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Flash is dead, long live OpenFL

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Re: Flash is dead, long live OpenFL

#32
post #7

It's not Flash that is dead, it's the whole concept of browser plugins. Too risky, too inconvenient, too often installed and then forgotten, never to receive security updates (or those that exist aren't installed because they prompt us about it far too often).

This is exactly why security conscious people don't use flash. Html is supposed to be a document and not an application. We created this Frankenstein with Flash, Java and JS to make HTML pages appear other than documents. The net result is that you need to install these plugins otherwise you can't get the full experience. The real question is why do we let people to abuse technology instead of using it well. I have disabled all of these plugins long time ago and also JS runs on very specific websites where it is an absolute must. You could install games through the browser, make it easier but to run through the browser, it is a bad idea.

Re: Flash is dead, long live OpenFL

#33

Earlier quoted context omitted.

It always makes me happy to see my game engine mentioned here. Thank you! :) Just to chime in, I believe that HTML5 currently is as "cross-platform" as it can get, especially for games. Two examples made with Impact: - Olympia Rising[1] - this game recently had a successful kickstarter campaign and will be released for various desktop platforms and maybe more later. - XType Plus[2] - my own game coming to the Nintend…

Actually, there's something I'd like to ask you re: that. Is there any chance of Ejecta being ported to other mobile platforms, Android in particular?

(Edit: for those unfamiliar with Ejecta: http://impactjs.com/Ejecta )

I do have a toy project that aims to be a cross-platform Ejecta eventually. It's written in C and divided in an OpenGL Canvas drawing library (so you essentially get the HTML5 Canvas API in native code) and a host application that provides the JavaScript binding.

Currently, there's only a host application for iOS. I don't know much about Android and have yet to figure out how to best couple the C lib with the Java code... or if I even need Java code to begin with.

I wanted to have a working Android host app first, before putting it on github and then building up the feature set on both platforms to where Ejecta is now.

I also thought about doing a kickstarter for this, but I'm not sure what exactly I could "sell", because the I want to have it open source anyway. If anybody wants to sponsor the development, get in touch :)

tl;dr: yes.

Re: Flash is dead, long live OpenFL

#34

> OpenFL is an implementation of the Flash API written in the Haxe programming language. Other than "Papers Please," who is using Haxe for production (i.e., making money on products built with it), and for what?

1) Nickelodeon (using Flambe) -- web/mobile games 2) Disney (using Flambe) -- web/mobile games 3) Flambe (Haxe game engine) 4) reach3DX (next-gen 3D engine by Gamebryo) 5) Defender's Quest 2 (me) (HaxeFlixel engine) 6) Even the Ocean (Anodyne devs) (HaxeFlixel engine) 7) Rymdkapsel (Grapefrukt games) 8) Cardinal Quest II -- web/mobile (HaxeFlixel engine) 9) TiVo -- interface stuff I guess? 10) Tizen 11) Firefox OS --…

We made a cross-platform (Flash, HTML5, Android, iOS) video player for TF1 (first French TV channel, considered the most viewed TV channel in Europe)

Re: Flash is dead, long live OpenFL

#35
post #32
post #7

It's not Flash that is dead, it's the whole concept of browser plugins. Too risky, too inconvenient, too often installed and then forgotten, never to receive security updates (or those that exist aren't installed because they prompt us about it far too often).

This is exactly why security conscious people don't use flash. Html is supposed to be a document and not an application. We created this Frankenstein with Flash, Java and JS to make HTML pages appear other than documents. The net result is that you need to install these plugins otherwise you can't get the full experience. The real question is why do we let people to abuse technology instead of using it well. I have d…

> why do we let people to abuse technology instead of using it well.

Because there is a demand for web based applications,because we cant throw everything in the trash saying we got to start over. Because the web is a way to distribute software with next to 0 cost.

Re: Flash is dead, long live OpenFL

#36

Earlier quoted context omitted.

Another example is ImpactJS, which allows you to write high-performance mobile-ready games! http://impactjs.com/

It always makes me happy to see my game engine mentioned here. Thank you! :) Just to chime in, I believe that HTML5 currently is as "cross-platform" as it can get, especially for games. Two examples made with Impact: - Olympia Rising[1] - this game recently had a successful kickstarter campaign and will be released for various desktop platforms and maybe more later. - XType Plus[2] - my own game coming to the Nintend…

Thanks for impactjs! I used it to develop this couple years ago: http://heartlight5.com Have fun!

