Flash vs HTML - Waste Invaders
flashvhtml.com
flashvhtml.com
1) No audio
2) If my mouse cursor moves off the window it loses control of the ship
Flash version has neither of these problems.
No idea why audio is broken. I tried a couple HTML5 audio test pages and it works there.
I'm using Chrome beta 26.0.1410.28 on both Windows 7 and OSX Lion, broken on both.
I didn't notice any other differences.
Even if all browsers gain universal support for HTML5, we must remember that Flash can exist outside browsers. A lot of flash games are in circulation which are simply embedded inside Office documents. The actual Flash standalone runtime is only a few megabytes in size. Flash content is highly compressed and very efficiently packed.
In other words, the problem is not Flash per se, it is the Adobe runtime of Flash. Just like Google changed the browser game by introducing an extremely efficient browser, someone can (in theory) develop a mobile friendly, efficient (and open source) runtime. Flash format quite close to the ideal for games.
I don't think the format is documented to that level. And even if it is, it is very complex and hard to get right for other implementations (and it is a moving target controlled by one player, a bit like MS office formats).
And why bother? If you have the choice, why not go with HTML5 which already has some good and very fast free implementations available? Or as you're implementing your own environment anyway, go completely native?
Well, I think this demo kind of proves why not: it doesn't work the same way on everyones browser. We've been talking for years now about html5 games obsoleting flash, but it doesn't seem to be coming together does it? My opinion on why not? We've got some serious problems with the spec and the people producing the spec. Even with the infinite resources of google, the chrome browser is not actually 100% compliant! Is that even fixable at this late stage of the game?
> Or as you're implementing your own environment anyway, go completely native?
That doesn't really help you distribute your games safely over the web to multiple people. Also, cross platform development is actually quite time consuming and hard, and the performance benefeits vs a VM are not really worth it for the average 2D flash-type game.
Still, you are comparing this to flash, which has only one complete implementation at all which is only available on a subset of platforms and not open source. This number of platforms is decreasing, not increasing (ie, Android dropped).
> That doesn't really help you distribute your games safely over the web to multiple people.
Agreed, no one solved the problem of cross-platform application development (both desktop and mobile) yet. And flash doesn't succeed much, if any, better than HTML5 in this regard. But looking forward HTML5 looks more promising too me.
Huh?
A flash swf or flash compiled app is available on _all_ platforms. We aren't talking Flash on the iPhone, this is Flash _compiled_ to native for the iPhone.
Haxe NME and Unity3D are similar in that they let you write once and deploy to many. They also in fact let you "deploy to flash". They do this because if you know your audience, you know you need to still support IE8 and while you get IE8 you also get IE7/6. Believe it or not businesses are locked into these horrible browsers. Going 100% HTML5 is cool and trendy but why would you elect to cut off a subset of your users (who you are trying to make $ off of)
Haxe and Adobe (not sure about Unity) are also allowing you to export to HTML5. This would be interesting if they compared performance with that.
We are all looking forward to HTML5 taking over, but we are far from that place right now.
I think you're distorting my argument a bit -- I wouldn't invest in developing new flash app or game, but if you can get flash support for free through "compile to flash" I don't see any reason for not supporting it as extra option.
edit: It uses Stage3D, so maybe not a great example.
Indeed, there are problems with both implementations. I'm not saying that flash is the way forward at all, just that I'm starting to doubt that html5 technologies can actually achieve on a technical level what flash has acheived in a reasonable time frame.
Ignoring ideological issues for the moment (which are important too, but we could be here all day) the major benefeit of html5 right now is that your games can run well on gnu/linux machines, on which flash performs terribly. Techinically you can also target smartphones/tablets, but the performance here is really quite bad on almost all devices. So there is this promise of true cross platform coverage that isn't really being acheived. The major downside is this browser incompatibility stuff we've already discussed that is really hampering the platform, and the performance issues, which also varies wildly with browsers.
> Agreed, no one solved the problem of cross-platform application development (both desktop and mobile) yet. And flash doesn't succeed much, if any, better than HTML5 in this regard. But looking forward HTML5 looks more promising too me.
We're in agreement here, except for that last part. Will html5 (or 6 or 10) actually ever live up to what has been promised? Or should we be betting on a 3rd player at this point?
Maybe the story is entirely different for games, but I can't see how it could be that different.
I see your problem right there :)
Also, I am not aware of any stable platform for game development. Browsers and iOS have both changed a lot in the last 5 years as well.
