Spent the past few days making this - something halfway between a demoscene program and an experimental film. I wanted to celebrate the unique computer-y aesthetics of flash, while showing off some weird and obscure tricks I've picked up over the years since it's been deprecated. (Also, some maybe-not-subtle commentary about AI-art and the tools of the future)
mclightning|2 years ago
Something was lost in the internet culture. Flash was the language of web art. I don't know what is the new language for that anymore.
If anyone knows, please do tell me. WebGL? Any WebGL-powered framework? What is it?
BoppreH|2 years ago
Flash was the most attention grabbing medium at the time (because of bandwidth constraints), and making money was not the expectation, so the two groups flocked together and created all those wonderful animations and games for free. I don't see Flash, or anything like it, winning against TikTok and app store cash grabs anytime soon.
[1] Exhibit A: https://www.youtube.com/watch?v=iN92RC0Lmd4 . Distinct visual style? Check. Absurdist? Check. High effort? Check. Niche? Currently 3k views, check. Available for free? Check. 15 years ago this would be on Newgrounds.
[2] Exhibit B: https://play.google.com/store/games . Hundreds of thousands of simple games. 15 years ago, the less greedy version of this would be on Kongregate.
grishka|2 years ago
rchaud|2 years ago
Nothing. Flash left a gaping void in Internet creativity that has gone unfilled. We don't call it 'art' anymore, we call it 'content', aka grist for walled-garden mills of Youtube and Instagram and Tiktok.
AshleysBrain|2 years ago
whywhywhywhy|2 years ago
P5, which while excellent and better than flash for many reasons it’s not the same thing.
The true beauty of flash was seeing the cool games and animations online a kid could pirate a copy of flash and then the way the tech worked it lulled you in with simple animation tools but you were forced to interact with code to control the play state.
This meant a percentage dug deeper and could eventually make games and more advanced things.
woogley|2 years ago
mattl|2 years ago
throwaway5947|2 years ago
grishka|2 years ago
Without Flash, I wouldn't have most of my friends who I met via the VKontakte app developer community. My career would have been vastly different because I was later hired to that same VKontakte thanks to my previous participation in Flash app developer contests. I got quite a bit of my programming skills from ActionScript as well. Flash decompilers taught me reverse engineering.
I sincerely hope that at some point in the future Flash will see a resurgence. Ruffle in particular brings that moment closer. There is still no good open-source Flash authoring software though. I may try to fix that myself when I'm done with the rest of my project ideas.
chaoz_|2 years ago
thewebcount|2 years ago
> Unknown runtime
I like to know whether I’m going to have time to view all of something or not. I might want to set aside some time to watch something if it’s too long for the break I’m taking right now.
> No rewinding, no skipping ahead
Ugh. Just … no. If I saw something cool or missed something, I want to see it again without having to watch the preceding 20 minutes again. Also seems like the kind of thing that would eventually be used to try and force you to watch ads, which I don’t need in my life.
> Extremely dense patterns that would get destroyed by video compression
This I can understand! See also SVG.
> Moiré effects that change if you mess with the zoom setting on your browser
OK, if that’s your thing, go with it.
> Effects that change depending on if you're using flash player or Ruffle
So a friend might suggest I watch something, but then when I watch it, I might see something different if I just use a different player? That seems less than ideal.
Anyway, love the visuals, and we could use more stuff like that, but really dislike the above points.
rickdicker|2 years ago
Example - mystery runtime, while inconvenient to someone in a hurry, is useful in keeping suspense or surprise. It's kind of hard to convince a reader that the hero is at risk of dying when there's obviously 2/3rds of a book left.
Do the pros outweigh the cons? Probably not. Should it at least be an option on modern video platforms? Maybe. But the important thing to me, is that we remember how such a thing changes the viewing experience before every film for the rest of time comes with a progress meter attached.
onion2k|2 years ago
But...
