Like all things, it's been made more difficult and the authoring tools are worse.
Like all things, it's been made more difficult and the authoring tools are worse.
I'd say they're all on mobile making money through IAPs vs some freely distributed game on a website.
> it's been made more difficult and the authoring tools are worse.
With the prolific amount of titles on mobile, I'd say they found the better platform to build on.
However, you never answered the question as asked. Whataboutism runs amuck. What could you do in Flash that cannot be done in modern JS/CSS today?
Back then, I could rapidly prototype a small Flash project, maybe 10 scenes (is that the term then?). Today, yeah it's easy to get started but you have a project that's bit more than 3 scenes and you need to use webpack if you want any hope of keeping things organized.
Distribution-wise, Flash packaging is just superior. You can even make it an .exe to share with your friends (security be damned; that's what I did then). To distribute your HTML5 project you basically need a webserver and send your link around and hope they open it in a compatible browser (if they use a Mac with Safari, you better hope you didn't use too much cutting edge APIs). I guess today you could also use Electron, equivalent to me exporting to exe, but that's another battery that's sold separately.
Plus, animation is just loads better with a WYSIWYG editor like Flash. HTML5 is powerful but anything more than a simple motion tween and I have to pull up a pen and paper to calculate an object's movements. Though admittedly I've never looked into a visual editor for HTML5, that's if one even exists.
(Of course, something has to be said about the price too. HTML5 is basically costless. Flash...let's just say I rode on my school's license back then.)