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Ask HN: Are there things that Flash did that we still can’t do with today’s web?
As I recall, as of a few years ago, that was the case, ie web apps could not do some of the things Flash was able to do.
But maybe web technologies have advanced recently so that that’s no longer the case.
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- gregjor 4y agoWe can't make users download a third-party plugin to use a web site anymore. I suppose that's possible but I don't miss those pop-ups. I still have one customer with a Flash-based web site, even though it doesn't work on any modern browser. They actually have some old version of IE and the Flash plugin available for download just to use their site.
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- qurashee 4y agoWhy don't they setup https://ruffle.rs/ https://ruffle.rs/ on their website? I've managed to rescue a website using it and seems to work pretty much with all modern browsers.
- tetris11 4y agoAS2 support is good, but not the more modern and powerful AS3
- gregjor 4y agoWill point that customer to ruffle. They are not terribly sophisticated, technically, as you can imagine. Nor do they seem willing to spend any money to fix the Flash problem. Nothing about the site needs Flash, it could be implemented in plain HTML+Javascript. They just don't want to pay anything to do that.
- hlandau 4y agoWe can't distribute an entire game or animation as a single file which can be downloaded or embedded on a website. Think about things like Newgrounds. I mean I guess you could do something awful with base64 encoding assets into a giant HTML file, but that sounds horrible. Flash was also a platform for hosting bandwidth-efficient animation and people have just gone to using video now. That sacrifices incidental, easter egg-type interactivity and drives people to centralised services like YouTube.
- zozbot234 4y agoIsn't that what EPUB is for? It could even be embedded in an iframe similar to how you can embed PDF.
- hlandau 4y agoIf only browsers would support it.
- pengaru 4y agoemscripten gets pretty close via webassembly, you can embed all your assets... but it takes awhile to load before anything's happening when done that way.
- viraptor 4y agoFlash also took time to load. The sites used loaders with progress bars for larger flash apps as well.
- madarco 4y agoBut it supported progressive loading. You could load only the first level and then load the next on-demand
- viraptor 4y agoYou can still do that with wasm by splitting the code. You need to loop through js to connect them, but for things like levels, you can likely do that or just memcpy between those environments.
- atonse 4y agoAre there editors like flash that allow you to build flash like animations with just output as css? Probably…
- anakaine 4y agoWith an interface that is as power yet as easy as the flash editor? I'd like to see those things.
- roberte3 4y agoOn Mac there is Hype. The earlier versions were pretty good, but I haven't used the latest. https://tumult.com/hype/ https://tumult.com/hype/
- peppermint_gum 4y agoAdobe Animate, formerly known as Adobe Flash.
- wodenokoto 4y agoI'd say you can do anything with java-script and a canvas as flash could, but the number of people who could do it in flash was much higher than the number of people who can do it with "modern" tools.
- t-writescode 4y agoThis is the answer. Flash was at its best, in my opinion, with its low-to-no-code animation approach. Newgrounds is or was full of people creating splines-based, animated artwork in a way I haven't seen as easily and fully replicated by as many people as it was in the days of Flash.
- piva00 4y agoI've been thinking about this sometimes, I don't understand why there hasn't been any editor suite to generate HTML5 + JS animations like Macromedia Flash did. On the foundation it's basically the same concepts: a canvas that can draw vectors and a scripting language based on ECMAScript. The editor then has a timeline control and can render the appropriate assets for animating it: vectors and scripts that animate those vectors based on the timeline information. Is there some technical limitation I haven't figured out? Or is it simply a matter that no one has done it yet?
- yetihehe 4y agoThere is no technical limitation, it's very possible today. Commercial developers don't want to touch it because Adobe could sue them and/or it could be hard to extract enough money from such system, open-source developers apparently don't care enough to start doing it from scratch
- amelius 4y agoWhat are these people doing now?