The Flash editor/IDE was brilliant, and that's something that the web sorely needs. There's a few libraries that can do similar things (eg theatre.js) but they don't do enough. Flash's editor was genuinely easy to use once you'd mastered a few things, and if you remembered to save regularly, and it enabled people to make fantastic games, sites, experiences, etc.
I suspect the lack of a really good animation and interaction design tool is one thing that's lead to the homogenization of the internet.
fphhotchips|2 years ago
Everything on the 'different' list is unambiguously bad to me except maybe the compression thing. I don't want effects that change with zoom settings - that just excludes people who need to be zoomed in to see stuff.
I'm not happy that Flash died. I spent a lot of time playing really fun games in Flash. I'm happy this can exist, but please let's keep doing video essays in videos. That said, now I know Newgrounds still exists I wonder if I can find the impossible quiz...
smolder|2 years ago
dusted|2 years ago
chris_armstrong|2 years ago
I was happy enough to go with it, even though the flashing at first made me feel a bit uneasy. I'm glad people still find joy in this stuff - I remember building Flash animations in the early 2000s and quite enjoying learning about all this cool animation stuff and laying background music I'd ripped off a disc.
nextaccountic|2 years ago
> No rewinding, no skipping ahead
Could this be manually inserted by a specific flash applet? Just like, you know, Youtube started as a flash applet and it had a (custom made) seekable progress bar
This should make animation only slightly harder (it would receive a parameter t instead of mutating things as the time goes forward, but that's best practice for animations anyway I think, at least in gamedev it is)
nextaccountic|2 years ago
> So a friend might suggest I watch something, but then when I watch it, I might see something different if I just use a different player? That seems less than ideal.
Sounds like a bug/limitation of Ruffle that might or might not be addressed by future versions, not an inherent thing with Flash
CSSer|2 years ago
It makes me wonder what a resurgence of flash via Ruffle.rs could mean for the web today. That being said, there are also a lot of exciting ways to make this kind of content today now too.
whywhywhywhy|2 years ago
Essentially yes, you can jump from completely different experiences in seconds. Main difference is it’s multiplayer by default.
michaelbrooks|2 years ago
It's the reason I got into scripting/programming, and I'm now a web developer.
VapidLinus|2 years ago
So I ended up using my PC every day of course. But I did spend a lot of time making games!
thih9|2 years ago
dandare|2 years ago
ActionScript 1 -> I am making silly games!
ActionScript 2 -> I am making cool games!
ActionScript 3 -> OO, classes, IDEs, SDKs, oh my got, I think I can write code now!
JS -> What is this crap??
TypeScript -> Thanks Flash, I am a software developer thanks to AS3.
hutzlibu|2 years ago
And my old workflow with Flash, Flash Builder, Flex builder I am still missing.
libraryatnight|2 years ago
Flash was such a huge part of why the internet was awesome for me growing up. My favorite part of the internet is still people making and sharing things - like this.
bryceneal|2 years ago
Now, the narrative has evolved to appreciate the unique creative value Flash provided and the distinct niche it occupied at the intersection of art and code. Maybe it took us some time to recognize this, or maybe it's possible for both sentiments to hold true simultaneously.
npteljes|2 years ago
rchaud|2 years ago
Some will remember Flash-based banner ads and video sites, that often had malware; that's black-hat Flash.
Many others will remember Flash for the games, cartoons and experiences that were non-commercial in nature and thus were malware-free.
saurik|2 years ago
rickdicker|2 years ago
That said, Ruffle ( https://ruffle.rs/ ) is keeping flash alive on the web, preserving the legacy of flash and enabling people to make new things like this! Newgrounds hosts a contest every year since the "death of flash" to see who can make the best new thing, (that's what this was made for, actually): https://www.newgrounds.com/bbs/topic/1523958
rchaud|2 years ago
riwsky|2 years ago
The analogy I go to is that of a living versus a dead language, which I got from my dad. He was a professional cellist for years before he said screw it, got an MBA, and went into finance, and I always thought this was some tragic compromise on his part—but when I finally asked him about it (well into my twenties and figuring out my own career) he said it was nothing of the sort: finance back then (~late eighties, trading latin american sovereign debt) had much more innovation, competition, and energy around it then classical music had (or will ever have again: it was dead). We should treasure the art movements we have while we have them.
