Miniclip to Discontinue Desktop Site and Transition Exclusively to Mobile Games
miniclip.com
miniclip.com
https://github.com/ruffle-rs/ruffle
If Adobe had seen their ban from the iPhone as a challenge to make Flash player capable of running without a plug-in they would dominate so many areas today. Flex would have become a viable platform to develop web apps/PWAs with - effectively sitting in the same position as what Flutter is doing today (Although I don’t believe Flutter is a one size fits all universal toolkit). I suppose they tried with PhoneGap but without Flash/Flex, which was their super power, they just didn’t have enough value proposition.
I suspect they saw the desktop install base of Flash Player as too important to risk loosing by marking it redundant - innovator's dilemma.
For some reason they just excepted defeat with Flash.
I think WebAssembly is the most natural fit here.
And even if it's the same amount, having a sandbox that's harder to escape, holding everything else equal, seems like a win for end-users.
Flash's demise, while it caused me no end of grief back in the day as it was the bulk of my income, was a good thing in the end.
I remember reading examples from an e-book on how to build 3D scenes with Flex 3 when I was 17-18 years old. It was a short lived dream of mine to create online video games. Instead, I ended-up making add-ons for PHP-based forums.
During that era Unity had its own web browser plugin and there was at least one Tennis-like game on the miniclip site itself.
Who's checking for this stuff on every blog page open, actually? I wish I was, but, usually am not.
Flash suffered from not having a spec other than its implementation. Made it hard to fix bugs while being backwards compatible
I’m not counting ad tech and the various user-hostile websites because they’d have happened in Flash too (rather, Flash ads were already a thing too)
Create an Adobe (or, back then, Macromedia - memory is a bit hazy there) account, download the trial of whatever you wanted, download a keygen off of eDonkey or Pirate Bay, run the keygen in some VM so it would not dump some virus on your actual machine, blacklist a boatload of Adobe/Macromedia domains, done.
Many school computers also had Macromedia installed, which is how I got into animation and my first forays into web development.
lol.
You just downloaded a cracked version from whatever torrent site showed up on google or yahoo search and it 'just worked'. No account creation. No VMs. No Blacklisting. :)
It's way easier for a kid to make a game in Godot today than it ever was in Flash.
Also, Godot games run great in the browser. I dont think your general thesis holds up. Way more games are made by young people today than at any point in history.
You were probably trying to learn in the late AS2 or AS3 era. The tutorials all became too high level and driven by Flash dev ideas of grown up processes that sure are what you want for building professional work but all raised the roof and the floor at the same time cutting off what was the entry point for teenagers to start creating in Flash.
Earlier days there were great resources for getting started.
Also it was pretty disgusting how little effort they put into optimization until it threatened them being on iOS. I was knee deep in working with Flash and suddenly one day all the code was running as fast on Mac as it did on Windows. After years of it usually being 30% slower.
People praised Steve Jobs' decision that the iPhone shall have no support for Flash, and evangelized that Flash shall be dead - the future shall be HTML5.
Everybody who said something else was treated as an Adobe shill.
After that it was too late, and Adobe killed flash only two years after Jobs' letter.
What was and is surprising is that when Flash went away it killed Web-based gaming. Capability wise HTML/JS/CSS can replicate anything that Flash could do.. and yet, the scene is still dead.
My favorite developers to come from that era was Nitrome[0]. They made so many classics like Skywire, Final Ninja and Cheese Dreams. They're still making games and have ported a large number of their Flash games to HTML5 to play on the browser. They're now making a Shovel Knight spinoff which was a pleasant surprise
And this is what really got me into programming, I created a clone (https://github.com/Sytten/MineDeeper) in C++ when I was in high school in 2012 (I even did fancy smart pointer stuff before it was cool). See https://www.developpez.net/forums/d1276790-2/applications/de... for a screenshot in desktop mode.
I made friends on this French dev community that even became IRL friends and that I later visited when I visited France.
So many memories, farewell!
It's hard to find fun games that can be played in the browser nowadays. They definitely do exist, but there's no where near the variety that we used to have when Flash was still a thing.
I literally tried to pull up itch while tablet shopping yesterday - the site never rendered on the tablets and the one game I tried about crashed the whole tablet. Audio/video worked fine. I'm sure if I sat down at a high powered beefy windows desktop maybe they'd work - I remember flash working great on 1GHz celeron processors with maybe 1 or 2 GB of memory and windows 95. Html games are still a bunch of nonsense, on average.
