Flash vs HTML - Waste Invaders
31–40 of 74 posts
Re: Flash vs HTML - Waste Invaders
#32Flash version won't start for me, FF19 on Ubuntu with Flash 11,2,202,270.
Re: Flash vs HTML - Waste Invaders
#33The HTML5 version runs smoothly, the Flash one is barely playable and has lots of visible tearing from the lack of VSync.
Re: Flash vs HTML - Waste Invaders
#34I'd say HTML wins with my browser configuration.
Re: Flash vs HTML - Waste Invaders
#35Earlier quoted context omitted.
> And why bother? If you have the choice, why not go with HTML5 which already has some good and very fast free implementations available? Well, I think this demo kind of proves why not: it doesn't work the same way on everyones browser. We've been talking for years now about html5 games obsoleting flash, but it doesn't seem to be coming together does it? My opinion on why not? We've got some serious problems with the…
> Well, I think this demo kind of proves why not: it doesn't work the same way on everyones browser. Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms and not open source. This number of platforms is decreasing, not increasing (ie, Android dropped). > That doesn't really help you distribute your games safely over the web to multi…
Huh?
A flash swf or flash compiled app is available on _all_ platforms. We aren't talking Flash on the iPhone, this is Flash _compiled_ to native for the iPhone.
Haxe NME and Unity3D are similar in that they let you write once and deploy to many. They also in fact let you "deploy to flash". They do this because if you know your audience, you know you need to still support IE8 and while you get IE8 you also get IE7/6. Believe it or not businesses are locked into these horrible browsers. Going 100% HTML5 is cool and trendy but why would you elect to cut off a subset of your users (who you are trying to make $ off of)
Haxe and Adobe (not sure about Unity) are also allowing you to export to HTML5. This would be interesting if they compared performance with that.
We are all looking forward to HTML5 taking over, but we are far from that place right now.
Re: Flash vs HTML - Waste Invaders
#36Earlier quoted context omitted.
> Well, I think this demo kind of proves why not: it doesn't work the same way on everyones browser. Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms and not open source. This number of platforms is decreasing, not increasing (ie, Android dropped). > That doesn't really help you distribute your games safely over the web to multi…
> Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms Huh? A flash swf or flash compiled app is available on _all_ platforms. We aren't talking Flash on the iPhone, this is Flash _compiled_ to native for the iPhone. Haxe NME and Unity3D are similar in that they let you write once and deploy to many. They also in fact let you "deplo…
I think you're distorting my argument a bit -- I wouldn't invest in developing new flash app or game, but if you can get flash support for free through "compile to flash" I don't see any reason for not supporting it as extra option.
Re: Flash vs HTML - Waste Invaders
#37Earlier quoted context omitted.
> Well, I think this demo kind of proves why not: it doesn't work the same way on everyones browser. Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms and not open source. This number of platforms is decreasing, not increasing (ie, Android dropped). > That doesn't really help you distribute your games safely over the web to multi…
> Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms Huh? A flash swf or flash compiled app is available on _all_ platforms. We aren't talking Flash on the iPhone, this is Flash _compiled_ to native for the iPhone. Haxe NME and Unity3D are similar in that they let you write once and deploy to many. They also in fact let you "deplo…
edit: It uses Stage3D, so maybe not a great example.
Re: Flash vs HTML - Waste Invaders
#38Re: Flash vs HTML - Waste Invaders
#39I know this is not a scientific poll but just a marketing effort disguised as one, and that's ok, but I would try to be less disingenuous about it.
Nice game, btw.
Re: Flash vs HTML - Waste Invaders
#40They could have also included some technical parameters like framerate, memory consumption or battery usage for the sake of comparison. Even if all browsers gain universal support for HTML5, we must remember that Flash can exist outside browsers. A lot of flash games are in circulation which are simply embedded inside Office documents. The actual Flash standalone runtime is only a few megabytes in size. Flash content…
someone can (in theory) develop a mobile friendly, efficient (and open source) runtime I don't think the format is documented to that level. And even if it is, it is very complex and hard to get right for other implementations (and it is a moving target controlled by one player, a bit like MS office formats). And why bother? If you have the choice, why not go with HTML5 which already has some good and very fast free…
But so was the case with Office documents, but several open source projects can now successfully read and write them.
EDIT: It seems that the Flash Player EULA is a major roadblock. Once installed, you cannot perform any reverse engineering on it [2].
[1]: http://www.adobe.com/devnet/swf.html [2]: http://en.wikipedia.org/wiki/Gnash#Adobe_Flash_Player_End-Us...