But so was the case with Office documents, but several open source projects can now successfully read and write them.
EDIT: It seems that the Flash Player EULA is a major roadblock. Once installed, you cannot perform any reverse engineering on it [2].
[1]: http://www.adobe.com/devnet/swf.html [2]: http://en.wikipedia.org/wiki/Gnash#Adobe_Flash_Player_End-Us...
"This API works exactly like this. Except when the user disables local storage. Oh wait, also not when the Flash version is 11.0.635.24.b. Well, also it's different if you don't have a security-inst-config.xml installed in the home directory of the user under the path .adobe/flash/securityPolicy. OH! Also it works completely differently if you're using HTTPS. And it won't work at all if you're trying to access any server without a security policy defined on the DNS TXT record third from the top. Also there are some slight issues between 3 and 5 PM GMT on Tuesdays, but a workaround can be found on the Macromedia support forums."
First, even scrolling the website itself was slow and jerky in Firefox 19.0. When I switched to Chromium 24.0.1312.56 the website scrolled nicely. The Flash version of the game ran somewhat choppily with Flash 11.0.1.152 and I could see distinct seams in the scrolling background [2]. However, it had sound and was overall playable. When I tried the HTML 5 version it ran smoothly but felt too fast (seemingly faster than the Flash version would have been with a good frame rate) and had no sound.
The total memory/CPU usage as reported by Chromium's task manager is higher with Flash [3]. Unfortunately, it doesn't report the frame rate for Flash.
Edit WRT the game's design: when I first played the game I went to grab a power-up and my ship apparently got enveloped in some sort of a bright and colourful energy ring. I couldn't tell whether that was a good thing that happened because I picked up the power-up or a bad thing caused by an encounter with a nearby enemy bullet. I had to watch the life counter in the top right until it happened again to know for sure that that's what it looks like when my ship explodes. The explosion looks bright, colourful and pretty, and it's not immediately clear it indicates failure.
[1] http://www.thinkwiki.org/wiki/Category:X61s; mine has an L7500 CPU.
Also, Flash gets a 0% for mobile browsers as new phones don't get Flash Player. I'm willing to be that a higher number of smart phones in use today have Flash Player installed (all but iOS and recent Android) than have a browser that supports all the HTML5 required for the game.
What I'd like to see is a comparison between 2D vector graphic performance of Flash compared to Web technologies as implemented in browsers. In my experience browsers are still very slow at that (without WebGL) while Flash had excellent performance for as long as I remember.
[1]http://robert.ocallahan.org/2011/11/latency-of-html5-sounds....
I know this is not a scientific poll but just a marketing effort disguised as one, and that's ok, but I would try to be less disingenuous about it.
Nice game, btw.
This game aside, I still haven't played an HTML5 game with audio that wasn't plagued by high latency / other funkiness.
No sound but way awesome FPS
I'd say HTML wins with my browser configuration.
First I thought it was HTML 5 and the best HTML 5 game I've ever seen, turned out it's Flash Stage3D stuff. It might be possible to develop games like this in HTML 5 but I haven't seen one yet.
As others have said, no sound on the HTML5 version.
There were some minor differences between the two that I found interesting. The HTML5 scrolling would occasionally stutter; however, the Flash version suffered from some slight alignment issues in the tiles.
Overall I was very impressed by the HTML5 version, the two were almost impossible to tell apart. I doubt (apart from the obvious audio issue) I would've known which was which if I hadn't been told beforehand.
The website is also totally aswesome, you wrote you did it in flash ? Did you redo it in JS or convert it somehow ?
Obligatory htop screenshots: http://666kb.com/i/cc6jh5a4d3wqopmqu.png < Flash http://666kb.com/i/cc6jhhh5ywa8qrlgm.png < html5
Browser in use: Chromium 24.0.1312.68
Not sure if the compositor (compton) is responsible for the lag or something else entirely. I don't really have the time to test any further :S
The HTML5 version runs smoothly, the Flash one is barely playable and has lots of visible tearing from the lack of VSync.
The main timeline was animated in flash and we wrote a little exporter to output all the items to a js file.
Thanks anyone.
But thanks for porting your game. Gives me hope that flash might die some day.
Worked for me to obtain auto fire on Chrome/Mountain Lion.
I found that the HTML5 version tracked my mouse cursor more smoothly then Flash.
BTW, HTML5 version runs really slow on my computer as well. FF1.9, Linux, Core2Duo 1.6GHz, 2GB RAM, while Flash one works flawlessly.