- piceas 4y agoVideo killed the flash vector star and games moved to steam. A good example of the former is a e-card service that eventually chose to move to video. Video is worse for their product but there was/is a more robust path to move to video than modern vector options. https://www.jacquielawson.com/ https://www.jacquielawson.com/
- superasn 4y agoI don't know if this is the case with HTML5 but one small feature of flash that I really loved is the seamless music loop even when the audio had trailing or padding silence. The loop just worked and flash trimmed out silence automatically when playing the music. Very useful for games.
- captainmuon 4y agoHTML+JS is "turing complete" so in a sense you can make everything in HTML that you could make in Flash. In practice, I think the authoring experience has been lost. There is still Adobe Animate (which is the renamed Flash application), but I think you can not export to a fully interactive HTML application - only to static videos or simple HTML (like interactive ads). Maybe it is now possible, but I haven't seen much use of it. The magic of Flash started with a very nice vector editor - it even allowed you to "paint" Vectors with a brush. Then you had very intuitive tools for animations (tweening, onion shells). You could add simple interaction from the GUI. But it was easy to run custom ActionScript (basically JS) code on events, and move objects around on the screen. When you needed more control, you could also completely go to the ActionScript level and create your objects from code. Nowadays, what do you use to create animations? After Effects seems what a lot of people use but it is overkill. Animate seems to be barely maintained. And if you want to do a game? I think Unity & co. have taken over, but they lack a bit the low barrier to entry that Flash had.
- hutzlibu 4y ago"but I think you can not export to a fully interactive HTML application" You can, with the help of integrated EaselJS. But it is way more complicated, so I also never used it and I don't know if anyone is using it at all. And yes, the ease of flash is gone. This was the most appealing of it.
- josefx 4y ago> HTML+JS is "turing complete" so in a sense you can make everything in HTML that you could make in Flash. I love how turing complete gets thrown around every time. Can a turing machine by itself run a voice chat, print documents, display images, stream videos? If I emulated a turing machine on a 1 Hz CPU would it be capable of decoding a 4k video stream in acceptable time?
- captainmuon 4y agoJeez, I knew people would comment on this. I put it in quotes because I don't mean turing complete it in the technical sense, but as an analogy. It is "fully functional", you can achive basically any result that you can with Flash. Analogous to the fact that a Turing complete system can simulate any Turing machine, I mean a certain interactive graphical programming environment - like HTML5+js for example - can remake any Flash game. But that "Turing completeness" or "result achiveability" is not at all the interesing point. The point is that despite this "completeness" or "equivalency" there is a difference. You could write a line of business application in plain C or say even FORTH, but it is probably easier and makes more sense in C# or Java. And you can create great games and animations in HTML+JS, but something was lost in the experience, and in the tooling, that was available with Flash.
- bobsmooth 4y agoNo, but is there anything that has replaced Flash Builder? Also no.
- noduerme 4y agoI'm surprised no one has mentioned vector-based animation, which was a primary tool in Flash. AFAIK there's no SVG solution that comes close in performance or flexibility to keyframe- or programmatically animating complex vector graphics (with user interaction!) the way you could in Flash.
- ChrisRR 4y agoThe stickman fighting animations were a classic of the flash days.
- soulofmischief 4y agoFor the uninitiated: https://www.newgrounds.com/collection/xiaoxiao.html https://www.newgrounds.com/collection/xiaoxiao.html
- adamredwoods 4y agoCompressed frame-by-frame animation.
