[HN Gopher] Internet Archive expands Flash support
       ___________________________________________________________________
        
       Internet Archive expands Flash support
        
       Author : sogen
       Score  : 487 points
       Date   : 2023-07-14 19:25 UTC (1 days ago)
        
 (HTM) web link (mastodon.archive.org)
 (TXT) w3m dump (mastodon.archive.org)
        
       | Apocryphon wrote:
       | Does this mean that previously archived sites that use Flash will
       | now be viewable?
        
         | lucgommans wrote:
         | That would be nice. I was recently trying to play
         | https://archive.nytimes.com/www.nytimes.com/interactive/scie...
         | via archive.org, but it doesn't work. Also the swf file itself
         | does not load in an old virtual machine. I don't know where to
         | view error output besides the JavaScript console; it simply
         | does nothing.
         | 
         | (Previous discussion:
         | https://news.ycombinator.com/item?id=2290936)
         | 
         | I still occasionally think back to this engine when the topic
         | of human randomness comes up (I do computer security for a
         | living, so that's not infrequent)
        
           | kmeisthax wrote:
           | Ruffle ships a browser extension that loads Ruffle into every
           | tab you open, so Flash sites work as they were originally
           | intended to. It's available for Chrome and Firefox. Safari
           | works if you enable developer extensions and download our
           | macOS app - we have to get into Mac App Store for it to work
           | normally because apparently notarization isn't enough[0].
           | 
           | https://ruffle.rs/#downloads
           | 
           | [0] It was enough for the old extensions API :/
        
             | lucgommans wrote:
             | Did that work on the NYT site for you? Because for me it
             | doesn't seem to, but then I figure you're just replying in
             | general and not about this rock-paper-scissors AI
        
               | kmeisthax wrote:
               | I did try on Ruffle, but it's a slightly older version,
               | it's possible that either newer versions have a
               | regression or you have a really old extension version.
        
               | lucgommans wrote:
               | Omg, it works! Why does this work? It doesn't work on
               | Firefox ~4 on Windows XP with a real Flash player
               | installed, nor does it work on MSIE8 on that system. I
               | tried on the original site as well as on a custom file
               | that embeds just that flash file, but no dice.
               | 
               | I suppose it's worth uploading the swf to archive.org and
               | seeing if it will work there as well. Edit: https://archi
               | ve.org/details/newyorktimes-2010-interactive-ro... says
               | "failed to download game data" but I'm not seeing a
               | failed request in the developer console. Not sure if
               | that's a problem with my upload or if IA hasn't finished
               | processing it or something. /edit
               | 
               | It's not fully functional by the way: the computer is not
               | being animated at all, the text areas are too small, the
               | score counter doesn't update... but it runs! Thank you :)
        
               | nosamu wrote:
               | I've opened some new Ruffle issues so we can hopefully
               | fix the problems you mentioned:
               | 
               | https://github.com/ruffle-rs/ruffle/issues/12071
               | https://github.com/ruffle-rs/ruffle/issues/12073
               | 
               | As I noted on those issues, this game uses multiple
               | assets, so downloading and playing just the main SWF file
               | won't work. You can play the game by loading the URL of
               | its main SWF file in the Adobe Flash projector, which can
               | still be downloaded from here: http://web.archive.org/web
               | /20220401020702/https://www.adobe....
        
         | Bakingpotato wrote:
         | I think so. They had it before, but it worked kinda funky it
         | should be better now.
        
         | codetrotter wrote:
         | Hope this means that I can play Attak by Johnny Two Shoes
         | again.
         | 
         | https://web.archive.org/web/20161126122429/http://www.johnny...
         | 
         | There was a time when I used to play that game every day.
        
       | endgame wrote:
       | Wow, there are a few animutations in their big "unsorted"
       | collection:
       | https://archive.org/details/softwarelibrary_flash_unsorted .
       | Rewatching them brings back so many memories from High School.
        
       | a1o wrote:
       | Does anyone how to do this? I could tie existing wasm runtimes to
       | some binaries that supports it (mostly old abandon ware games
       | there that aren't flash), but when I asked around in forums no
       | one answered there - or I didn't understood how their communities
       | worked.
        
       | phendrenad2 wrote:
       | I have a theory that Google killed flash so that they could index
       | the web more effectively. There were many old websites that were
       | _entirely_ made in flash (or java applets), and the content that
       | Google needed to scrape was buried inside a binary flash file.
       | Flash had security vulnerabilities? News flash: So do javascript
       | engines.
        
         | Bakingpotato wrote:
         | while that might be true, its probably more true that they want
         | to own the internet (see: nonstandard changes within chrome,
         | forcibly making chromium dominant, the AMP debacle) and adobe
         | SWF files aint google
        
         | pests wrote:
         | They started to index flash software in 2008 and I even
         | remember seeing flash in search results sometimes
         | 
         | https://searchengineland.com/google-now-crawling-and-indexin...
        
       | justsomehnguy wrote:
       | At some point Flash emulation would solve all the biggest
       | troubles of the original Flash and.. became a new standard for a
       | web-based inter/animation? Of course, having a VM with XP with
       | Macrmedia director would be a problem for Apple M1/2/3 owners,
       | but nothing a modern emulation couldn't solve...
        
         | Bakingpotato wrote:
         | would it solve the problems? absolutely. would browser vendors
         | pick it up for a standard? almost definitely not.
         | 
         | though, nothing is stopping anyone from creating new flash
         | games, videos, etc. the software is out there, and NG already
         | does flash game jams.
        
           | justsomehnguy wrote:
           | Well, the modern CSS + animations + SVG solves like 90% of
           | things Flash could do, with HTML5 and canvas it solves the
           | remaining 9%. but the biggest problem is the authoring tools
           | and I if there were anything worthwile enough the web would
           | had exploded already.
        
             | bamfly wrote:
             | Flash is to web dev as Excel is to desktop applications: it
             | "sucks" but is also arguably the single best tool the
             | entire field has produced. The technologies that might
             | replace Flash are "better" but also so much worse that they
             | aren't even close to actually replacing it, years on--and,
             | yeah, that's mostly about the authoring tools, which were
             | not just excellent, but also _de facto_ free for hobbyists
             | (thanks, piracy) when Flash was in its prime.
        
               | Bakingpotato wrote:
               | not only that, the shovelware scene proved that it was
               | piss easy to use, and powerful (especially in the later
               | years) see as many html5 gaming webpages lately? yeah,
               | no. the 'death' of flash killed the browser game and
               | rapid prototyping that flash offered, and there is
               | nothing on that level in this age.
               | 
               | the problems that html5, css and javascript could in
               | theory 'solve' are a moot point when the switch to those
               | technologies killed any enthusiasm for it.
        
               | mschuster91 wrote:
               | And so many of the Flash web games could be saved because
               | they were completely self-contained units.
               | 
               | Today? Just forget about saving some web based game
               | someone makes because it's probably streaming its assets
               | from some dynamically computed URLs
        
               | Bakingpotato wrote:
               | that's true. I think a few flash games did a split swf
               | thing for DRM purposes, and yeah. look where that got
               | them... lost media ahoy for html5
        
             | rhn_mk1 wrote:
             | I'm not sure if it's included in your 90%, but an advantage
             | of Flash is that it was _not_ JS or HTML. Meaning that you
             | could block it easily, when it offended your senses
             | (animated ads, autoplaying videos), without affecting the
             | functionality of most web sites.
             | 
             | CSS + animations + JS + HTML5 cannot be blocked without
             | destroying the web site as well.
        
               | Bakingpotato wrote:
               | yeah I remember that people demonized flash so much for
               | that and turned a blind eye once html and javascript was
               | given that power.
               | 
               | jokes on them now, I guess
               | 
               | not to mention flash content could run on a potato, while
               | javascript is soon to see your processor as fried as a
               | potato chip instead
        
               | justsomehnguy wrote:
               | > CSS + animations + JS + HTML5 cannot be blocked without
               | destroying the web site as well.
               | 
               | That's a lame excuse. There were enough 'not malicious'
               | sites, there are enough sites _now_ what treat you like a
               | 3rd rate netizen even if you are on a 4k desktop in a
               | landscape orientation.
               | 
               | If anything, Web is destro^W profiling itself for a
               | narrow subset of mobile users for quite some years
               | already, so I can't accept your 'blovk Flash' stance as
               | anything having a substinence.
        
               | rhn_mk1 wrote:
               | I'd like to reply, but I'm not sure how to read this
               | comment.
               | 
               | There were always user-unfriendly sites. It used to be
               | possible to easily block the nasty content (Flash), now
               | it's rather hard. It used to be possible to extract the
               | interesting content (Flash) and save it without the junk
               | website. Now it's not. Separation was an advantage.
               | 
               | I agree that the Web is narrowing itself down. One of the
               | symptoms is not having interactive content clearly
               | delineated from the rest.
               | 
               | You seem to come from the same premises but arrive at the
               | opposite conclusion, and I don't understand your
               | reasoning.
        