(proceeds to rewatch several Xiao Xiaos)
(proceeds to generate dog photos with Stable Diffusion)
(proceeds to futz with midis, slouching towards counterpoint)
soperj|2 years ago
TranquilMarmot|2 years ago
The bit at the end about "the old ways" still being needed sometimes... it reminds me of a story I saw recently about how we're still researching ancient Roman concrete and finding secrets about why it's so durable (https://news.mit.edu/2023/roman-concrete-durability-lime-cas...) Makes you wonder how many artistries have been lost over the years, and what kind of stuff we work on today that will be lost in the future. I spend a good 50 hours a week toiling over code, and already I see that changing a lot over the next 10 years. I can't imagine what it will be like in 50.
lakomen|2 years ago
"It's not the east or the west side - no it's not, it's not the north or the south side - no its not, it's the dark side - you are correct. So for all you Vader haters we'll blow your planet up. What is thy bidding my master, it's a disaster, Skywalker we're after, but if he could be turned to the dark side, yes, we'd have a powerful ally..."
That was the internet I loved, pre Facebook, pre cookie banners, pre everything bad nowadays. Better times too, everyone knew the Dubyas were full of shit and most people didn't go haywire yet with the gender crap and the 15 years of Islam hate terrorism brainwashing etc. Work was fun because "SOLID" and OO fetish wasn't there yet, no k8s, no cloud, no microservices. Living was less difficult. And you could actually find things to buy in local stores vs Amazon swallowing everything. You could also say anything without bullshit censorship. Steam was new and didn't have much power. MMORPGs were big and the social networks of that time, besides ICQ which was a falling star but the main platform to send messages, also MSN messenger. I don't want to know the amount of spying that was going on there. Summers were warm but not the burning hell of today. See you in 20 years and 45-50°C in Northern Europe. There were forums everywhere, not just that abomination reddit. Google still had the don't be evil slogan and getting into adsense wasn't impossible like it's nowadays. Layers ads were a thing. No bootstrap meant colorful and diverse websites. And then came Facebook and turned everything into shit.
adamredwoods|2 years ago
Then there was vector keyframe animation, which was very clunky in HTML5.
https://createjs.com/docs/easeljs/modules/EaselJS.html
Very cool to see new content being made as in the OP's demo. I would say they're creating for Ruffle now, as Flash is old and deprecated.
Ultimately, someone needs to make a Ruffle editor. Adobe Flash succeeded because the authoring tool was great. Something like Synfig exporting to Ruffle:
https://www.synfig.org/
CoolestBeans|2 years ago
Wowfunhappy|2 years ago
https://uploads.ungrounded.net/881000/881533_bc81682038934.s...
DonHopkins|2 years ago
It opened my eyes to using Flash for procedural graphics and simulations, instead of just using timelines like a glorified graphical player piano, or like a BASIC program full of GOTO spaghetti rotated 90 degrees counter clockwise (which is how Macromedia founder Marc Canter described Director's Lingo, which also used frame numbers like BASIC line numbers).
Jared went on to do a lot more amazing stuff in Processing, co-founded Etsy, and built a toy factory!
https://www.artnome.com/news/2020/8/24/interview-with-genera...
https://www.artnome.com/news/2018/8/8/why-love-generative-ar...
https://beyondtellerrand.com/events/dusseldorf-2018/speakers...
https://www.youtube.com/watch?v=b_-9UWkgDf8
dandare|2 years ago
Apparently I am not the only one who misses it: https://graphicdesign.stackexchange.com/questions/1769/is-th...
CharlesW|2 years ago
brucethemoose2|2 years ago
You are right about it being incompressible, among other things. I am going to restart it and see how much NVENC butchers it.