- irrational 4y agoMaybe there is a vector animation tool that is as easy to use as Flash was, but that fact that we rarely see vector animations like we did back in the day makes me think not. I used to work with a group that created training materials using Flash. We had a bunch of animators that knew nothing about coding, but they could produce all of these amazing animated videos using Flash. They could also produce interactive animations. One job we did was creating 3d renderings of printers. The printers could be torn down in the flash app to the smallest screw. A technician could choose what they wanted to do to the printer, and the flash movie would show them step by step in full animation what to do. At any time they could rotate the printer in all an axes to view different angles. It was amazing. And it was animators who knew nothing about code that built it all. The things they could do you just don’t see anymore. I remember another project we worked on that had these mini games you could play in place of being multiple choice quizzes. All of that is just gone. There was so much animation and interaction and fun that has been replaced with boring, text, images, and videos. The best part was, it was all vectors, so the file sizes for even long animated movies was incredibly small. Back in those days we had very low bandwidth, but flash worked great. We had retailers in Asia that consumed our content no problem. Now our content is mostly text, images and videos. Those same retailers have higher bandwidth, but really struggle because the files sizes are enormous compared to flash.
- Springtime 4y agoLottie[1], an Adobe After Effects plugin, fills a gap in vector animation authoring and is quite widely used (primarily in mobile applications but also works on the web, Discord for example supports them for stickers). It's a pity SVG animation authoring tools never eventuated since it's an underutilized but useful native format. Though I know Blender allows for SMIL export via its Freestyle feature (the animation is effectively frame-by-frame only though, not leveraging SMIL's path interpolation/morph ability). [1] (ignore the GIF-converted examples, the originals are lightweight and vector-based) https://airbnb.io/lottie/ https://airbnb.io/lottie/
- yreg 4y agoWe use tons of vector animations in the UIs, but I guess what the GP meant are animations in the form of short movies like Happy Tree Friends or Animator vs. Animation. That style is no longer popular and it used to be everywhere. As for the cause, I think it's not only that Flash is dead, but also that there are now many other easy options to create content including professional looking video and much more refined animations. That wasn't an option 20 years ago for most.
- skytreader 4y agoA lot of answers already boil down to, basically, superior developer experience. But there's an aspect of this that I want to highlight: resource efficiency. Around the latter half of the 00s, I had a Windows XP machine with 256MB of RAM and a Pentium 4 processor, with a matching spinning metal-disk hard drive. I could make decent Flash animations and games with it. I could view entire websites in Flash with Internet Explorer 8. Today, my personal machine is a laptop I bought from 2016. Core i7 (4 cores), AMD graphics card, 16GB of RAM. It's not top-of-the-line even when I bought it but I put in ~200 hours of The Witcher 3 in it, finishing the main quest and the two paid DLCs. That said, modern web dev is a PITA in this mostly because I'm too cheap to upgrade to an SSD. Oh, also, the GitHub homepage that showed live commits on the globe makes the fans scream with Chrome unless I enable hardware acceleration. (In fairness that's enabled by default, but it so happened I had to turn it off and forgot to turn it back on.) I still can't figure out why my personal machine can't provide a decent feedback loop on a React/Angular+Typescript stack (that's not even doing animations!) just because I don't have an SSD. In my very opinionated opinion, only a database server needs an SSD. A Phaser+Typescript project (my preferred modern web gaming stack) is just a slightly better experience than React. But, again, I wonder why it needs hardware acceleration at all to function well and I've only implemented very "static" boardgames so far. Maybe I'm just a sloppy programmer but I'm definitely better than when I was making stuff in Flash. This shouldn't be eating that much resources, right?
- paganel 4y ago> resource efficiency Glad that you pointed that out. Around 2002-2003 I was working an office night-shift, in front of a computer that was in no way the fastest even by those times' standards. But, even so, I was able to follow almost every at-bat in the MLB, live, through their Flash app (while I was doing my regular work in another browser tab). And it wasn't only showing stuff like Batter X hit a 1B, it showed you the exact location and the speed of the incoming pitch, where the ball landed (more or less), what was the out-field formation of the pitching side etc. Really cool stuff given the limited processing resources. I'd say a HTML+JS solution (which, obviously, wasn't even possible back then for that kind of stuff) would require at least an order of magnitude more resources on the client side.