               | xp84 wrote:
               | Oh yeah! We used a plug-in called FlashBlock which would
               | load by default and basically do nothing but show a
               | button to load, and if you clicked the button it would
               | load actual Flash for that single embed. Blocked so many
               | ads but let you play games.
        
       | j4ah4n wrote:
       | They certainly were fun days back with Macromedia at the helm.
       | Full suite of tools that worked extremely well together.
       | 
       | I remember when Tim Burton put out various cartoons via Director
       | (the same used for countless DVDs) that opened up more dramatic
       | storytelling than the business "intros" offered at the time (I
       | built these too mind you).
       | 
       | I was even Flash AS3 certified at one point, something I was very
       | proud of in my early career.
       | 
       | Good times.
        
         | Bakingpotato wrote:
         | and then adobe spit on all of it. what a waste, and its all on
         | adobe.
        
       | BenFranklin100 wrote:
       | This is encouraging news. These sorts of efforts help save
       | information from being buried in the trash heap of history.
       | 
       | Is anyone aware of coordinated efforts beyond the internet
       | archive to save data in old formats and media? I actually have
       | information on 5.25 floppies I never copied over (my bad) that
       | are almost certainly lost at this point. Also, I have docs in PFS
       | Write format that will be PITA to recover at this point too. I'd
       | have to dig out that old 486 that has been gathering dust in my
       | basement the last 25 years to know for sure :) .
        
         | Bakingpotato wrote:
         | I don't know of too many, but there are some out there like
         | https://hiddenpalace.org/ (though that is more related to video
         | games).
        
         | xp84 wrote:
         | Look for platform-specific sites. For instance, 80s Mac stuff
         | has at least a couple, like Macintosh Garden.
        
       | winstonprivacy wrote:
       | Relevant:
       | 
       | https://archive.org/details/flash-is-dead
        
       | Bakingpotato wrote:
       | huh, so the Ruffle technology is actually something to consider.
       | Much better than the last 5+ years of flash 'alternatives' tried
       | some games out, most look identical to FP somehow.
        
       | anticensor wrote:
       | I misread as "Internet Explorer expands Flash support" for a
       | moment.
        
       | Alifatisk wrote:
       | Part of me feel sad that the big players deprecated flash before
       | any good alternatives popped up, HTML5 wasn't exactly an
       | alternative yet. Flash was waaay more powerful, I think we lost a
       | bit of good technology there.
       | 
       | Hopefully we'll get it back soon.
        
         | Bakingpotato wrote:
         | yeah. the closest to getting flash back is Ruffle, which works
         | pretty well, and Newgrounds does flash game jams still, so it
         | ain't all dead
        
         | em3rgent0rdr wrote:
         | Particularly for vector-based animated movies, can achieve much
         | higher quality-per-bandwidth than compressed raster graphics,
         | and are future-proofed to automatically handle higher video
         | resolutions.
        
           | Bakingpotato wrote:
           | yeah, a lot of flash content that was SVG exclusive can go up
           | past 4k and look stunning, and flash was the only one around
           | then (and debatably, now) with an editor to let someone
           | leverage that
        
           | xp84 wrote:
           | This part itself is probably a lost art forever. As are many
           | things that required great efficiency. Apart from a few
           | embedded specialties. I feel the same pain though, watching a
           | HomestarRunner video or something by means of a 200MB video
           | when I know the SWFs were like 100KB.
        
             | Alifatisk wrote:
             | "watching a HomestarRunner video or something by means of a
             | 200MB video when I know the SWFs were like 100KB."
             | 
             | WOW
        
         | justinclift wrote:
         | I'm also interested in seeing what happens with Ruffle can
         | eventually play all (or say 99%) of the Flash files out there.
         | 
         | Will they continue on, and make a "next generation flash" or
         | something?
         | 
         | aka Flash Done Right :)
        
       | mikercampbell wrote:
       | Pokemon Tower Defense??
        
       | vsnf wrote:
       | I couldn't find any easily available official notice, but they
       | seem to be using Ruffle[0]
       | 
       | [0] https://ruffle.rs/
        
         | jazzyjackson wrote:
         | Well when you load an emulator on the archive there is a ruffle
         | splash page before the animation starts, so a good bet!
        
           | textfiles wrote:
           | It's certainly a firm hint!
        
         | lucgommans wrote:
         | Announcement: https://blog.archive.org/2020/11/19/flash-
         | animations-live-fo...
         | 
         | > _Utilizing an in-development Flash emulator called Ruffle, we
         | have added Flash support to the Internet Archive's Emularity
         | system, letting a subset of Flash items play in the browser as
         | if you had a Flash plugin installed_
         | 
         | I had trouble when adding e.g.
         | https://archive.org/details/gravityrunner-nolimit because
         | there's literally zero documentation on this system that I
         | could find, but the way that it works is that you edit metadata
         | tags (key-value list) and there is some magic/special tags that
         | have an effect on how the item is displayed on the site, like
         | whether to show you the emulator. What you need to set is:
         | emulator = ruffle-swf         emulator_ext = swf
         | 
         | You can find out what others have set by clicking on 'show all'
         | at the download options and choosing the <itemname>_meta.xml
         | file.
        
           | nosamu wrote:
           | The Flashpoint project has some great documentation here:
           | 
           | https://bluemaxima.org/flashpoint/datahub/Uploading_SWFs_for.
           | ..
        
           | db48x wrote:
           | If you prefer JSON you can also visit
           | <https://archive.org/metadata/gravityrunner-nolimit>.
        
       | cempaka wrote:
       | Went looking for a good old article about fanimutation, this is
       | quite the walk down bored-college-dorm-session memory lane:
       | https://www.austinchronicle.com/screens/2002-01-25/84480/
        
       | haunter wrote:
       | Highly recommend "Winnie the Pooh's Home Run Derby". It's the
       | Dark Souls of flash games
       | 
       | https://archive.org/details/homerunderby_en
       | 
       | The japanese version is here (no difference)
       | https://archive.org/details/homerun_20201126
       | 
       | They might crash in full screen though (some kind of bug)
        
         | 112233 wrote:
         | The reviews on the english version archive.org entry are a
         | piece of art, memorial for the victims and something else
         | altogether. Have not seen such reviews on anything else, not
         | even close.
        
         | mynameishere wrote:
         | Well now I've got that crappy music stuck in my head.
         | 
         | That brings up a real mystery from 15 years ago that I never
         | did solve. Back in the day you could go on kongregate or
         | whatever and play these awful flash games that clearly took 30
         | minutes or less to make. Just junky, copy-paste stuff. (Much
         | worse than the "home run derby" game above.)
         | 
         | And yet...
         | 
         | And yet they all seemed to have original sound tracks of more-
         | or-less passable game music. Where were they getting this from?
         | Did adobe give everybody a huge catalog of tunes to pick from?
        
           | ilayn wrote:
           | It was mostly from https://www.newgrounds.com/
           | 
           | Click the audio tab
        
           | swilliamsio wrote:
           | A shockingly large amount of music used in old flash games
           | and in old YouTube videos is by Kevin MacLeod, whose released
           | thousands of high quality tracks of all styles under CC-BY.
           | 
           | https://incompetech.com/music/royalty-free/music.html
        
           | kmeisthax wrote:
           | Newgrounds had the Audio Portal, a repository of free-to-use
           | music specifically intended for use by people creating movies
           | and games for their Flash Portal.
           | 
           | That being said, this sort of licensed tie-in webgame
           | probably would have just bought a royalty-free stock music
           | track from Audiojungle[0] or whatever.
           | 
           | There was also a huge market for licensing custom-branded
           | versions of whole Flash games, too. That's why every
           | mid-2000s official site for any sort of media property had
           | Flash games on it.
           | 
           | [0] Audiojungle.
        
             | pests wrote:
             | Did you mean to footnote Audiojungle with Audiojungle? haha
        
               | kmeisthax wrote:
               | footnotes you can hear
        
           | Bakingpotato wrote:
           | a lot of people tended to get CC0 music, free, and didn't
           | need to make their own though most of the actually good flash
           | games had an artist make music specifically for the game
        
         | samketchup wrote:
         | I just struck out 5 times in a row, finally made solid contact
         | and the game crashed.
         | 
         | Thank you, lol
        
           | haunter wrote:
           | Try not to play fullscreen. Started crashing some months ago.
           | Or download the sfw file and play with the standalone
           | Ruffle.rs client
        
             | Bakingpotato wrote:
             | did you report that to the bug tracker?
        
               | haunter wrote:
               | Looks like someone already did!
        