Re: Flash is dead, long live OpenFL

#37
post #32
post #7

It's not Flash that is dead, it's the whole concept of browser plugins. Too risky, too inconvenient, too often installed and then forgotten, never to receive security updates (or those that exist aren't installed because they prompt us about it far too often).

This is exactly why security conscious people don't use flash. Html is supposed to be a document and not an application. We created this Frankenstein with Flash, Java and JS to make HTML pages appear other than documents. The net result is that you need to install these plugins otherwise you can't get the full experience. The real question is why do we let people to abuse technology instead of using it well. I have d…

> The real question is why do we let people to abuse technology instead of using it well.

I am (still!) amazed by the gap between how I see a computer and how most non-geeks around me do. To them, it's like a set of different, often frustrating tools rather than, well, an amazing piece of technology that can be prodded to do whatever you want (to the point where an iPad with few to no apps can provide them with all they need).

To me, there's a joy to finding just the right framework, app, or library that can do what I need done. To the point where I might end up enjoying the process a bit too much and get nothing done. To them, it's all about getting stuff done as soon as possible, with whatever they're familiar with. And since they find computers often quite frustrating, they will abuse the hell out of the little bits they know.

And so, in the same way that we would use a lighter to open a bottle if there isn't an opener nearby, they 'abuse' technology by using Excel for everything, or storing their notes in an open notepad window without saving. And as long as that works most of the time, they feel absolutely no incentive to figure out a better way.

Until, of course, it all goes wrong. Then they call us to fix it :-).

Re: Flash is dead, long live OpenFL

#38

> OpenFL is an implementation of the Flash API written in the Haxe programming language. Other than "Papers Please," who is using Haxe for production (i.e., making money on products built with it), and for what?

I can't speak for the big guys, but I'm seeing more smaller Flash game devs make the transition from Flash to Haxe, mostly for the ease of porting to mobile/HTML5.

I've been making Flash games on and off since about 2007 and finally made the transition to Haxe with my latest game [1]. As others have commented, it's not perfect yet (i.e. some features aren't yet available on all targets), but I'll never be going back to Flash now.

[1] http://www.iquitmustdash.com/

Re: Flash is dead, long live OpenFL

#39

Earlier quoted context omitted.

Actually, there's something I'd like to ask you re: that. Is there any chance of Ejecta being ported to other mobile platforms, Android in particular?

(Edit: for those unfamiliar with Ejecta: http://impactjs.com/Ejecta ) I do have a toy project that aims to be a cross-platform Ejecta eventually. It's written in C and divided in an OpenGL Canvas drawing library (so you essentially get the HTML5 Canvas API in native code) and a host application that provides the JavaScript binding. Currently, there's only a host application for iOS. I don't know much about Android an…

I wouldn't bother - Crosswalk does the job great for Android:

https://crosswalk-project.org/

It's based on Chrome for Android so you have a fully-featured browser engine available. iOS is the only platform where there isn't a good GPU-accelerated browser engine available that can run native apps, hence the use case. (P.S. we hope to support Ejecta in Construct 2 officially soon!)

Re: Flash is dead, long live OpenFL

#40

Earlier quoted context omitted.

Actually, there's something I'd like to ask you re: that. Is there any chance of Ejecta being ported to other mobile platforms, Android in particular?

(Edit: for those unfamiliar with Ejecta: http://impactjs.com/Ejecta ) I do have a toy project that aims to be a cross-platform Ejecta eventually. It's written in C and divided in an OpenGL Canvas drawing library (so you essentially get the HTML5 Canvas API in native code) and a host application that provides the JavaScript binding. Currently, there's only a host application for iOS. I don't know much about Android an…

Some time ago I built something similar to Ejecta (https://github.com/funkaster/FakeWebGL) aiming to have support for Android. It's using Spidermonkey instead of ScriptingCore, and it's written in C++. I haven't updated the code in a long time, but it shouldn't be too hard to update to the newer SpiderMonkey and at some point add Android support :) I just need the time (which between work and my side projects, is almost 0). If someone wants to help, the code is there, and I'll be happy to provide guidance and support.
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