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- rendall 4y agoI would say no, that modern browsers have the potential to do everything that Flash did, but it's not nearly as easy. While it is possible in modern browsers to make a) cross-platform, front-end web applications with b) smooth vector and c) bitmap animation incorporating d) multimedia sound and e) video driven by f) a backend API (called dynamic data back then), it is not nearly as prevalent as it was. Animations and multi-media objects were first-class citizens in Flash in a way they are not in browsers. I do think that's not entirely the browser makers fault. Web aesthetics have changed. Users liked swooping and diving logos with dramatic drop-shadows then, and not so much now.
- rob74 4y agoI agree with the "not nearly as easy" part as long as you are limited to the usual HTML/CSS/JS stack. I think WebAssembly has a lot of promise here, as you can theoretically do anything you want in any language of your choice and have it run in the browser. Of course, this is also a threat to the "open web" where you are free to use your browser's DevTools to dissect the internals of any site.
- tsukikage 4y agoThe tooling is the main issue here, and that's even worse for webassembly than the usual HTML/CSS/JS stack.
- rendall 4y agoThis is the thing. ActionScript had a phenomenal API for each media asset.
- graderjs 4y agoI got some Flash applications[0] working in the Pro version of my remote, isolated iframe-embeddable multiplayer web browser[1] using Ruffle[2]. I use CRDP (chrome remote debugging protocol)[3] to run Ruffle on pages that need it (sort of like a Chrome extension content script). Ruffle itself uses wasm and is quite fast. It's cool seeing the audio and video work and playing those old games. - [0]: https://github.com/ruffle-rs/ruffle/wiki/Test-SWFs https://github.com/ruffle-rs/ruffle/wiki/Test-SWFs [1]: https://github.com/crisdosyago/BrowserBox#bb-pro-vs-regular--comparison-table https://github.com/crisdosyago/BrowserBox#bb-pro-vs-regular-... [2]: https://github.com/ruffle-rs/ruffle https://github.com/ruffle-rs/ruffle [3]: https://chromedevtools.github.io/devtools-protocol/tot/ https://chromedevtools.github.io/devtools-protocol/tot/
- Cloudef 4y agoThere's rive that's very similar to flash https://rive.app/ https://rive.app/
- rcarmo 4y agoIt is also a cloud-based service that artificially limits what you can do for pricing, not a standalone desktop app. No thanks, I will resist buying into those for as long as I can.
- Cloudef 4y agoBe it web or offline, does not really change as both flash and rive are proprietary software. I think rive is still better as its runtimes are open source and the export format is documented https://help.rive.app/runtimes/advanced_topics/format https://help.rive.app/runtimes/advanced_topics/format so technically you could make your own editor.
- rcarmo 4y agoThat’s what I call the “infinite monkeys” argument. I could theoretically do _anything_, but it is actually impractical.
- Cloudef 4y agoAt least your produced rive content could be kept online / shown in your software as the runtimes are open source. Meanwhile flash has been reversed for ages and ruffle still isn't 100% compatible. Adobe being adobe, they are even worse as they aren't web app, but still contain heavy online DRM making the software useless if you don't have subscription, in addition to their cancelation terms being very shady.
- ChrisRR 4y agoFlash was also proprietary
- trilbyglens 4y agoActionScript was a terrible language. More complex flash projects were really a hacked together mishmash of things, none of it standard, none of it supported without plugins, and oh, have we all forgotten about the weekly zero-days that flash had? It might have been more "creative" but that was also due to the fact that it was around at the beginning of the web, when everything was more creative. People had not figured out UI or UX patterns yet at that point, and there was massive wheel reinvention taking place all the time. Flash was an absolute catastrophe for accessibility at well. A screen reader would just say "Flash movie" as that's all that was actually in the page. We've had to reinvent a lot of that stuff, true, but we've also gained interoperability, security, and accessibility. I think those are all worthy trade-offs.
- CJefferson 4y agoWhen I was 12, me and my brother made simple flash games. You could produce something with cool animation, basically functional, in a week or two. What is the modern replacement for my nephews now? There might be one but I haven't seen it.