         | jdjdjdhhd wrote:
         | Indeed, it crashed Firefox mobile for me in full screen
         | 
         | But either way, I played twice and that's enough for me
        
         | gjsman-1000 wrote:
         | What a mystery for how that ever got approved...
         | 
         | (For context, there is a video of a YouTuber trying to beat
         | it... and he did, 7 1/2 hours later. He was mostly stuck on the
         | "Christopher Robin" level which basically requires perfect to-
         | the-frame timing.)
        
           | haunter wrote:
           | Yeah that's Ludwig. One of the better streams ever. The final
           | boss is crazy because every pitch is random so you have to
           | guess instantly + perfect hit it too
           | 
           | There is some lore behind the game. It was a Yahoo Japan
           | title https://www.siliconera.com/winnie-the-poohs-home-run-
           | derby-s...
        
       | slowhadoken wrote:
       | Last time I checked BlueMaxima makes two flash emulators
       | Flashpoint Ultimate and Flashpoint Infinity.
        
       | nineplay wrote:
       | The orisinal games were one of my favorite things on the
       | internet. I'm so happy to see them back.
       | 
       | https://archive.org/details/chicken-wings
        
       | jonplackett wrote:
       | The thing I still miss about Flash is the authoring tool.
       | 
       | It is one of the few bits of software that bridged a gap between
       | artists and creators and coding in a way that totally
       | democratised creating interactive websites.
       | 
       | I see some similarities with Instagram filters and TikTok
       | effects. The visual-layout-you-can-add-code-to approach, but
       | Flash was so mainstream and capable in a way filters aren't.
       | 
       | I wish Adobe had done a better job with flash and just converted
       | the Flash Player into html5. Surely that could have been done?
       | 
       | Website creation is far too complicated now compared to then and
       | I think the level of experimentation - especially by lone artists
       | - has plummeted since flash died.
        
         | LadyMartel wrote:
         | I fondly remember when I first discovered how to attach a goto
         | action to a button and I went nuts with it making choose your
         | own adventure type animations. Drawing was also really easy to
         | make thing look decent even with a mouse. I haven't found (or
         | admittedly looked for) a similar vector drawing tool like that
         | ever since.
        
           | ftmch wrote:
           | Yes, the generated brush strokes were really good. I was at
           | one point just making static comics in Flash, using just a
           | mouse because the brush strokes looked like they were drawn
           | by someone way more skilled than myself.
        
         | [deleted]
        
         | TazeTSchnitzel wrote:
         | The creation tool still exists (it's been renamed to Adobe
         | Animate) and even still lets you make interactive content with,
         | I can only assume, a similar workflow. But what I really can't
         | understand or forgive is that Adobe killed ActionScript,
         | replacing it with a JavaScript library (CreateJS) that's
         | similar but not quite the same AIUI. That meant you can't just
         | re-export existing Flash content for HTML5, and Flash creators'
         | existing skillsets aren't directly applicable to the new
         | system...
         | 
         | There's no good technical justification for this. Adobe could
         | have ported Flash Player to WebAssembly or asm.js, or they
         | could have written an ActionScript to JavaScript compiler and a
         | set of support routines. They could have gotten even very
         | complex old Flash projects working on HTML5, they could have
         | charged money for this feature, and many people would have
         | forked out for it! Instead they were content to let their
         | platform die. It makes no sense.
        
         | Bakingpotato wrote:
         | nah, HTML5 was and still isn't good enough for a straight
         | conversion, as years of flash ""alternatives"" have shown us.
        
           | xp84 wrote:
           | I feel like WebAssembly was the thing Flash was waiting for.
        
         | phendrenad2 wrote:
         | It's not just flash, all of web development has become very
         | complex. In the early days, people would learn to make websites
         | because they wanted to be web developers. They could make
         | something in 5 minutes that was reasonably similar to what they
         | would make if they achieved their goal of getting a job doing
         | it. Now, in 5 minutes you can make a squarespace page, which is
         | still impressive, but nowhere near something you could get a
         | job doing. People either do this and give up, or they get lost
         | in a maze of studying (bootstrap vs MUI??? Tailwind vs
         | SASS??????) and emerge a fully-formed web designer (having made
         | no cool personal site along the way).
        
           | kkarakk wrote:
           | >Now, in 5 minutes you can make a squarespace page, which is
           | still impressive, but nowhere near something you could get a
           | job doing.
           | 
           | there are tons of ppl who just need an interface that lets
           | them efficiently gather money for their good/service. in that
           | context the squarespace page is all they need.
           | 
           | most ppl STILL can't figure that out and pay someone to do
           | it.
        
         | johannes1234321 wrote:
         | Yes, I still haven't found a good alternative to easily build
         | simple interactive animations for the web. Flash was fun, even
         | with my limited artistic skills.
        
       | codethief wrote:
       | So does that mean I get to play Winterbells and Yeti Sports
       | again? :)
        
       | lhball wrote:
       | I had en elementary school teacher that made a website dedicated
       | to flags games appropriate for students. It was amazing, FULL of
       | games from my childhood:
       | https://web.archive.org/web/20050407011006/www.gamewing.com
       | 
       | If they can get that working I'd be ecstatic!
        
         | wiredbutburned wrote:
         | sweet!
        
       | willhackett wrote:
       | This is pure nostalgia
        
         | Propelloni wrote:
         | Agreed. We hated Flash back in the day. It was a terrible
         | proprietary format, impossible to search, unstable and prone to
         | crashes. It was even worse than JavaScript today. And it
         | required a plugin.
         | 
         | Obviously it did a lot of things right and we miss Flash for
         | it. But it was almost universally despised in the early 2000s.
        
           | dmvdoug wrote:
           | I was wondering about this because my only memory of it is
           | just how much people hated it. That and security problems.
        
       | cantik88 wrote:
       | https://www.pelangi88a.com/account/withdrawal
        
       | [deleted]
        
       | tagyro wrote:
       | I have many fond memories of Flash. It was far from perfect, but
       | it really brought together programming and art, to a level that I
       | don't see today.
       | 
       | Around 2005(?) I remember a Flash conference in Turin, Italy
       | where I saw many great interactive CDs and games from artists
       | from all around the world. Tokyoflash, Yugo Nakamura and many
       | more creators that were building experiences which I have a hard
       | time finding these days. In the latter years, there was FWA
       | (Favourite Website Award) full of great flash websites (still
       | remember GotMilk).
       | 
       | And then came Flex and AIR, that made building "rich internet
       | applications" fun.
       | 
       | I left web development when Flash died and coming back to it now,
       | after almost 20 years, and honestly, I don't think we're any
       | better.
       | 
       | Adobe being Adobe, never got to fix the security and performance
       | of the Flash Player (a dedicated surfer can still find malware
       | disguised as Flash Player).
        
       | NelsonMinar wrote:
       | Compare with ooooooooo.ooo, recently discussed on Metafilter in
       | great detail: https://www.metafilter.com/199981/Friday-Flash-Fun-
       | Forever
        
       | CSMastermind wrote:
       | I was just watching a YouTube video about Home Star Runner
       | yesterday: https://www.youtube.com/watch?v=Wbh9-mNmviE
       | 
       | I never watched the series myself but I do remember hearing about
       | it.
       | 
       | In the video essay he talks about how flash videos like Home Star
       | Runner were a unique medium. Not quite passive like a video but
       | not quite interactive like a video game. The videos could be
       | watched passively but also could incorporate interactive elements
       | like minigames, easter eggs, and choose your own adventure
       | stories.
       | 
       | He points out that even when Netflix dipped into the choose your
       | own adventure format they couldn't achieve the same flexibility
       | as a flash animation because if for example they wanted to make a
       | story change that would dye a character's hair blue they couldn't
       | possibly film all the permutations scenes required to propagate
       | that visual difference throughout the story.
       | 
       | But in flash animation you can. You can easily let the audience
       | choose a character's hair color and have that effect the
       | animation for the rest of the story.
       | 
       | The author of that YouTube video made me wish I could experience
       | those cartoons and it makes me happy that places like the IA are
       | making that possible.
        
         | goosedragons wrote:
         | You can already experience them on homestarrunner.com thanks to
         | ruffles. It emulates the flash player and the old toons seem to
         | work fine. The site even has it built in so no need for an
         | extension.
        
         | TillE wrote:
         | Those were fun gimmicks and all, but Homestar Runner worked
         | because of the cute character designs, funny writing, and
         | Matt's genuinely outstanding voice acting. It holds up just
         | fine on YouTube.
         | 
         | It was more about Flash being a really powerful tool for
         | amateur animators, and coming at a time when you didn't have
         | much else in the way of video on the internet.
        
