cableshaft
a day ago
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 tweak their animations if need be to remove a frame here or there to tighten the animations and make it feel more fluid, etc.
That being said, I'm not sure I could go back to it now. I've been working with Love2D lately, and I prefer that (especially for the version control). FLA version control was always me going 'GameName-1.fla', 'GameName-2.fla', or when I got a little smarter 'GameName-Date.fla'. Eventually they let you split out the actionscript files into its own files, and that was better for version control, but you still had the binary mess of the FLA file.
But all these sprite-based game editors just can't handle the crazy intricate animations that vector-based Flash games could handle. Porting one of my old games (Clock Legends) that had hundreds of frames of hand drawn animation for a boss that filled the screen would be ridiculously huge nowadays, but the FLA for that was like 23MB, I believe (I'll need to hunt it down, I have it somewhere), and several MB of that were for the songs in the game.
Excited for this project though. It deserves to come back in some form.
qingcharles
15 hours ago
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 from Flash.
wongarsu
10 hours ago
SVG + CSS + JS was hailed as the Flash-killer. But authoring tools never materialized. The tech stack can render the same things, but the process of creating anything beyond a static image in SVG is night and day compared to making the same thing in Flash
ecocentrik
5 hours ago
Flash should have transitioned into an authoring tool for SVG + CSS + JS but it just took a knee because so many people hated flash for all of its warts by the time SVG and Canvas moved vector graphics rendering to the browser. Flash was a real pain the ass for most web users and Web 2.0 technologies did kill it.
Someone
5 hours ago
> Flash should have transitioned into an authoring tool for SVG + CSS + JS
Didn’t it? IIRC, Adobe had such a tool at some moment, and part of it seems to (somewhat) live on [1]. https://en.wikipedia.org/wiki/Apache_Flex:
“Apache Flex, formerly Adobe Flex, is a software development kit (SDK) for the development and deployment of cross-platform rich web applications based on the Adobe Flash platform. […] Adobe donated Flex to the Apache Software Foundation
[…]
In 2014, the Apache Software Foundation started a new project called FlexJS to cross-compile ActionScript 3 to JavaScript to enable it to run on browsers that do not support Adobe Flash Player and on devices that do not support the Adobe AIR runtime. In 2017, FlexJS was renamed to Apache Royale. The Apache Software Foundation describes the current iteration of Apache Royale as an open-source frontend technology that allows a developer to code in ActionScript 3 and MXML and target web, mobile devices and desktop devices on Apache Cordova all at once”
[1] I may be wrong though. It’s not easy figuring out what Flash code ended up in which of Adobe’s Flash-like products over time.
hobofan
6 hours ago
I think Rive[0] is quite competitive with what was possible back then in covering the full authoring stack.
[0]: https://rive.app
KaiserPro
5 hours ago
> Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?
probably not. The only difference is that it'd be build once display everywhere. Flash meant that everything looked the same regardless of browser or platform.
Its a lot better nowadays, but its not as easy as flash was.
The _key_ thing thats missing is the flash IDE/designer. There are no compelling editors/environments that allows both artists and coders to work in the same space.
Sure I can use Illustrator to make graphics, but there are no animation systems out there that allow me to animate well (I can render a unity app to HTML/JS but thats not quite the same)
WillAdams
5 hours ago
Guaranteed deployment, and the lack of an IDE which works for both programmers and artists were definitely the two advantages Flash had.
I'd really like to find a replacement which clicks for me the way it did --- started out w/ its predecessor, Futurewave Smartsketch (used it on PenPoint, Mac and Windows, and for Windows, continued using through a succession of pen tablets, most notably my Fujitsu Stylistic ST-4110 which I despair of replacing --- transflective displays went out of vogue).
leviathant
4 hours ago
>Flash was great. Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?
This has more or less been the line from the day Steve Jobs decided Flash would never be available on the iPhone. And it was readily apparent that no one who said that worked in the audio domain. Things are much, much better now, but I remember challenging myself by trying to build a drum machine in HTML, Javascript, and CSS (not wanting to muck about in Canvas at the time) and while I could make it look decent enough, there was no such thing as a solid, reliable clock in Javascript, for about a decade. Just the way you played audio files back varied from browser to browser on the same machine. It was absolute garbage.