- thorin 4y agoI would guess Scratch as that is what schools use, even from 6 years old.
- personalidea 4y agoScratch maybe or GameSalad?
- est 4y ago> Flash was an absolute catastrophe for accessibility at well Compared to what? All SVG/canvas/WebGL doesn't solve the problem either.
- noduerme 4y agoAS3 was a gorgeous, concise, incredibly fast, strongly typed ES4/5 language with GPU access and all kinds of native APIs at a time when nothing remotely close to that existed in the browser. I humbly suggest that you never worked with it and/or don't understand what it was capable of.
- fxtentacle 4y agoNowadays with WASM and WebGL you can do basically everything in a web browser, but you'll take a 100x performance hit. Every game using Unity/Unreal + WASM needs to download 10-20 MB of JavaScript before it even starts loading the actual assets. With Flash, that could have been a 10 KB SWF instead. Similarly, Flash had really fluid animations that were drawn purely on the CPU. Why my 266 MHz P2 could have better vector animations than people nowadays can squeeze out of a 3070 with WebGL is beyond me. In my opinion, we still DO NOT have any worthwhile replacement for the ease of cross-platform development combined with excellent performance that Flash had.
- exceptione 4y agoI remember that loading a flash plugin would choke the browser for a while. I think we always had to to pay a startup penalty. I have experienced flash for the last time a while ago though, so my memory might have been corrupted in the mean time. Also, I am talking about computing capacity of a decade ago, so the comparison is never going to be fair. But I am definitely sure that the java applets were a disaster in terms of UX (slow to load, interaction feeling very foreign).
- singularity2001 4y agoA Unity wasm empty scene is ≈1MB: https://blog-api.unity.com/sites/default/files/styles/focal_crop_ratio_16_9/public/2018/08/image1-4.png?imwidth=1006&h=dbfb3dea&itok=GE_Ur9HQ https://blog-api.unity.com/sites/default/files/styles/focal_... couldn't find a live demo to confirm, which strongly speaks against Unity being anywhere as flashy.
- fxtentacle 4y ago1 MB after compression. And only if you turn off physics and limit yourself to 2D
- _jezell_ 4y agoUnity is not a good example, it's bloated as hell and takes like 15s minimum to load a square. It wasn't built for WASM and uses a toolchain that makes WASM hard. Bevy loads pretty instantly in comparison. That's where I'd invest my time if I was doing web games. https://bevyengine.org/examples/ https://bevyengine.org/examples/
- thom 4y agoGiven broad support for the Web Audio API these days I can’t think of anything that’s not been standardised, unless you wanted some form of preloading baked into the spec. ActionScript had actual integer types, if I remember correctly. As others have said, it’s mostly tooling and workflow. As much as I’d like to sneer at Flash in general, my experience with it on projects was positive. The IDEs and tools were good, you could approach everything code first with unit tests. The process of cutting up PhotoShop PSDs from a designer and building UIs in FlashBuilder, while orchestrating everything in code in an MVC style was very pleasant.
- yawnxyz 4y agoAS3 was very powerful in terms of prototyping games and sound design. A long time ago I worked on lots of "music games" that combined game mechanics (like top down space shooters or "flappy bird" style stuff) with synthesizer code that made music. I have no idea how to go about recreating my projects today in JS at all...
- noduerme 4y agoAs an old AS3 hand, if I were going to do it now I'd go with HaXe and OpenFL, building the asset files with whatever the last existing version of Flash was. I've been meaning to try this route but I've been feeling too defeated for the last few years to work on anything creative in this vein again.
- onion2k 4y agoIt's definitely harder to break out of the browser sandbox and attack the underlying system without it.
- MengerSponge 4y agoPeople's use of the internet has changed, but the fact that there is not a new Homestar Runner or NewGrounds is telling. How much does a weird high school/college art nerd need to know about the tech stack to get their vision online? I'm old enough that HSR is still part of my lexicon. Kids just think I'm weird, which is fine.
