my speculation; but Photoshop is much older).