In-browser capabilities have basically caught up or exceeded what Flash did - I don't keep up anymore - but to echo other replies, the authoring tools just aren't as accessible. Maybe vibe coding tools close that gap. But the forced sunsetting of Flash set online interactive multimedia back at least a decade. It was never my main career path, but I more or less abandoned that fun side quest, and as evidenced by my feeling the need to comment here, it still kind of bums me out.
andai
8 hours ago
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?)
mfabbri77
3 hours ago
OpenVG is just an API by Kronos group, that was never implemented by hardware vendors on desktop graphic cards (it was specifically created for mobiles, as OpenGL|ES).
Btw, there exists several implementations, with pure CPU rendering (like AmanithVG SRE) and others with GPU backends.
troupo
15 hours ago
> Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?
This sounds like a "is there anything you can do in C++ or Javascript that you couldn't do in Brainfuck?".
Flash was a complete authoring environment. Yes, you can replicste the output in JS+CSS (or more likely JS+Canvas/WebGL/WebGPU), but at what cost and with how much effort?
RobotToaster
11 hours ago
Technically you may not even need js, since SVG has integral support for SMIL.
lukan
8 hours ago
Have you ever tried that out? Last time I checked (some yeqrs ago) wide support (and performance) was not great but more importantly handling I found not great.
Support and performance might have improved, but I think the style is still ugly and good authoring tools non existent.
pjmlp
13 hours ago
2D and 3D games, with good developer and debugging tools.
rtpg
14 hours ago
It feels like we're fairly close yet so far. Lots of newer tools do have animation and tweening of arbitrary properties but then will just have bitmap image editors instead of a built-in vector editor for example. Or just make it really hard to tie all the stuff together.
The ease at which Flash CSx would just let you draw a circle in a spot, then click on it to get its script file and immediately add a little bit of behavior is magic for prototyping
nosrepa
a day ago
Thank you for reminding me of the Clock Crew. The Internet used to be fun.
fuzzy_biscuit
20 hours ago
Strawberry Clock is our king!
notpushkin
17 hours ago
I feel we need a modular verdion of Flash: standalone editor that produces just the animations with Flash-like mechanics, SDKs for major OSS game frameworks, and possibly an editor component you can use in IDEs. You then drop in animation file(s) and track them in VCS like any other asset.
Edit: but of course, the standalone variant should work for non-game animations as well!
dizhn
11 hours ago
Before opening the comments I made a bet with myself that the top comment would be about how someone made flash games in the 2000s and nothing really replaced it in the coming years. :)
hrmtst93837
10 hours ago
In my experience what made Flash special wasn't the SWF runtime but teh FLA as a single editable file that bundled timeline, vectors, and code so an artist could hand over an animation and a developer could open the same file and tweak frames without a full rebuild. To recreate that loop I built a pipeline where artists export PNG sequences from Adobe Animate, TexturePacker packs them into atlases, a small tool emits a JSON timeline with frames as {spriteIndex,durationMs,easing}, and an AssetPostprocessor in Unity or an import plugin in Godot hot-reloads that JSON into AnimationClips so timing can be nudged in-editor. I've found the practical tradeoff is bigger assets and more import complexity, so make your timeline format human-readable for sensible git diffs, keep per-animation metadata minimal for easier merges, and accept that you'll be debugging the importer at 2am while an artist asks for 'one frame faster' but iteration speed pays off.
wink
10 hours ago
The versioning was indeed a bit of a pain, also anything with dynamic input.
I was pretty proud of a solution where we could feed a web CMS that had a flash and a html version with the same editable text fields. IIRC you could grab the input of some fields from a text file and Flash didn't care where these came from, so on save the CMS just spit out a bunch of text files in a folder. That must have been around 2001.
shminge
18 hours ago
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?
a1o
7 hours ago
I remember I could connect love2d to the IDE I used and debug lua just fine with it. Which IDE you were using?
dnpls
8 hours ago
Have you tried Rive? It seems to have a lot of potential for game development.
embedding-shape
7 hours ago
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.
hobofan
6 hours ago
> but you'd be fighting against it, rather than being helped by it
I think this was also true of doing game development in Flash. Some people here might be looking back at Flash with rose-tinted nostalgia glasses.
0x1ceb00da
10 hours ago
Original adobe tools for flash should still work on windiws/wine. Why don't people use them to make things?
gf000
14 hours ago
> 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)
dnpls
8 hours ago
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.
wesammikhail
16 hours ago
God I love the look of those old school sites. Takes me back to a happier time. Whatever happened? :(
andai
8 hours ago
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?
throawayonthe
12 hours ago
newgrounds is still around though