- krapp 4y agoThe weird high school/college art nerds today are designing their own VTuber rigs, selling art commissions or making indie games. The biggest reason there isn't a new Homestar Runner or Newgrounds has less to do with technological limitations or complexity and more to do with evolving tastes over time. Also the fact that the new whatever would be either Youtube or Twitter. Or Tiktok. Or something most people here have never even heard of.
- danuker 4y ago> more to do with evolving tastes over time. Among the top HN posts of all time is an interactive watch visualization: https://news.ycombinator.com/item?id=31261533 https://news.ycombinator.com/item?id=31261533 This is evidence that people still enjoy interactive experiences, but they are just harder to create.
- jjk166 4y agoThat's only evidence that interactive experiences can be enjoyed under the right circumstances. In that particular instance, such interactivity is both useful and fresh. But there's no evidence that people want to make more content like that but can't, nor that all such content would be appreciated.
- esparrohack 4y agoHow do you know there’s no evidence? You gotta prove that too
- est 4y ago> still can’t do with today’s web Playing smooth vector animations on a single-core Pentium III computer with 64MB RAM.
- planede 4y agoThe original N game v1.0, released in 2004 [1] had fluid vector animation without stutter on a modest computer at the time. It's a pretty challenging platformer, and any stutter would have killed the gameplay. Later flash versions regressed in performance and can't run this game without stutter in my experience. A way to play the original game today is to get an old version of "Adobe flash player projector". If you are paranoid, use some OS level sandbox around it. I did not see an in-browser game since the original N game that matches its low system requirements and smooth gameplay. [1] https://www.thewayoftheninja.org/n_history.html https://www.thewayoftheninja.org/n_history.html BTW, the successor N v2 is also pretty good, and it's not flash-based, AFAIK.
- rcarmo 4y agoI keep hoping that we’ll be able to package Flash-grade animations as WASM and send them out as a single file (or as two files, one for a Haxe-like runtime and another for the game or animation). But since there is no real standard authoring tool (and nobody mentions those, or the ease of use the Flash “IDE” had) I don’t have much hope. The closest I’ve seen (and actually use) is Hype (https://tumult.com/hype/ https://tumult.com/hype/), but it is Mac only.
- KaiserPro 4y agoLook the same on all platforms. Allow artists to create simple animation quickly. run fast. The key selling point of flash was that it was an author once, run anywhere tool. I could use keyframe animation along with a simple scripting language to make almost anything. Not only that it was fast to build and deploy. Nothing I've seen recently allows an artist to do the same. I've tried a couple of times over the years to make an animated SVG on the web, and all of them required me to program keyframes using code, which sucked. Not only that its dogshit slow. animating <5 low complexity shapes would eat 50% of CPU, (think squares and circles). Worse still all of those libraries are deprecated now, so if I want to do it again, I'll need to start again from scratch and select a new animation library.
- yreg 4y ago>Look the same on all platforms. Provided you have Flash player installed. Doesn't the same apply to web technologies provided you have the same browser installed?
- KaiserPro 4y agoKinda, but for example you could have mobile flash and it would look the same on that as it would in opera, IE, netscape or what ever browser you wanted.
- manscrober 4y ago>Worse still all of those libraries are deprecated now, so if I want to do it again, I'll need to start again from scratch and select a new animation library. This is why I stopped being interested in modern web anymore. Everything is deprecated at unbelievable pace, you can't keep track of it unless you work full time in the field. If it was all for great efficiency and performance, I'd get it, but it seems to just follow the newest fad every 2 years. Maybe with wasm that could change, but I'll believe it when I see it.
- capableweb 4y ago> Everything is deprecated at unbelievable pace, you can't keep track of it unless you work full time in the field. Is this really true? The same JavaScript I wrote 3 years ago still work, for multiple different applications. It's really uncommon that browsers break "user-space" JavaScript, I can't even remember the last heavily dependent API that got removed and cause havoc. What does change very often is the latest trends/fads in JavaScript frameworks/UI libraries, but if you pick one and stick with it, it won't magically break because JavaScript changed. I think what's causing your problem is here is the want/need to stick with the latest flavor of frameworks/libraries instead of becoming deeply familiar with one and sticking with it.
