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Building a new Flash

bill.newgrounds.com

191–200 of 247 posts

Re: Building a new Flash

#191

Earlier quoted context omitted.

Original adobe tools for flash should still work on windiws/wine. Why don't people use them to make things?

Flash died once people no longer had a flash player. The tooling might also need updating if the apps being built are targeting today’s touch devices.

[deleted]

Re: Building a new Flash

#192
post #141

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

> is an environment that both coders and artists could use. Maybe Rive fits this well enough? (Not affiliated, just looked into it at a time from a render engine perspective)

I came here thinking the same. To me, it looks like Rive is the closest tool with the highest potential to be a Flash replacement.

Re: Building a new Flash

#193

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

Have you tried Rive? It seems to have a lot of potential for game development.

Re: Building a new Flash

#194

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

Flash was great. Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS? I remember trying to produce a Flash renderer in C# when we wrote DudeFactory to render out the characters after you used the Flash app to put all their clothes and accessories on. I think we cheated in the end and pre-rendered large PNGs of them all and used .NET to just layer them all with instructions sent f…

Yeah, there's two approaches to rendering Flash vector art.

You can turn the curves into polygons, or render them to textures. Ruffle, I recall, makes everything polygons (so it's a little chunky if you zoom in?), and Super Meat Boy rendered everything to textures.

I'm not sure what the actual flash player did, which seems to have pretty decent performance relative to Ruffle in my testing.

Maybe they have some proprietary technique for rendering curves quickly on a GPU? (I read a paper on rendering curves, and there's OpenVG, which I think came later and nobody uses?)

Re: Building a new Flash

#195

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

Original adobe tools for flash should still work on windiws/wine. Why don't people use them to make things?

Indeed they do, at least once a year :)

https://www.newgrounds.com/bbs/topic/1554561/1

Re: Building a new Flash

#196

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

God I love the look of those old school sites. Takes me back to a happier time. Whatever happened? :(

Remember how mobile sites were the same thing except with less personality? And then they figured out they could remove what little personality remained and call it progress? And then they realized they could do that on desktop too?

Re: Building a new Flash

#197

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

I've tried Love2D and enjoyed it but just found the lack of support for Lua was tough - how do you handle debugging and things?

I remember I could connect love2d to the IDE I used and debug lua just fine with it. Which IDE you were using?

Re: Building a new Flash

#198
post #75

Earlier quoted context omitted.

I'm very curious if the "ActionScript-to-C# transpiler" will actually work as well as he's hoping.

I'm cautiously optimistic that it could work. It's been quite awhile since I've written ActionScript [1], but I remember when I wrote it I didn't write it significantly differently than C#. You still have similar Java-style OOP semantics with types that I think wouldn't be too hard to map into C#, especially if you're willing to be dirty and use reflection. [1] Gah, has it really been almost fourteen years? Time is s…

It's a dialect (superset) of ECMAScript based on the never-released 4th edition draft, which was in development at the time C# was first released, so these similarities are no accident.

Re: Building a new Flash

#199
post #193

I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/ One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even…

Have you tried Rive? It seems to have a lot of potential for game development.

It's a UI authoring toolkit, you could do entire games in it I suppose, but you'd be fighting against it, rather than being helped by it.

Better to go the route of doing Spine2D animations then leverage a real game engine like Godot or Unity and load the animations there.

But then you're essentially back to "traditional game development" which is very different from what you could do with Macromedia's Flash back in the day.

Re: Building a new Flash

#200
post #149

I get that Flash hit a sweet spot. I'm not sure I get why nothing has really replaced it. There are other apps that give you animated vector graphics, in an IDE, with coding. Here's 2? https://rive.app/editor https://cavalry.scenegroup.co/ I believe Unity doesn't do flash style vector animations. It will take in SVGs, turn them into meshes and apply skeletons. That said, it has replaced Flash in turns of the 1000s an…

All of those alternatives fail at debugging, because to this day browser teams don't consider 2D and 3D debugging tools something worthwhile having on developer tooling. So in some cases you need a native build to try to replicate browser issues, and then being able to plug into RenderDoc, Instruments, PIX,.... Flash had the tools.

Safari's devtools has a visual debugger. I remember using it, seeing all the CanvasRenderingContext2D calls that affected the canvas listed, and scrubbing left and right through time to see how a frame was built up.
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