           | derefr wrote:
           | Yeah, but there was a _reason_ that we  "didn't have much
           | else in the way of video on the internet" at the time --
           | bitmapped videos were far too bandwidth-intensive for most
           | people to download _in realtime_. (You could still download
           | them, and people sometimes did; but a 3-minute, 240p MPEG1
           | /RealPlayer clip was something you'd need to dedicate a half-
           | hour to fetching, either using a download manager or
           | Limewire. It was _not_ a  "click to play" experience.)
           | 
           | This was also the reason that YouTube didn't get started
           | until 2005 -- that was about when at least some people were
           | starting to be "ready" to receive streaming bitmapped video
           | over their Internet connections, without needing to make a
           | big production of it.
           | 
           | Flash _as a distribution format for video_ was distinctive
           | and successful because it was essentially a standardized
           | abstract machine for demoscene demos -- a Flash animation
           | wasn 't a video, it was an ActionScript program that
           | _rendered_ a video when executed. So a Flash animation could
           | be arbitrarily lightweight on the wire -- as long as the
           | author was clever about composing things out of vector bits
           | and small reusable textures.
           | 
           | Flash _as a distribution format for video_ was obsolete
           | basically as soon as people 's Internet connections improved
           | enough that they could just stream the pre-rendered output of
           | someone else rendering out the Flash animation program
           | instead. (Which was around... 2010, I'd say?) Which also
           | meant that, at that same moment, the "Flash aesthetic" of
           | vectors and reusable resources basically instantaneously
           | ceased to exist, because it had all been in the name of
           | conserving bandwidth, and there was no longer a reason to do
           | that if you were rendering the result out to MPEG anyway.
           | 
           | Flash as a distribution format _for games_ stuck around a few
           | more years, because HTML5 wasn 't fully there to replace it
           | yet. And the authoring tool (now Adobe Animate) is around to
           | this day, because it's still an excellent tool for creating
           | vector-based cartoons... that you render out to bitmapped
           | video.
        
             | bsimpson wrote:
             | Hanna Barbera is another famous aethetic driven from
             | logistical considerations.
             | 
             | Every HB character wears a tie or a necklace because it
             | provides a seam to separate the head from the body. You can
             | have a bunch of Wilma or Yogi heads that reuse a single
             | body. Lets you animate dialog without having to redraw
             | literally everything.
        
               | kibwen wrote:
               | Related: drawing mouths on the side of the face to save
               | on the animation budget:
               | https://tvtropes.org/pmwiki/pmwiki.php/Main/CheekyMouth
        
             | 4RealFreedom wrote:
             | I don't think this is right. RTMP was the protocol for
             | sending videos over the wire and was developed by
             | Macromedia. We didn't have any good replacements for some
             | time.
        
             | Bakingpotato wrote:
             | I think you nailed it on the head with the demoscene
             | mention. not only was this one of the only ways to get this
             | kind of content in those days, but any ol hobbyist could
             | and did pick it up. netflix is the farthest you can get
             | from ever seeing anything like homestar runner's
             | characters, plot, etc
        
             | mschuster91 wrote:
             | > Flash as a distribution format for video was obsolete
             | basically as soon as people's Internet connections improved
             | enough that they could just stream the pre-rendered output
             | of someone else rendering out the Flash animation program
             | instead. (Which was around... 2010, I'd say?) Which also
             | meant that, at that same moment, the "Flash aesthetic" of
             | vectors and reusable resources basically instantaneously
             | ceased to exist, because it had all been in the name of
             | conserving bandwidth, and there was no longer a reason to
             | do that if you were rendering the result out to MPEG
             | anyway.
             | 
             | You still needed Flash as a _player_ platform for many
             | years afterward. IIRC, Apple were the ones to finally push
             | people to use native HTML elements for that.
        
               | derefr wrote:
               | Yes, sorry, I should have said "Flash as a distribution
               | format for Flash animations" there.
        
               | xp84 wrote:
               | I was remembering the same thing. What an awkward few
               | years. I feel like Flash spent its retirement in the most
               | ridiculous way, mainly in rendering players that streamed
               | those crappy FLVs, because people were still insisting on
               | using MSIE in enough numbers that we couldn't afford to
               | use HTML5 video without at minimum falling back to Flash.
               | Oh, that, and that little SWF everybody needed to use in
               | order to implement a click-to-copy button, back when
               | there wasn't an API in browsers for that function.
        
             | j45 wrote:
             | As much as people might not like to hear it, I believe
             | Flash Videos were how Youtube initially started.
             | 
             | Very little could handle buffering videos that well, or at
             | scale.
             | 
             | Since people kept computers longer, and I was involved in
             | online education/training delivery online in those years,
             | flash video provided more backwards compatibility in a
             | decade where IE4 wouldn't die, then IE6 wouldn't die.
             | 
             | Flash Media Server too, did some pretty interesting things.
             | There were open source options like Red5 that were worth
             | trying out.
        
             | cyberax wrote:
             | > Flash as a distribution format for video was distinctive
             | and successful because it was essentially a standardized
             | abstract machine for demoscene demos
             | 
             | While it WAS true, it's not COMPLETELY true. The first
             | versions of Flash had very little scripting support, it was
             | basically limited to switching between scenes. The first
             | Flash that could do something non-trivial was Flash 5,
             | released some time in 2000 and by that time Flash
             | domination had already been established.
             | 
             | The secret was in its authoring tools and the concept of
             | timelines. Basically, you inserted "key frames" and Flash
             | interpolated between them automatically. So if you need to
             | draw a triangle moving from point A to point B, you just
             | add it to the timeline at the starting position, then move
             | down the timeline, insert a key frame and drag the triangle
             | to point B.
             | 
             | And these timelines can be composed, looped, triggered by
             | scripts, etc.
             | 
             | Here's an example video that shows that:
             | https://www.youtube.com/watch?v=NOPCPZO5YOA
             | 
             | And that's it. No need to write any fancy code. Flash would
             | do everything for you, and it's baked right into the file
             | format, that was specifically designed to be compact and
             | concise.
        
               | derefr wrote:
               | To be clear, I didn't (exactly) mean that the _author_ of
               | a Flash animation has to think in terms of creating a
               | "demoscene demo." I rather meant that the Flash abstract
               | machine is designed to primarily _do_ the types of thing
               | that demoscene demos do -- i.e. to use vectors and
               | gradient fills and clipping masks to achieve procedural
               | visual effects. You could say that the SWF abstract
               | machine has a  "demoscene-alike Instruction Set
               | Architecture." Most of the work of figuring out how to
               | _achieve_ particular visual effects on that abstract
               | machine, though, is domain-knowledge built into the
               | "Flash compiler" of the authoring tool.
               | 
               | In my previous post, I emphasized _Flash as a
               | distribution format_ for a reason. While the authoring
               | tools (and the .FLA project format) do work with clean
               | abstractions of a timeline with keyframes and tweens (and
               | objects with their own swappable animations that have
               | their own sub-timelines), the .SWF _export format_ bakes
               | all that down into an imperative _program_ for an
               | abstract machine whose primitive opcodes involve defining
               | and moving around (potentially texture-filled) vector
               | objects on a canvas. Writing SWF bytecode directly, would
               | be similar to programming against a retained-mode fixed-
               | function graphics API like OpenGL -- just without any 3D
               | support. In other words, it would be like writing a
               | demoscene demo.
               | 
               | Or, to put that another way: the core of the .SWF export
               | format -- before all the user programmability stuff was
               | added -- is basically a cousin of PostScript, but with a
               | finishRenderAndWaitForNextFrame command, and the ability
               | to set spline points' velocities. Which is very much
               | unlike _declarative_ vector formats like SVG. The closest
               | comparison, I think, might be to the object-oriented
               | vector display-lists used in vector-based arcade machines
               | (see e.g. https://www.youtube.com/watch?v=smStEPSRKBs.)
               | 
               | But, in both the arcade games I mentioned, and in Flash,
               | if you've achieved the effect you want and are now
               | optimizing the final work for size and performance, doing
               | so will mostly be a matter of modularity and reuse of
               | small repeatable design elements. Having "mechanical
               | sympathy" for what the Flash export format looks like,
               | will push you toward certain authoring decisions, e.g.
               | building complex scenes using many smaller primitive
               | objects that each independently animate (or in later
               | versions of Flash, are independent state-machines);
               | creating objects that can be uniform and so constructed
               | by cloning rather than redefinition (leading to a
               | surprising number of 2D flash animations and later games
               | that were built out of colored, untextured voxel boxes);
               | etc. And -- despite there being no actual programming
               | involved in the Flash animation authoring case -- this
               | _is_ still very much akin to the process of optimizing a
               | demoscene demo.
        