- ajsnigrutin 4y agoI miss flash games... and there were A LOT of good flash games. I know that they can be remade with other technologies, but except for some clones remade to be a pay-to-win mobile apps, a lot of those games are just gone now.
- ciroduran 4y agoI read somewhere that if a tool allows a massive amount of people to churn out mediocre stuff, your tool is an absolute success. I think that Flash was that success. Even if web standards have caught up with what Adobe Flash used to do a full decade ago, writing games for the browser became a lot more difficult to do. Barring Adobe killing Flash by disappearing it from the internet, I can run anything I wrote in 2004 on Flash Player in 2022. This level of compatibility is only surpassed by Windows programs. In today's web, I not only need to be careful of supporting 3 major browser vendors, but also support any breaking changes that any of these make, which means I might need to recompile my project long after I have archived it. The closest thing that has allowed me to make stuff easily for a web browser is PICO-8. A fantasy console, with very limited resolution and capabilities, but all its dev tools integrated, that allows you to quickly export to HTML5 and optionally upload it to its BBS (the website). PICO-8 has made amateur gamedev fun for me again.
- BoppreH 4y agoAs a refugee from the collapse of Flash myself, about once a year I'll check what's the state of similar tools and be disappointed. This year the situation is a little better. There's gdevelop, Rive, ct.js, Godot, Construct 3, and Wick Editor. None of them feel as friendly as Flash (except maybe Wick), or as efficient (I just played a small Rive game that made 500+ network requests to load assets). But they come with their upsides, like better game frameworks, better addons, better 3D support, etc. So I wonder why we're still not seeing small free games. Are the tools not good enough? Packaging is too hard? Lack of good portals, à la Miniclip/Newgrounds/Kongregate? Or has internet culture simply moved away from interactivity to catchy videos?
- seydor 4y agoMoney is in Mobile games. People need a carrot
- jhoelzel 4y agoIt was not flash that we were fighting. it was adobe and their proriarity and thought process in keeping flash to themselfs. If adobe would have not been the way they were, they would now dominate the animation scene too. Instead, inadvertetly because of patents, we dont have anything cool to show for. All this minimalism everywhere is disgusting. And they never get it right anyway because you have to put hightower ads everywhere you can. While it still was macromedia calling the shots, people had trust in flash
- drewcoo 4y ago> It was not flash that we were fighting. it was adobe And I thought it was Steve Jobs' wielding of monopoly power in the name of "taste." Or was it "security?" Or the fact that Apple couldn't keep Flash from crashing Macs?
- jhoelzel 4y agoI have never owned a Mac but i can guarantee you that on the windows side people where not loving flash either. I rather would blame the fact that it allways ran in a plugin and needed to be constantly updaeted where browsers did not easily provide such a mechanism. Flash was very cool but also very frustrating if you "just want to use your computer"
- fimdomeio 4y agoI don't think the problem is the the web, the problem is screen sizes. Things where a lot simpler when all you had to think about was 800 x 600 or 1024 x 768. As soon as you got mobile and all kinds of resolutions it became a lot more technically complex which hinderes creativity.
- seydor 4y agoSurely it would have adapted to become the defacto for touch apps, and it would be great for that. Apple's decision to kill it made that future impossible
- tatersolid 4y agoRemote code execution.
- warpech 4y agoOne thing that comes to mind: Flash could do rawish TCP socket communication. You could implement various protocols on top of it in user code. That's not possible with Web APIs. Web APIs are more high-level (complex, purpose-oriented), e.g. WebSockets, WebRTC, WebTransport. The low-level stuff is not exposed to user code and probably never will. One of the reasons is security.