You could also install the desktop client, then you can play all the games easily (including the non-web-based ones).
I'm partial to this one: https://leef6010.itch.io/projectkat
That said, I’m not going to pretend like I go there frequently either. I just don’t have time to blow on popcorn experiences anymore.
Js and canvas is a code execution environment, but Flash had a polished authoring environment which I believe made it easier for less-technical people to get stuff happening.
I'm not sure the tech stack was ever to blame...people would have eventually fixed the bad parts of flash.
That's an issue with the web site, not the underlying technology.
> […] people would have eventually fixed the bad parts of flash.
The Flash plugin was a closed-source component. (Various attempts were made at open-source substitutes, but none ever reached a fully usable state.) The only people who could have "fixed the bad parts of Flash" were Adobe employees, and they didn't.
Which is funny, because for years Flash only ever ran well on Mac OS 9 in Internet Explorer 5. Any other browser/OS combo and you were looking at dropped frames, and/or audio that couldn't keep in sync with the video. It really was a tool for designers, and accordingly Mac OS was the platform that got the most love.
The amount of tech they’ve squandered or mismanaged or just plain destroyed is disgusting.
And over the last 10 years of being a monopoly they’ve just let their software rot and now it’s so janky to use, photoshop even freezes for 4 seconds when switching between selection tools these days.
There was even SWF player implementations in JavaScript at this point in time.
Somehow, I don't think the death of Flash had much to do with it. Rather, the app ecosystem replaced a space that, that for a limited time, was occupied by Flash based web stuff.
I made Flash stuff when I was a lot younger and it was insanely straight forward thanks to the tooling. I haven’t tried to animate anything since… 2007 perhaps? Does JS or canvas have a similar experience to author content?
With Flash I was just sent an FLA, browsed through all the animations, went "awesome", and started setting up hitboxes and dropping them into the game.
Like I've wanted to port some of my Flash games to HTML5, but the intense frame by frame animation would be a bear to export and hook up in other formats.
And non-frame-by-frame animation was easy enough that I could help fill in the gaps when needed, no big deal. I even made a few simple animations just for the hell of it back then since it was so easy to work with.
I eventually migrated to console dev with XNA, then mobile dev with iOS, then some 3D development with Unity, and I've dabbled with Monogame, Phaser, Java, Pico-8, PlayDate, Unreal Engine, and currently working on a game in Unity again, since it's pretty much your only choice right now besides Unreal if you want good VR support. But yeah, nothing I've worked with has felt quite as nice as Flash as far as synergy between art and code, especially 2D art.
Examples:
I teamed up with an artist to make a 7 character head to head fighting game: https://www.newgrounds.com/portal/view/187047
I teamed up with another artist to make a richly animated (espcially the boss) short platformer.: https://www.newgrounds.com/portal/view/116067
You can reminisce the good times but you can’t be sad they’re transitioning when their core audience (including me) haven’t visited the website in almost 10 years.
Edit: most users won't have the Ruffle extension, so the one great thing they could do is add it to the site with a single <script> tag :)
If you'd like to experience the games that were available on Miniclip back in the day, your best bet is FlashPoint, a big offline archive of Flash games (ships with integrated FlashPlayer and a nice UI to search for games).
- 77% US adults currently own a desktop/laptop computer (interestingly, this seems to hold mostly steady since 2008)
- 85% US adults own smartphones
There is no "only own a smartphone category" in the data. There is a "relies on their smartphone for internet access, with no broadband internet". This one is just 15% of adults, though slightly higher in the 18-29 age group.
I can't see anything in that link that would support the majority of people using only a mobile device.
1. Snow Line (I still play this around Christmas every year)
2. Dream Racer
3. Bloxorz
4. Bubble Trouble
EDIT: Also, did anyone else here use the avatar-builder that Miniclip had? Oh man, this is so sad.
But the inferior Miniclip game selection (for normies) made me appreciate the other flash sites more. Miniclip was reliable though. It was a nice era. I feel bittersweet about this.
It's probably second only to Newgrounds in terms of driving a creator-centric vision of flash gaming/art
Armor Games caught on to a little bit later
I replayed it a couple years ago and was done in about 3 hours. I see they have Super Motherload, released in 2013. I may have to check it out.