               | cyberax wrote:
               | > While the authoring tools (and the .FLA project format)
               | do work with clean abstractions of a timeline with
               | keyframes and tweens (and objects with their own
               | swappable animations that have their own sub-timelines),
               | the .SWF export format bakes all that down into an
               | imperative program for an abstract machine whose
               | primitive opcodes involve defining and moving around
               | 
               | I mean, you can describe SWF like that, but it's not
               | really what people think now when you say that it's an
               | abstract machine. The SWF file is indeed a series of
               | commands like: "put this object in this layer, and assign
               | this matrix to it".
               | 
               | However, SWF still preserves the notion of persistent
               | vector objects (called "characters") down to the display
               | level. You're not just preparing a command list and then
               | submitting it to a GPU for rendering (like with OpenGL),
               | and then re-doing it again for the next frame.
               | 
               | Characters in SWF are persistent. Flash does all the
               | composing, clipping, and it even does automatic
               | interpolation for you for morphing.
               | 
               | SWF format is now open: https://open-
               | flash.github.io/mirrors/swf-spec-19.pdf - the page 35
               | contains the description of the most important
               | instruction "PlaceObject" that was used to actually do
               | the animations.
        
               | Pxtl wrote:
               | I'm surprised I haven't seen a similar SVG editor for
               | kids. All the kids I know who are into animating are
               | using pirate Adobe software.
        
               | hutzlibu wrote:
               | The best I know of is
               | 
               | https://www.wickeditor.com/
               | 
               | It is free, open source and surprisingly good(for simple
               | things), but developement is on hold or abandoned. (I
               | looked at the source and it is not great, but not
               | horrible either, but with the original creators not
               | around anymore and lack of documentation, would be a pain
               | to overtake)
        
               | j45 wrote:
               | Tweening and animation programs are hard to find for
               | young people.
               | 
               | I remember one I saw running in a video on an Atari ST
               | that pretty much outdid anything I've ever seen since,
               | indie developer too. Wish I could remember the name,
               | maybe he made another version.
        
           | echelon wrote:
           | Flash made it easy for any kid or creative to do amazing
           | things.
           | 
           | Homestar, Weebl, Salad Fingers, Charlie the Unicorn, Ultimate
           | Showdown, Xiao Xiao, Albino Black Sheep, Newgrounds, YTMND...
           | 
           | It was businesses with splash intros (the kind that Zombo.com
           | parodied) that made Flash suck.
        
             | OscarTheGrinch wrote:
             | "It was businesses with splash intros (the kind that
             | Zombo.com parodied) that made Flash suck."
             | 
             | Just because you can make everything fly around doesn't
             | mean you should.
        
         | irrational wrote:
         | Flash really was something special. We created all kinds of
         | training content in it (all of which was completely replaced
         | with static text and images after all of our customers adopted
         | iPads for doing associate training - Which where it still is
         | today, extremely boring). We all these animated characters,
         | with their own backstories and personalities, that each had
         | their own professional voice talent. Associates in Asia
         | especially loved them. Another project was for people who
         | repaired printers. All the printers this company produced were
         | 3d models inside of flash that could be rotated on any access
         | and disassembled to the smallest screw. A tech could choose
         | something to repair and it would show them step by step how to
         | do the repair. They could rotate/zoom the printer however they
         | wanted to see the current step playing out. Neither video nor
         | static text/images are a good replacement.
         | 
         | The best thing was, everything was vector graphics, so the file
         | sizes were minuscule.
        
           | nemo44x wrote:
           | Personally I'd rather read text and/or watch a human present
           | slides/demo than watch an animated thing for training.
        
             | j45 wrote:
             | It's good to offer both, not one over the other.
             | 
             | I think the point that gets missed with the power of
             | today's devices is how much could be delivered on device,
             | and going to text was a step backwards in some ways, when
             | flash might have delivered text in a more interactive or
             | engaging way.
        
           | mwcampbell wrote:
           | > We created all kinds of training content in it
           | 
           | How accessible was that training content for disabled people,
           | particularly blind people with screen readers? Or was it
           | about tasks that are inherently visual? Plain text is better
           | in some ways.
        
             | Bakingpotato wrote:
             | now that is the real flaw of flash, and the most overlooked
             | bit. all the while people (and adobe) were making login
             | pages and security within flash (which is insane, you don't
             | use an animation tool for those!) they should have focused
             | on accessibility. Adobe promised the world when they bought
             | macromedia and instead did nothing.
        
             | genewitch wrote:
             | were blind people with screen readers repairing printers?
        
         | derefr wrote:
         | > He points out that even when Netflix dipped into the choose
         | your own adventure format they couldn't achieve the same
         | flexibility as a flash animation because if for example they
         | wanted to make a story change that would dye a character's hair
         | blue they couldn't possibly film all the permutations scenes
         | required to propagate that visual difference throughout the
         | story.
         | 
         | I mean, that's not a distinction of Flash as a format; that's a
         | distinction between animation and film. Netflix could certainly
         | do a CYOA for a cartoon series.
        
           | Cerium wrote:
           | It is not a distinction between animation and film, it is
           | around when the content is generated. A CYOA series needs the
           | content generated in realtime. Each binary decision that
           | impacts basic facts about the series (hair color in this
           | example, or which character has something happen to them,
           | etc) in the entire series doubles the number of possible
           | versions.
        
             | derefr wrote:
             | My point is that animation _can_ be procedurally generated
             | "at runtime", while film [motion-photography of actors]
             | cannot.
        
         | dylan604 wrote:
         | >He points out that even when Netflix dipped into the choose
         | your own adventure format they couldn't achieve the same
         | flexibility as a flash animation because if for example they
         | wanted to make a story change that would dye a character's hair
         | blue they couldn't possibly film all the permutations scenes
         | required to propagate that visual difference throughout the
         | story.
         | 
         | Oh, how little credit you give to the magic of editing. If they
         | needed the same footage to be reusable with minor differences
         | in things like hair color, they could do it all in post. With
         | the magic of m3u8 play lists, they could see where they even
         | have the variations of videos to as minimum duplication of
         | video as possible. It becomes much more of an asset management
         | nightmare than content creation issue. As an aside, theatrical
         | releases of movies were sometimes given "fingerprints" where
         | small details in a scene would be changed like the
         | adding/removing of a prop in the background, the color scheme
         | of the books/towels/whatever in the background, etc. They
         | didn't film all of those variations. They were modified in
         | post.
        
         | Bakingpotato wrote:
         | yeah, lots of Flash games were actually innovative. plenty of
         | developers got their start on NG with flash before moving on to
         | make console or steam games. flash had plenty of shovelware,
         | but you can still make incredible stuff with it.
        
           | klenwell wrote:
           | Good example here:
           | https://archive.org/details/thequestfortherest_flash
           | 
           | It works! It had been effectively defunct for years:
           | 
           | https://amanita-design.net/thequestfortherest/
        
             | Bakingpotato wrote:
             | good pick.
        
         | themagician wrote:
         | Flash was a great technology for so many reasons. I really wish
         | Adobe had open sourced it at the end. I suspect it would have
         | paid dividends _somehow._
         | 
         | Flash died because Adobe couldn't get a version running on iOS
         | that wasn't garbage. I was working with Adobe when the iPhone
         | came out and they did have dev versions where it was running,
         | but it was awful. Visibly laggy, nearly unusable. No real
         | thought into UI mapping for touch input. Apparently they showed
         | this garbage to Steve Jobs several times and he shot it down,
         | and I can't blame him.
         | 
         | Tragic, really. Even still, today, if Adobe open sourced Flash
         | and Flash CS4 I think it be a huge hit. Homestar Runner and
         | Newgrounds. Such an interesting space for creators. I can't
         | even imagine the things people might create if it was still
         | around today.
        
           | bsimpson wrote:
           | Flash was epic for creative coding, and I haven't seen
           | another software environment come close. We lost a really
           | great onramp to UI development when Flash died.
           | 
           | I suspect there are deep licensing problems with the Flash
           | codebase. For instance, video was such a heavy investment for
           | them towards the end, and I'm sure they licensed plenty of
           | that tech. I wonder how usable it would be if they just open-
           | sourced the parts they owned free-and-clear.
        
             | themagician wrote:
             | I don't doubt the licensing and patent issue. But also,
             | it's Adobe. They have the money. Instead of spending tens
             | of millions on ads and media they could just do this.
        
               | fenomas wrote:
               | I worked at Adobe in those days, adjacent to the Flash
               | team, and AFAIK everyone involved would have _loved_ to
               | open-source the flash player. (And they did open-source
               | significant parts of it, like the script VM - that didn
               | 't just randomly happen, people fought hard for it.)
               | 
               | But the overall player was a massive codebase - buildable
               | for literally hundreds of platforms - that was developed
               | over a decade with tons of external tech and external
               | partners involved. Open-sourcing something like that
               | (legally) isn't something you can just pay money to do.
        
               | noduerme wrote:
               | Adobe mostly spends their time now releasing new versions
               | of Illustrator that remove critical features at each
               | iteration. 3D support removed from Photoshop. Save to
               | web, save locally by default, both being removed from
               | Illustrator. They're worse than worthless. If Affinity
               | was just slightly better at parsing existing Adobe files,
               | no one would need to pay for Adobe products anymore.
        