- deleted 4y ago[deleted]
- halpmeh 4y agoKind of late to the party here, but there is a major thing provided by Flash that's missing from today's web: the ability to get artists and hobbyists into creating interactive digital experiences. The current web sucks at that because it doesn't provide a seamless path to upgrade one's artistic talent the way Flash did for people who were already familiar with digital art tools.
- stuaxo 4y agoExactly, Flash's editors primary UI was a drawing program with an animation timeline, you can get started without knowing anything more - it was amazingly freeing.
- tmaly 4y agoAdobe Animate seems to pretty much the same with HTML5. You can still script things in ECMAscript like you could with Flash.
- lawwantsin17 4y ago
- joshxyz 4y agoyes, lots of RCE's, we miss that dont we?
- 1attice 4y agoI have an original theory, and it goes like this. Generalizing, tech progress swings repeatedly and unpredictably between three optimands or poles: Developer-first, User-first, and Machine-first. Developer-first tech is like Flash -- it's powerful because the developer experience is powerful. The quality and profusion of great products drives the adoption and other network effects. Yet these programs tend to be heavier (non-optimal for machines) and, for lack of a better term, frou-frou-ier; the ease of applying themes and styles promotes 'mystery UI', where the dev reinvents (or more commonly, balderizes) the visual language of the user interface. Flash apps always had ornate, ridiculous scroll bars and buttons and so forth, mostly because the DX made customization so easy, and this imposed a sort of psychological tax on the users, often to the point of compromising the user experience. By contrast, user-first tech emphasizes the experience of the end user or consumer. For example, HTML5/CSS3 is harder to author than Flash, but, as an open standard, offered the end-user choice of platform and graceful degradation on mobile. That said, user-first tech can often have terrible developer experience (DX), and that is very true of HTML5/CSS3. It's basically coders-only, for certain lightweight values of the word 'code'. Finally, there is machine-first tech -- apps that prioritize the machine's experience. This family of tools generally pursues performance at the expense of both the developer and the user. Generally one can think of Moore's Law as describing an asymptotic decline in the importance of what I'll haltingly call 'MX', because as machines get more powerful, it's less important to cater to them. So you can think of the birth of the web as a move away from optimizing for MX towards optimizing some balance of DX or UX, but which of those two other poles picks up the bounty of Moore's Law is up to fashion, social trends, etc. Finally, it's common for premature market anticipation of MX-shedding to drive clumsy, non-performant solutions that privileged DX or UX (or both) to such a degree that the machines simply don't like to run it much anymore. In other words, people overshoot in their attempts to optimize DX, UX, or both, and in doing so compromise the machine's experience of that code. When this happens, the market tends to lurch back towards MX. I perceive the move to (say) Rust from higher-level languages (Python, etc) as an example of trading off DX and even UX for MX. Arguably, Wayland does this as well, shedding both UX and DX considerations to improve machine-oriented properties such as security. Going deeper, one could think of MX as being 'hardware-owner-first', as machines are not the sort of things that can have genuine experiences of their own -- however, animism is a useful form of lossy compression here.
- DoItToMe81 4y agoMost tools today do some part of what Flash did but far better. Godot's scripting language is a ton better than ActionScript, practically all animating and spriting programs are better, too. Except for Vector animation, I have no idea what happened to that. But not a single one has the same 'all in one' nature that Flash did. Back in the day, people who'd never even think of making a game could be exposed to it and eventually make one, now everything is more specialized and compartmentalized. The smallest webgame engines I see still have 5 MB of bloat, too, whereas a decently big flash game could be 500~ish KB.
- skyde 4y agosadly a lot. Show me a tool where a 10 years old can draw and animate stick figure cartoons and publish is in a lightweight vector format (not video)!
- seydor 4y agoLots mainly because it was integrated. Video conference was supported right away with the free red5 streaming server, decades ago. Compare that with webrtc thats so hard to make it work right Html does most of the stuff now in theory, but its so much more difficult to access that it's not fun