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At this point in time. In what way was Flash superior to JavaScript and canvas? There was even SWF player implementations in JavaScript at this point in time.
by john567 4y ago
At this point in time. In what way was Flash superior to JavaScript and canvas?
There was even SWF player implementations in JavaScript at this point in time.
Somehow, I don't think the death of Flash had much to do with it. Rather, the app ecosystem replaced a space that, that for a limited time, was occupied by Flash based web stuff.
- naoqj 4y agoThere's nothing as good and as easy as Flash was to create 2D games. It was wysiwyg. Even kids could do it.
- someotherperson 4y agoIs there authoring/creation tooling anywhere near what Flash had? I made Flash stuff when I was a lot younger and it was insanely straight forward thanks to the tooling. I haven’t tried to animate anything since… 2007 perhaps? Does JS or canvas have a similar experience to author content?
- shoozza 4y agoDepends on what you need. For simple stuff Wrick Editor[0] might be good enough. [0] https://www.wickeditor.com/ https://www.wickeditor.com/
- rchaud 4y agoTumult Hype: a Mac application that uses a graphical timeline UI to manipulate CSS and JSS for animation, and includes a physics engine to simulate collisions, bounces and things needed for game design. Exports to HTML, GIF and MP4. https://tumult.com/hype/ https://tumult.com/hype/
- andybak 4y agoAuthoring tools.
- cableshaft 4y agoFormer Flash game developer here. A big part of it was artists and coders could use the same tool. An artist could create some flash animations and then I as a coder would go in and hook up all the code to make it functional without having to spend any extra effort to make the graphics or animation work (in other platforms you'd have to pack sprite sheets, color encoding, sometimes fight memory (at least I did on iPhone 4 back in the day), and then you'd have to set up all the animations manually and get each one working. With Flash I was just sent an FLA, browsed through all the animations, went "awesome", and started setting up hitboxes and dropping them into the game. Like I've wanted to port some of my Flash games to HTML5, but the intense frame by frame animation would be a bear to export and hook up in other formats. And non-frame-by-frame animation was easy enough that I could help fill in the gaps when needed, no big deal. I even made a few simple animations just for the hell of it back then since it was so easy to work with. I eventually migrated to console dev with XNA, then mobile dev with iOS, then some 3D development with Unity, and I've dabbled with Monogame, Phaser, Java, Pico-8, PlayDate, Unreal Engine, and currently working on a game in Unity again, since it's pretty much your only choice right now besides Unreal if you want good VR support. But yeah, nothing I've worked with has felt quite as nice as Flash as far as synergy between art and code, especially 2D art. Examples: I teamed up with an artist to make a 7 character head to head fighting game: https://www.newgrounds.com/portal/view/187047 https://www.newgrounds.com/portal/view/187047 I teamed up with another artist to make a richly animated (espcially the boss) short platformer.: https://www.newgrounds.com/portal/view/116067 https://www.newgrounds.com/portal/view/116067
- john567 4y agoDid a lot of Flash back in the day myself. The workflow was nice. Simpler times but surely you could roll your own framework today that did all these things in a similar fashion? There's nothing about the web today preventing this...