               | j45 wrote:
               | > If Affinity was just slightly better at parsing
               | existing Adobe files, no one would need to pay for Adobe
               | products anymore.
               | 
               | Is there a friendlier format that I can export from
               | illustrator that imports better into Affinity?
               | 
               | I haven't had enough time to play with it and my days of
               | working with the Adobe pdf spec are a little in the rear
               | view.
        
               | noduerme wrote:
               | Unfortunately, PDF seems to be as good as it gets, which
               | destroys any grouping done in Illustrator. (When reading
               | .ai files, I'm pretty sure Affinity just reads the PDF
               | data). The best workaround I've found is to "sequence"
               | all groups into layers first in Illustrator and then deal
               | with them as separate layers in Affinity. Tedious and
               | time consuming.
               | 
               | Also, Affinity's isolation mode is essentially non-
               | functional, which makes working inside groups
               | unreasonably difficult.
        
               | wiredbutburned wrote:
               | honestly, a line needs to be crossed. if everyone keeps
               | waiting on compatability, everyone will just keep using
               | adobe.
               | 
               | it will hurt to go cold turkey, but the industry will
               | thank you.
        
               | bbarnett wrote:
               | No, they mostly spend their time in the security sphere,
               | with endless banks, and others, using them to detect
               | "suspicious behavior" in browsers.
               | 
               | It sounds like a joke, it isn't.
        
               | bazzargh wrote:
               | about ten years back I got my parents photoshop elements
               | 11 as a present; it was the best thing since sliced
               | bread. They'd seen the stuff I did (with Gimp)
               | manipulating the family photos, they thought it looked
               | like fun and they had hundreds of old slides/photos they
               | wanted to scan and fix. Elements 11 was a joy to use,
               | made it easy to in-paint and erase glitches in the scans;
               | all was well. I liked it too-it did smart stuff like seam
               | carving.
               | 
               | A couple of years later, Adobe pushed me to elements 12.
               | IIRC, that was the one where the subscription came in. I
               | thought, that sounds bad but if it's advancing on the
               | fantastic thing they'd had out before, it's worth the
               | money. But no. It was completely unusable, all of the
               | advanced features were gone, and the licensing was an
               | intrusive nightmare. Honestly I'd have burned my computer
               | to the ground rather than use that again.
               | 
               | That was the end of them for me. A product so bad that
               | I'd paid full price and deleted it without a refund the
               | next day, and would recommend no-one else goes near for
               | 50,000 years. How the heck did they go so wrong so fast?
        
               | ImAnAmateur wrote:
               | Since you use programs like that, what's your
               | alternative?
        
               | eropple wrote:
               | _> If Affinity was just slightly better at parsing
               | existing Adobe files, no one would need to pay for Adobe
               | products anymore._
               | 
               | Maybe for Illustrator. After Effects doesn't really have
               | a great competitor and the integration with Premiere is
               | excellent. Resolve and Fusion show potential and the
               | price is compelling, but after my last Adobe subscription
               | lapsed I spent a few hours fighting with Resolve and it
               | pushed me to re-up for another year on CC.
        
               | noduerme wrote:
               | If you're doing motion design, I'd agree, I guess you're
               | stuck with Adobe. In the realm of print, we are _so
               | close_ to never needing them again. Affinity is great.
               | The only problem is that vector groups are lost when you
               | need to import or export to Illustrator /PDF. Adobe is
               | fully aware of this and makes their bespoke file format
               | as difficult as possible to parse. When you're working
               | with a dozen designers and 6 separate print houses for
               | different things, you have no choice. It's the most
               | monopolistic system I can think of, worse than anything
               | Microsoft did with Windows and IE in the 90s. It's pure
               | extortion as they take away features. And they know it.
               | Adobe is doomed. Their entire attitude as a company is
               | one of stripping as much as they can out of their current
               | market dominance without adding any value. Adobe will not
               | last another few years as far as cornering the print
               | market. But right now, no one in the industry wants to be
               | the first to bail on them. Everyone would love to.
        
               | kalleboo wrote:
               | The parallels to QuarkXPress are striking
        
           | [deleted]
        
           | nolok wrote:
           | > I really wish Adobe had open sourced it at the end. I
           | suspect it would have paid dividends somehow.
           | 
           | Same way pdf does, because the money was in the authoring
           | tools and they had the best ones around.
           | 
           | But adobe mostly inherited flash because they wanted the
           | death of macromedia, so they didn't really care about it.
        
             | xp84 wrote:
             | Suddenly everything makes so much sense!
        
             | weard_beard wrote:
             | _cough cough_ Magento _cough cough_
        
               | IIsi50MHz wrote:
               | Magento? The...eCommerce platform that did a small
               | fraction of what Fishbowl did?
        
               | weard_beard wrote:
               | I wouldn't know, haven't worked too much w/ Fishbowl. I
               | was mentioning Magento as another product Adobe bought
               | and is slowly screwing up so badly they're killing it.
               | 
               | They desperately want AEM to be the front end to headless
               | Magento and cannot/will not put any effort into a
               | storefront or services layer or anything MACH for fear of
               | it competing w/ AEM.
               | 
               | They're missing the boat and in 5 years Magento will have
               | gone from an eCommerce market leader to trailing the pack
               | and almost dead.
        
           | readyplayernull wrote:
           | > Flash died because Adobe couldn't get a version running on
           | iOS that wasn't garbage. I was working with Adobe...
           | 
           | I was working as Flash dev for a large company and we used to
           | send support tickets to Adobe, some included weird compiler
           | bugs that could be dodged by exchanging two lines of
           | Actionscript. Adobe didn't respond a single ticket. My theory
           | is that Macromedia's code base was just way too complex to be
           | fixed or ported, and so they started working from scratch on
           | the successor of Flash: Adobe AIR, but took some wrong
           | decisions and never got as popular.
        
             | justinclift wrote:
             | Wasn't AIR just a repackaging of standard Flash for mostly
             | internal/intranet use only, as the standard flash player
             | was so full of bugs as to be significant security hazard?
        
               | pan69 wrote:
               | AIR was/is basically what something like Electron is
               | today. AIR wasn't just Flash, it was basically an
               | HTML/JavaScript runtime that allowed you to make desktop
               | apps with the web technologies, one of those technologies
               | was Flash.
               | 
               | According to this Wikipedia page, Adobe AIR received its
               | latest stable release on May 22, 2023.
               | 
               | https://en.wikipedia.org/wiki/Adobe_AIR
        
               | justinclift wrote:
               | Sounds like they pivoted to something that would perhaps
               | be ok in less sensitive environments.
        
               | simion314 wrote:
               | >AIR was/is basically what something like Electron is
               | today. AIR wasn't just Flash, it was basically an
               | HTML/JavaScript runtime that allowed you to make desktop
               | apps with the web technologies, one of those technologies
               | was Flash.
               | 
               | When I was working with AIR it also had Flex4 , a GUI
               | component library that you could use to create advanced
               | and efficient GUIs for application. Compared to that in
               | JS world you still need to create your stuff by nesting
               | divs (in AIR you had customization, efficient and advaced
               | Dropdowns, lsit views, DataGrids, Tabs).
               | 
               | When I mean efficient I mean I could have a DaraGrid with
               | 1 million rows not like all HTML Tech where you get
               | pagination with 20 rows per page or some infinite
               | scrolling that is slow to load when scrolling and you
               | can't do instant searches and filtering on.
               | 
               | ActionScript 3 the language is a typed EcmaScript like
               | language, like a better TypeScript sicne types were
               | actually used to improve performance.
        
               | fenomas wrote:
               | ~~This is not correct.~~ AIR was a way of publishing
               | flash (only) content into standalone executables for
               | desktop or mobile - win/mac/android/ios/etc.
               | 
               | As a platform it was basically Flash plus extra APIs for
               | interacting with the OS, and as a tool it was a bundler
               | that also handled stuff like signing certificates for the
               | android and ios app stores (IIRC).
               | 
               | edit: miscommunication, sorry - AIR only _rendered_ flash
               | content, but it could display web content by invoking an
               | OS browser component. So you could have a browser
               | component inside a SWF wrapper, and the runtime could
               | make the wrapper for you so from the author 's
               | perspective it was the same as supporting html/js. My
               | bad!
        
               | justinclift wrote:
               | But still a security nightmare yeah, though with less
               | "remote compromise" possibility?
        
               | rf15 wrote:
               | Your parent comment is correct. I did develop small AIR
               | desktop apps some years ago with html+js, not flash, and
               | I did switch to electron/nwjs later.
        
               | pocketarc wrote:
               | No, it's definitely correct, they definitely supported
               | HTML/CSS/JS at some point, not flash-only content - I
               | myself published a normal SPA back in ~2010, and looking
               | back it's actually kind of insane how similar Adobe AIR
               | is to Electron.
        
