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.
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.
2D and 3D games, with good developer and debugging tools.
> 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?
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
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!
Thank you for reminding me of the Clock Crew. The Internet used to be fun.
Strawberry Clock is our king!
I was in some instant-message conversations (Romhacking related I think) with CoolBoyMan before he told me that he was Strawberry Clock.
B
> 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)
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?
God I love the look of those old school sites. Takes me back to a happier time. Whatever happened? :(
newgrounds is still around though