EDIT: Usual CQP settings are going absolutely bonkers.
EDIT2: https://youtu.be/6x3WUw12kKE
duskwuff|2 years ago
https://www.youtube.com/watch?v=-N5CLcSkkWs
grupthink|2 years ago
charlieyu1|2 years ago
hrayn3|2 years ago
ohxh|2 years ago
anjc|2 years ago
I think the applicability of techniques go both ways. Similar to what Sarah's dad said, I see research in ML now which rehashes expertise from many decades ago. Conversely, I see the demoscene implementing ideas on old hardware that, as you said, it would have been amazing if the technique was known at the time, but it simply wasn't conceivable then. It's only with advances in tech and lowering of technical barriers that new ideas are explored.
In any case, it's compelling to see people's expertise applied wherever.
jtbayly|2 years ago
It still doesn't work on mobile. That's my only thought. My phone is more powerful than my computer was when Flash died. Makes no sense.
rchaud|2 years ago
Flash ran on Android natively; even ran on Windows Mobile 6.5, for those who remember it. It was Adobe that ended support for it, as Google also didn't want them competing against the Play Store.
nicetryguy|2 years ago
Asooka|2 years ago
grishka|2 years ago
While you can't install a plugin any more, you can still install a standalone Flash player. I even have it on my M1 Mac. Works surprisingly well.
scarface74|2 years ago
https://abcnews.go.com/amp/Technology/apples-steve-jobs-post...
Toutouxc|2 years ago
I usually don't take messages about mobile performance seriously, but this does bring even A15 Bionic devices to their knees. I wonder whether it's a RAM or GPU issue, it plays nicely for a few seconds and then dies.
yellowapple|2 years ago
darepublic|2 years ago
jmkd|2 years ago
uptownfunk|2 years ago
herbst|2 years ago
tmountain|2 years ago
eslaught|2 years ago
nextlevelwizard|2 years ago
All in all this was confusing thing to try to suffer through since I couldn't decide if this was suppose to be just a podcast where I dont look at the visuals or if there was going to be something actually worth looking at. So I just kept looking away and back at the flashing lights while retaining absolutely nothing from the audio portion.
exodust|2 years ago
> "flashing hyper stuff"
You're getting it! That kind of vector animation isn't easy in HTML5.
Flash did have big arcs flying around the screen, at least in subtler background style. Even today there's not much "TV broadcast graphics" around on web, maybe for good reason, or because poor little mobile screens would choke, and need simple elements. Big screens can't have nice things.
qz_kb|2 years ago
benrbray|2 years ago
rickdicker|2 years ago
pmarreck|2 years ago
cyber_kinetist|2 years ago
parasti|2 years ago
unknown|2 years ago
[deleted]
est|2 years ago
1/10 animation based on DOM is bad. wont watch again.
I really like .swf in the past, but I have to say that it feels really weird that I can't fast-forward. Am I been trained to be too impatient in this video-everywhere age?
SCdF|2 years ago
k2xl|2 years ago
Without downloading Macromedia Flash MX in highschool I would never have built Psychopath, Obechi, Boomshine... flash games that changed my life and made me want to be a game developer & programmer.
The creativityand ability to built a Flash game or animation in many different ways was why it was so great.
Many people do not realize that Flash used to be MORE ubiquitous than almost ANY softwar in the world (If I recall Macromedia released some stat around 96% of computers had Flash installed). Meaning you could depend on flash being installed on a device more than Javascript, Java, or any particular browser or operating system.
Miss those days dearly
i_c_b|2 years ago
Until Flash got really big, 2D vector art styles in games were really pretty underexplored. Not totally - there were games like Out of This World, say - but in general 2D games historically leaned very heavily on bitmapped art work. And that made sense, given the nature of the sprite hardware of arcades, home consoles, and some 8 and 16 bit home pcs (like the C64) in the 1980s and early 90s.