               | fenomas wrote:
               | Ohhh, I think one of the OS-integration features was that
               | you could invoke an instance of the OS's web component,
               | is that what you mean? AIR itself didn't do anything with
               | html/js but you could render web content at runtime via
               | the OS component.
               | 
               | Just looked back at some docs now, thanks. The things you
               | forget in ten years..
        
               | pocketarc wrote:
               | Yeah, same! I didn't remember that it had been a wrapper
               | (to be honest I have very little memory of -how- we did
               | it), but I suppose it makes sense. TweetDeck was Adobe
               | AIR too at the time, no?
        
               | fenomas wrote:
               | Yeah, I'm almost sure there was no html renderer or JS
               | engine in AIR, but you could have pure html apps with no
               | flash in the source now that I think back. TweetDeck was
               | I'm sure, and one other high-profile AIR desktop app was
               | the launcher/lobby app for League of Legends.
        
               | pan69 wrote:
               | As the Wikipedia page I linked points out:
               | 
               | "HTML5 applications may run on the WebKit engine included
               | in AIR."
        
             | dharmab wrote:
             | I was inside Adobe during the final death of Flash. Adobe
             | as an organization is fully capable of maintaining a
             | frighteningly complex product; Document Cloud is a
             | testament to that. Steve Jobs and Apple's decision that iOS
             | should be focused on mobile web (and later, the App Store)
             | without Flash is what directly led to the end of the
             | project.
        
               | inferiorhuman wrote:
               | I think that's a bit backwards. Flash provided a solidly
               | mediocre experience. Non-native widgets (and consequently
               | input issues and accessibility issues), high cpu usage
               | and generally poor performance for things like video
               | playback, poor security track record... on desktops.
               | Avoid that on a more constrained platform was a no
               | brainer.
               | 
               | Adobe's inability (or unwillingness?) to come up with a
               | competitive product killed Flash. Jobs' unwillingness to
               | hitch his wagon to Flash was a symptom not a cause.
        
               | bbarnett wrote:
               | And the relentlessly CVEs! It was banned on every
               | corporate network at the time.
               | 
               | Once flash was used for ads, that didn't help either. It
               | wasn't just "flash was slow", it was "webpages with a
               | dozen yelling, flashing, dancing, cpu sucking flash ads"
               | slow.
               | 
               | I wouldn't want that crap on my new shiny phone either.
        
             | j45 wrote:
             | I'm wondering if some of this might be referring to Flex,
             | which then also touched with AIR.
             | 
             | Careful when looking up Flex, it might trigger the past,
             | and then seeing echoes of it present in today's techs :)
        
           | experimenting wrote:
           | I thought Flash died, because Apple did not want Flash to eat
           | into their app store profits. So yes, Jobs shot it down
           | several times, because Flash would have allowed games and
           | apps outside the direct control of Apple.
           | 
           | Flash could run great games and apps on Internet Explorer 6.
           | If it was then impossible to get a non-garbage version on
           | iOS, then maybe iOS was garbage.
           | 
           | It was also hard to get a non-app store version of pure
           | HTML/JavaScript on the iPad. With severe restrictions to
           | localstorage.
        
             | tinus_hn wrote:
             | No, because web apps had the same abilities and those were
             | allowed. The reason Flash was blocked was because it was
             | always going to be a poor experience and Apple sells great
             | experiences.
        
             | duskwuff wrote:
             | > Flash could run great games and apps on Internet Explorer
             | 6. If it was then impossible to get a non-garbage version
             | on iOS, then maybe iOS was garbage.
             | 
             | The problem was pretty clearly on Adobe's end. They
             | released a Flash runtime for Android in 2010; it was nearly
             | unusable, and was quietly discontinued a year or two later.
        
             | kalleboo wrote:
             | > _If it was then impossible to get a non-garbage version
             | on iOS, then maybe iOS was garbage._
             | 
             | Flash sucked ass on every single platform aside from
             | Windows. Android, MacOS, Linux. Adobe sucked at porting.
        
             | fenomas wrote:
             | > because Apple did not want Flash to eat into their app
             | store profits
             | 
             | Here's a fun fact nobody remembers anymore. Way back when
             | (2010?) Adobe built a Flash feature that let you publish
             | iOS apps. The feature went through an open beta and lots of
             | flash devs made iOS apps, they worked fine, Apple accepted
             | them into the app store, fun times.
             | 
             | Then _riiight_ as the tech left beta, Apple changed the iOS
             | terms to nonsensically restrict what language apps are
             | "originally written" in - the source language had to be one
             | Xcode supported, and apps converted from other languages
             | were disallowed. Apple then removed the flash-based apps
             | from their store, Adobe had to discontinue the feature, and
             | a bit later Apple quietly removed the restriction.
             | 
             | (Working from memory here, details are approximate.)
        
               | versteegen wrote:
               | To fill in some details (but IANAiOSdev): Apple first
               | disallowed interpreted code [1]. (Wow, I had forgotten
               | how much I loathed Apple for that.) Later in 2010 Apple
               | loosened it to allow interpreted languages as long as you
               | didn't download new code from the internet [1]. The
               | exception was that you could use WebKit to run JS in a
               | webpage in your app. I guess their excuse was security,
               | so they could ensure the app they approved was the one
               | you ran. In 2017 [2] they loosened it further to allowing
               | downloading or importing code in some circumstances. The
               | most important limitation now is that you can't generate
               | executable code on iOS, which disallows JITs and makes
               | everything other than WebKit a second-class citizen.
               | 
               | [1] https://playcontrol.net/ewing/jibberjabber/apple-ios-
               | license...
               | 
               | The old terms: > Unless otherwise approved by Apple in
               | writing, no interpreted code may be downloaded or used in
               | an Application except for code that is interpreted and
               | run by Apple's Documented APIs and built-in
               | interpreter(s). Notwithstanding the foregoing, with
               | Apple's prior written consent, an Application may use
               | embedded interpreted code in a limited way if such use is
               | solely for providing minor features or functionality that
               | are consistent with the intended and advertised purpose
               | of the Application.
               | 
               | [2] https://www.theregister.com/2017/06/07/apple_relaxes_
               | develop...
        
               | fenomas wrote:
               | That's a separate unrelated issue. The terms I'm taking
               | about dictated what language the app could be "originally
               | written" in, _regardless_ of what happened at runtime.
               | Technically, if you prototyped an app in some other tech
               | and then manually ported it to objective-C it wasn 't
               | even clear if that would satisfy the terms as written.
               | 
               | (In practice of course it didn't matter what the terms
               | precisely meant, because Apple never enforced them apart
               | from removing flash-based apps.)
        
               | weard_beard wrote:
               | I think Steve Jobs realized he could blame Adobe
               | endlessly and people would believe it because ... Adobe
               | ... and he could kill an App Store competitor.
        
               | stuaxo wrote:
               | They did this just after I had started learning C# with
               | Xamarin for iOS dev, it's why I got out of mobile
               | development and am now a python/Django developer.
               | 
               | Edit: I forgot, at the time I was between jobs (2008) and
               | had used a chunk of my money to buy an iPhone to learn
               | iOS Dev on, they wasted a load of my time, and money.
        
             | j45 wrote:
             | The app store didn't exist when the iPhone launched.
             | 
             | Neither did third party developed apps, only what apple put
             | on the smart phone like a featurephone.
        
               | kalleboo wrote:
               | Yeah the original plan for iPhone apps was they were all
               | supposed to be web-apps saved to the home screen. No App
               | Store. IIRC they even had a basic web SDK to make some
               | standard-looking iOS views? Developers jailbroke the
               | iPhone and reversed the APIs and made some really
               | compelling demo apps and Apple had to rush to make an
               | official SDK.
        
           | dumpsterdiver wrote:
           | I just deleted my response about how I didn't think it was so
           | tragic due to the security issues that plagued Flash, but I
           | deleted it because I don't think my point about past security
           | issues cleanly relates to yours about the benefits of open
           | sourcing. I apologize if anyone attempted to respond to my
           | comment and found that it was deleted by the time they
           | submitted - that was not my intent.
        
           | noduerme wrote:
           | I was running a huge flash-based game site at the time and
           | was able to test it on the dev Android Chrome plugin. The
           | touch mapping was bad but there was clearly a way evolving
           | around it (which worked well within a year for releasing AIR-
           | based mobile games). To satisfy my own curiosity about
           | performance, in 2010 I wrote my own JS/canvas engine[0] that
           | was highly performant given the limitations of the JS engines
           | at the time, and tested their frame rates side by side on the
           | same interactive animations. Flash outperformed, but it ate
           | more battery. I think in the end that was the reason Jobs
           | decided to nix it.
           | 
           | It is tragic, mostly though because the Flash workflow was so
           | great for working with animators and artists as you were
           | refining 2D game assets. Along with the whole Away3D and
           | Starling ecosystems leveraging GPUs it was extremely
           | performant in ways that JS engines still can't quite touch,
           | and there's nothing similar in terms of cross-platform
           | deployment now (pixijs and threejs are both great, but they
           | aren't integrated into a package non-coder designers can work
           | with and you still can't compile them to a single piece of
           | bytecode that runs anywhere).
           | 
           | [0] https://strikedisplay.blogspot.com/?m=0
        
             | andrepd wrote:
             | Reading this thread has been unexpectedly depressing.
        
