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Why would Flash Games ever die?

Discussion in 'HTML & Website Design' started by SeoVeteran33, Mar 24, 2014.

  1. #1
    I keep reading that Flash is dead and HTML5 or whatever will replace it but I just don't see this happening even with the closing of Mochi ads.

    Maybe flash video but who is seriously going to rewrite the hundreds of thousands of flash games into another language? And why would anyone surfing the web care if they were playing Bloons Tower Defense 5 in flash or in HTML5 (if the latter is even possible).
     
    SeoVeteran33, Mar 24, 2014 IP
  2. MikeLugar

    MikeLugar Well-Known Member

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    #2
    Supposedly from what I've heard support for flash in the form of security updates will continue until 2017 then for the most part it would be "dead". HTML5 and CSS3 has the brought on a whole new set of features such as <canvas>, <video> in which 2d graphics can be drawn along with the ability to render 3d elements and insert full video. Adobe Flash has held the monopoly on integrating video/audio in web pages for some time with Flash. The downside to flash is it must be installed on each devices/browser if you want to view the content (remember the iOS fiasco). HTML5 and CSS3 brings a whole new level of much needed standardization of the market. But, I don't see Flashy dying out for quite some time.
     
    MikeLugar, Mar 24, 2014 IP
  3. deathshadow

    deathshadow Acclaimed Member

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    The rumors of flash, at least for building GAMES is a bunch of 100% grade A farm fresh BULLSHIT from people who don't actually write games. The stuff people CALL HTML 5 (that really has jack *** to do with a markup specification) that could be used to build games, like the new scripting, really has a LONG ways to go before being a viable replacement.

    Audio latency is ridiculously high putting sound effects way out of sync with visual events, the lack of timer granularity greater than 30fps makes most results look like crap, and the new API's for locking to the frame rate don't actually tell you what that rate is, so you're stuck with two timers out of sync from each-other and no way to correlate the speed. It offers no tweening, stretching, or dozens of other "must have's" for even the simplest of animation. When there's anywhere from 30ms to 500ms latency between the trigger of one sound ending and being able to start the next one, that's unacceptable.

    There are fixes for all that in the pipe, but we're still years out from those being real world deployable. If you actually write games, the stuff people are calling HTML 5 (that again has no **** business as part of a markup specification or re-introduce redundancies 4 STRICT was trying to get rid of) is disappointing in the extreme in it's current state. PARTICULARLY on the audio front. Canvas2d and WebGL aren't bad, but between AUDIO and lack of proper timer controls, much less the fact that as javascript you MUST give up execution for anything to actually render -- hinders what you can do when compared to making a game in Flash.

    ... a laugh since it's what one expects from the FLOSStards who think OGG is the be-all end-all with their rah-rah fight the power RATM BS, and Apple's in general being a dick towards their own users; the two core reasons VIDEO and AUDIO came into being, and have done a wonderful job of returning us to the worst of the 1990's style realplayer vs. quicktime vs. WMP wars. (A war that flash won when it wasn't even considered in the running at the time...). I still think a LOT of this is just Apple's sour grapes over nobody outside movie studios giving a flying purple fish about Quicktime.
     
    deathshadow, Mar 24, 2014 IP