3 ms·
The proprietary tools were only an issue for people who needed the timeline. Games-wise, Both Actionscript 2 and 3 were perfectly usable without Flash. The MTAS
by vr46 2y ago
The proprietary tools were only an issue for people who needed the timeline. Games-wise, Both Actionscript 2 and 3 were perfectly usable without Flash. The MTASC compiler was a massive game-changer, and then Adobe released the AS3 compiler themselves, and certainly when I was at a consultancy working on a massive, expensive game, none of us were authoring anything in Flash. Even the designers and artists simply provided image assets.
A few years later, I did use Flash to teach students interactivity (in 2016, I was wondering why myself, but hey, university courses are hardly up-to-date) but there was little other reason to use it.
Today, I still rate AS3 and if there was an LLVM project to output, I don't know, WASM, or similar, I'd try it. Oh, there are?
- https://github.com/bvibber/wasm2swf https://github.com/bvibber/wasm2swf
- https://ruffle.rs/ https://ruffle.rs/
Of course, MTASC wunderkind Nicolas Cannasse went off to create https://haxe.org/ https://haxe.org/, which was used quite well on Smart TVs and the like for a while, still used in games. Maybe we already have the answer, but the web is too boring for this stuff.
- crabbone 2y agoMacromedia released the AS3 compiler. Adobe inherited it as OSS. Adobe were really reluctant to engage with the community on open-source development issues. They always dragged their feet on Linux support. Eventually, Adobe closed Flex Framework to external contributors, and after they donated it to Apache they undermined the community effort by not releasing the player API library, something that made automatic builds a problem (because the user had to interactively accept EULA to download that SWC).