Flash on mobile is dead! (Officially)
simo103
Member, PRO Posts: 1,331
Steve Jobs was right (again): http://www.macrumors.com/2012/06/29/adobe-to-end-new-installs-of-flash-on-android-as-of-august-15/
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Jamie
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Hated it then, and totally despise it now.
Lump Apps and My Assets
"Approaching?"
"Yes, approaching."
"So you mean Flash Gordon is approaching?"
"Yes, I mean Flash Gordon is approach... no, he's not."
"No he's not what?"
"He's not approaching. Flash Gordon is not approaching."
"Why not?"
"He's approached."
Well, it amused me... :-)
"...the planet Eeeeeeeerth"
Whenever I hear that, The Orb track Earth (Gaia) comes to mind:
Anyhow, I've really derailed this thread big-time, sorry, @simo103 ....
so bump:
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
http://html5test.com/results/desktop.html
Internet Explorer 9 is still fairly poor with HTML5 support. That means 6,7 & 8 are even worse. That's a pretty big chunk of visitors that can't run the games. Flash was great because it was consistent. Mac/PC/Firefox/Chrome/Explorer... it doesn't matter. It's pretty much the same. With HTML5... it's slow and inconsistent going across the various browsers.
Flash has vector support, which is great for full screen graphics. SVG on HTML5 is slow for games!
...and how's project Masala? I haven't seen any significant updates to HTML5 exporting. Most of my GameSalad projects (if not all) are too complicated... or are the wrong size... for HTML5 exporting.
This is not good news. What would have been better is if Adobe did a better job with Flash. Yet, I find Adobe software to be bloated in general. It's why I favor Pixelmator over Photoshop.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Ahhg! A flash lover! Ban him! Just joking. HTML5 also have SVG (which is vector) support though. Your right about the GS HTML5 export issue. Look at my profile and look at my game I made in a few hours just for a fun concept called "Run for fun...". Way too slow in most browsers. In fact, when I first started using GS, I though it used a little flash due to the fact that no game woud load in my iOS device, until I tried Tiny Balls which works great. With Internet Explorer ( :-& ), that's Microsoft's issue, not HTML5's.
Flash is bloated and bugged beyond belief not to mention extremely inefficient with resources. Bring on HTML5 baby
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I like working on 2D games though. Corona/Lua is not far from ActionScript, so I might revisit that software in the future. Actually... I probably should check that right now. I wonder if they've added HTML5 support yet.
Lately, I've been using Google Swiffy to port my AS2 projects to HTML5. I'm not a big fan of Google, but they've done a great job with this one.
Yep it's a lot easier then people think
@Photics
You can do 2d just find in unity. Im doing it for a coulple projects right now. You just set your camera to a 2d perspective and change the camera view to orthographic. Then you either just write some code or download one of the assets available to handle your sprite atlas's if your using images. You also have the option to use 3d models obviously which is also really cool. And unity blows corona out of the water.
Surely we should be saying 'Good bye old friend' rather than despising it?
It had its frustrations just as GS etc. does. It still is a very good graphic/art tool for making vector animations and graphics - especially when we need to scale and resize for iPads and iPhones.
todays software is crap tomorrow
Cheers