Flashpoint: a webgame preservation project
bluemaxima.org
bluemaxima.org
Speaking of Flash, I miss the most this game... or rather, meme-focused experience (IMHO it is a true masterpiece): "Reimagine :The Game:" by Nicky Case: (https://www.newgrounds.com/portal/view/569281, video: https://www.youtube.com/watch?v=tG1gh5l1YLM).
Two other things I really liked were ported by their developer: GemCraft (turret defense) and Velocity Raptor (a special relativity game, https://testtubegames.com/velocityraptor.html).
And you, what do like the most to see back?
I don't know for Newgrounds but actually many website paid quite a bit of money to sponsor games. Gemcraft for example was sponsored by Armor Games and I believe they were in the 10k ranges. The ECPM was also not bad, I believe some were able to reach 10$ because of video ads.
MochiAds, which was one of the most used ads provider also had a distribution platform which was quite useful.
Once I made a game during a boring math class, I was able to get 500k views out of it (sadly mostly from China which had an ecpm of like 0.01$, it wasn't a market that MochiMedia was developing much for ads, they tried later on but Flash killed them before they were able to increase it enough). I made a bit over 100$ over that game made in an few hours. I was able to reproduce the experiment a second time, with similar result, less views, 300k I think, but much more in the US, a bit under 100$ that time.
I was hoping that Unity would bring that back, because they came during the crash of Flash, but while they still push toward faster development, they were going toward a different market.
[0] phaser.io
https://nortyspock.github.io/Viktor/
Before that I made asteroids. https://nortyspock.github.io/asteroids-p5/
It's a really impressive effort for an open source project. There's a channel on YouTube called KidsCanCode[3] (not just for kids!) which has a load of project-based tutorials to build lots of types of games.
[2] https://github.com/Geequlim/ECMAScript
[3] https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/pla...
For puzzle games, Set is a good one that will let you practice the UI aspect and recording state, as well as scoring. The PDFs here have the rules, https://www.setgame.com/set/puzzle_rules, and you can play the game at https://www.setgame.com/set/puzzle.
For real-time games, Pong is a great first project and can be followed up by a top-down 2D game (probably a shooter is the most common one). For these you'll need to use Canvas.
Unless you're doing something unusual, the game mechanics are usually not the hard part. A lot more work has to go into polishing it and making a finished product.
I would suggest staying away from Unity in the beginning, it adds a lot of complexity and you'll be able to get started much faster with a bare canvas (which you can easily learn to draw on, and create a game loop with setTimeout or requestAnimationFrame) or React project.
The attempts at building something compatible like shumway have all been rather unsuccessful.
Even if the code was available, porting it to WASM would probably be a pretty big task.
It would be great to retain access to the huge amount of flash content out there though.
It's possible to play "Prince of Persia" in the browser (through DOSBOX recompiled to Javascript).
It's even possible to play the original Windows 95 (!) Pinball in the browser. Seeing the Windows 95 cloudy boot sequence in a Javascript canvas is disturbing. The game isn't as smooth as native, but it's definitely playable. ( https://classicreload.com/win9x-3d-pinball-space-cadet.html )
Alternative proprietary implementation was rather successful for game development. Sadly Scaleform GFx is now discontinued too and obviously we'll never see Autodesk publish anything under open source license.
This shows we should only allow technologies on the web if they have a clear path to preservation.
I think a similar thing should hold for DRM'ed video. Such videos may be supported on the web, but we should demand they lose their DRM when their copyright expires.
Newgrounds (sponsoring development of Ruffle) are already using Ruffle on some of their flash content.
The lead developer is a Newgrounds employee (Mike Welsh) and is the author of Swivel [2], a Flash to video converter already in use on Newgrounds. They're targeting both browsers and the desktop with Rust and WebAssembly, and it can already run most basic Flash animations I've tested.
I personally am very excited, having grown up in the Flash era of the Internet, where everything from online coding languages (Scratch) to authors' websites (J.K. Rowling, others) to games and webcomics (take your pick) were made in Flash. Flash was such a universal medium that there's still significant amounts of our Internet history that nobody's converted - or been able to convert - to HTML + JS. And even then, many conversions are buggy and lacking in functionality. Having something like Ruffle available as an extension or a wrapper for legacy websites would be incredible.
If anyone's interested in Ruffle's roadmap, it's available here [3].
[1] https://github.com/ruffle-rs/ruffle
Between GNU Gnash [1] and Lightspark [2] one should be able to run quite a few of those (non v10) Flash programs.
[1] https://www.gnu.org/software/gnash/ [2] https://lightspark.github.io/
:(
Are free-to-play browser games still possible in this day and age? Or has it all moved to mobile?
For indie game development, unity is a worthy successor Flash... But we never really saw anything win out for animation.
Who is the new Homestar Runner?
I don't think they failed to port it - I think they were not invited to do so by the people building the mobile platforms.
I don't think they were not invited to do so - I think they were not paid for the work or licenses
The point is that the people building the platforms didn't want Flash, so they didn't invite Adobe/Macromedia or whoever it was at the time to port them across, and yes since they didn't invite them to do the work they obviously also weren't going to to pay for it.
Saying they weren't paid for it makes it sound like they were asked to do it but not paid or something like that. I think the reality is it was never wanted.
He just ignored it. It was redundant on the iPhone, with native apps and the rise of web applications.
Completely ignoring something seems like the opposite of 'going to war' with it.
That’s going to war.
It’s ‘we’re ok without that thanks’ not ‘war’.
There is more information about it here - in addition to Jobs going after Flash so publicly they added an app store rule specifying which languages developers could use to publish apps, and excluded Flash, after Adobe had made substantial progress publishing native iOS apps from Flash.
https://en.wikipedia.org/wiki/Apple_and_Adobe_Flash_controve...
There was an android version for a while. I don't think it worked very well.
Another thing that happens is apps that get steadily worse over time. Bad Piggies was one of the best iOS games I've ever played, but it got stuffed with obnoxious ads, and the experience of playing it is considerably worse than it was just after release.
Lame.
Why not allow the DL of only certain games?
I don't need 38,000 flash games... nor does my laptop have 500++ GB free to fiddle with this.
Poor delivery decision IMO.
Of course I know how torrents work, but to have a single zip is just stupid practice.
In any case... if you did download it... I'll recommend two of my favorites. If you like tower defense style games, try out Ghost Hacker. If you like strategy a bit better, try out Pixel Legions. Both are really fun.
Can you dropbox just those recommendations to me?
In terms of tower defense, here's some recommendations:
Ghost Hacker (the original one, which is better than the 2nd one)
Defender's Quest (trial version, complete game on steam)
Kingdom Rush (also available on your phone)
Cursed Treasure
Demons v Fairyland (feels very much like Kimgdom Rush)
Onslaught2
Dungeon Defender