But that meant at the time that there never really developed a culture of 2D vector game art that was a magnet for super talented, competitive artists who really tried to push the space to its limits, see what was possible, drive a tool ecosystem, share techniques, etc. And of course you _did_ see all of those things happen around bitmaps and pixel art - the very best of 16 bit pixel art still does look really impressive.
Instead, most of the effort that went into 2d vector art at the time (at least this is my understanding) was more over in the land of business, where real time frame rates on cheap consumer hardware weren't a concern, and having crisp and clean graphic design and fonts that could scale up (especially when printed) were much more important.
And then GLQuake and 3dFX Tomb Raider and the Playstation 1 hit, and and something like vector art (in the form of polygon meshes) suddenly became ubiquitous in games - but all in the context of 3D rendering, 3D cameras, 3D worlds, and so on. And that did indeed become (and remains) a magnet for super talented artists to try to drive the state of the art forward, shared techniques, build tools, etc.
Along the way, the rise in graphics capabilities became more than enough to enable really interesting real time 2d vector art work in games, but there just wasn't a critical mass of interest in it (probably because the massive leaps in 3D rendering in the late 90s through the 2000s were sucking up all the attention, and 2D gameplay was at the time viewed as the past).
And all that remained true until the circumstances where Flash rose, which 1) ran on reasonably powerful PCs but 2) largely didn't use 3D hardware, and all this in 3) highly file size constrained environments (because of internet deployment), while 4) shipping a small runtime plug-in that evolved into a pretty good stripped down real-time combination of Illustrator and Photoshop, along with 5) an integrated authoring tool that was good for making 2d vector art - and all of this in the context of 6) really massive potential audience size because of web browser deployment.
All of those constraints and capabilities together were a really fertile space for 2d vector art in games to become a magnet for attention and talent and evolution, making it one of the major art styles in games today. Maybe that would have happened anyway, but Flash certainly played a major role in the world we actually live in.
**
Flash really left its mark as a stripped down, real time Adobe Illustrator, but its runtime (less so its authoring tools) was actually equally powerful as a stripped down real time Photoshop - something like what the Super Nintendo or Amiga could have conceivably evolved into had 3D acceleration never shown up, and if massive amounts of RAM and level-loading-time rendering and caching became a central rendering paradigm.
I was doing, I think, pretty striking indie work from that angle between 2010 and 2013, but I never quite found a way to turn it into anything and wasn't as good at shipping and networking as I needed to be (be honest with yourself when you need a business person or a producer, folks) ... so I'll dump some videos here instead, because why not.
So, the first approach I did was something like a Flash evolution of the parallax techniques used in Shadow of the Beast (and other 16 bit games):
Sideview Rendering Demo: https://www.youtube.com/watch?v=ybHJx-S3LWk
Incomplete Platformer: https://www.youtube.com/watch?v=MRUDYdfwvCI
And second approach was something like a Flash evolution of the techniques used in Sega's After Burner 2, Sega's arcade Rail Chase, Sega's Power Drift, or Sega's Galaxy Force 2:
Incomplete Racing Game: https://www.youtube.com/watch?v=mrL33EF-v0I
Cartoony Minecraft Demo: https://www.youtube.com/watch?v=5h1zzLOCAaQ
Unfinished FPS Wolf Horror Game: https://www.youtube.com/watch?v=k2WgC7OL8Aw
81k First Person Grass Demo: https://www.youtube.com/watch?v=rRsc0salnEs
All in file sizes < 2 Megs. All were using, essentially, lots of clever caching and image-based rendering techniques.
I've updated some of these techniques to work with Canvas more recently. The parallax scrolling techniques in particular work quite well on phones and tablets with javascript and Canvas.
rickdicker|2 years ago
bobmaxup|2 years ago
wizofaus|2 years ago
totetsu|2 years ago
adultSwim|2 years ago
fotad|2 years ago
EZ-Cheeze|2 years ago
shove|2 years ago
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nextaccountic|2 years ago
ihatepython|2 years ago
rman666|2 years ago