           | j45 wrote:
           | It's too bad Flash Lite which quietly was on so many devices
           | didn't have the abilty to upscale either.
           | 
           | At the time iOS came out, there was no App store, let alone a
           | desire to let other runtimes run on iOS directly or
           | indirectly like there are in some parts/ways today with web
           | apps.
           | 
           | At the time when Flash was prematurely ended, there was no
           | suitable replacement for what it could do, and it kind of set
           | of more than a few years of darkness of reinventing the
           | wheel.
           | 
           | Since Flash's ActionScript was based on ECMAscript (which is
           | also familar to the Javascriptians), I don't think Adobe's
           | replacement for FlashBuilder equivalent that rendered in
           | HTML/JS/SVG reached the world, or if it did, timed well, or
           | in any meaningful capacity.
           | 
           | If anyone could create html equivalent tooling for what html
           | could do equivalent to flash, it would have been Adobe.
           | 
           | Few platforms came close to the promise of one codebase on
           | many platforms like Flash. Lots of good hopes on the horizon
           | in WebAssembly, Rust, etc, and more concretely with the next-
           | curve techs like Flutter.
        
           | pyeri wrote:
           | They also had a competitor in the form of Microsoft's
           | Silverlight, right? What happened to that?
        
             | Aleklart wrote:
             | As usual, some vp ate another vp in executive jungle floor
             | over chunk of budget and silverlight was promptly forgotten
             | and corpo push "you need silverlight to run this" reversed
             | after a while. Not if it was valuable software, but it can
             | happen with everything eventually as it happening with
             | windows server, exchange, sharepoint and other "essential
             | business productivity" offers.
        
           | Bakingpotato wrote:
           | adobe was the death of flash. Macromedia had a better handle
           | on it, and when adobe bought it, then ran it into the floor
           | and gave up early, leaving it to rot.
           | 
           | I don't think they could even open source it, with all the
           | other companies' copyright work they shoved into it, like
           | dolby
        
             | kmeisthax wrote:
             | The problem was that Flash Player needed significant
             | rewrites and Adobe didn't want to pay for them. Or at
             | least, not without finding a way to get more money out of
             | game developers for the privilege.
             | 
             | The story starts with Adobe. They proudly announce AS4,
             | along with an "FP Next" intended to run it. Then they also
             | mention new _revshare_ rules mandated on anyone cross-
             | compiling 3D game engines to Flash Player. This is
             | specifically to keep Unity off the Flash platform. This,
             | predictably, causes huge backlash from Flash developers -
             | even those who don 't care about cross-compilation. So they
             | kill the revshare... as well as any plans to fix Flash
             | Player's problems.
             | 
             | This all happened a year _after_ Steve Jobs posted
             | "Thoughts on Flash" and tried to ban Adobe AIR apps - and
             | all other third-party development tools in the process[0].
             | We'd learn way later on that preceding this, Apple had
             | begged Adobe to ship them a Flash Player build that would
             | actually work on iPhones, and their attempts were...
             | anemic[1].
             | 
             | [0] This was only stopped because the Obama administration
             | threatened an antitrust lawsuit.
             | 
             | [1] While the iOS ports of Flash Player haven't been
             | publicly released, they did ship NPAPI Flash plugins on
             | Android, which were just as bad as Jobs had claimed.
             | Actually they probably were the same codebase given that
             | jailbreakers were able to get them to work on Safari.
        
               | cubefox wrote:
               | I don't quite get why the Flash plugins were do slow on
               | mobile. On Windows desktop, Flash was much faster than
               | other NPAPI plugins. Most other plugins froze the whole
               | browser for a second or so (Java even longer), while
               | Flash didn't do that. And at the time, early native
               | "HTML5 replacements" for Flash ads/games were actually
               | _slower_ than Flash.
        
               | kmeisthax wrote:
               | Flash was software rendered almost exclusively. It also
               | had quality options that let you scale the software
               | renderer down a whole lot. But it still required a beefy
               | CPU to push all those pixels. On mobile, you don't get a
               | fast CPU - you get hardware accelerated EVERYTHING.
               | Everything has to be done on GPU. Hell, iPhones still
               | have dedicated JPEG decoders in them.
               | 
               | And vector rendering on GPUs is a pain to do, even more
               | so with Flash Player's rendering quirks. Adobe's official
               | solution to hardware rendering on Flash was Starling
               | Framework, which rendered all your assets to bitmap
               | textures and then gave you a DisplayObject-compatible API
               | that triggered Stage3D renders under the hood.
               | 
               | In Ruffle we use a tesselation library to render on GPU.
               | This preserves vector scalability but it has other
               | issues. Most movies work fine with it, but we have to
               | waste time tessellating[0] assets, and in certain
               | contrived cases we tesselate things wrong and movies look
               | polygonal.
               | 
               | [0] Which we hid behind existing Flash preloaders. We
               | don't even support progressive download yet! But the
               | alternative was Homestuck hanging your browser for
               | minutes on end.
        
               | NovaDudely wrote:
               | I always remember Flash being really fast at the vector
               | calculation but and absolute hog on output rendering. So
               | higher screen resolution hammered the CPU even though
               | everything was setup.
        
               | rincebrain wrote:
               | I want you to know that I laughed very hard at finding a
               | comment complaining about Homestuck in Ruffle
               | unexpectedly here, thank you.
               | 
               | To be fair, on the single 100 mbit link the site used to
               | be on, for new things being posted, that would be
               | historically accurate...
        
               | kmeisthax wrote:
               | [S] Cascade and [S] ACT 4 were my test cases for the
               | "large movies hang the browser" bug[0]. Homestuck loves
               | stressing out Ruffle's tessellator.
               | 
               | Oh and yes, the opening bars of "Doctor" are permanently
               | burned into my head now.
               | 
               | [0] https://github.com/ruffle-rs/ruffle/pull/7858
        
               | cyberax wrote:
               | Flash plugin was extremely well-optimized, it was one of
               | the very few users of the original Pentium MMX
               | extensions, and later SSE. That's also why they had such
               | a difficult time porting it to 64 bits.
               | 
               | The Flash renderer was also state-of-the-art for the
               | moment, with really awesome anti-aliasing and blending.
               | All while using just fixed-point integer arithmetic.
        
               | wiredbutburned wrote:
               | [flagged]
        
               | Bakingpotato wrote:
               | >adobe didn't want to pay for rewrites or bugfixes yeah,
               | its a wonder they ever bought it to start with, then
               | 
               | you don't just buy someone's entire workflow and then not
               | fix any of it. not at least, if you intend for people to
               | believe you when you say you're the future.
        
               | cpeterso wrote:
               | I was a software developer of the Flash Player team at
               | Macromedia and Adobe, specifically on the team porting it
               | to Windows CE/PocketPC and then Android. What you
               | describe is correct as far as I can remember, though I
               | hadn't heard the Apple "begged" Adobe to support iPhone.
               | 
               | I know that Adobe shared the Flash Player source code
               | with Apple, but heard Apple assigned an intern to try
               | porting it to iPhone. The Adobe developer working with
               | Apple told me the ported code Apple sent back to Adobe
               | didn't even compile, so we don't know if they even tested
               | it on a real iPhone. We jokingly called the iPhone port
               | "Project Boomerang" because the code that came back was
               | basically the same that we sent them. :)
               | 
               | The Flash Player's source code was ugly, but you have to
               | remember that its roots trace back before Macromedia to
               | SmartSketch, a vector drawing application for the
               | PenPoint OS in the early 1990s. The core rendering and
               | scripting code has since been ported and squeezed into
               | new platforms and applications. And then the dot com boom
               | happened. The development team grew to about a hundred
               | developers and no one person understood the entire code
               | base. Code was copy/pasted freely for fear of introducing
               | regressions that would break existing Flash content.
               | 
               | Multiple rewrites and grand new engines that would live
               | alongside the legacy engine were attempted but failed due
               | to backwards compatibility, the second system effect, and
               | product management's pressure for new features.
               | 
               | To make matters more challenging, Adobe was losing
               | interest in funding Flash development because revenue
               | didn't scale with Flash Player usage, only with sales of
               | the Flash authoring tool to a small audience of Flash
               | content creators. That's when rev share schemes for 3D
               | APIs, DRM, and asm.js-like C++ cross compilation (Alchemy
               | and CrossBridge) were hatched.
        
               | kmeisthax wrote:
               | I'm not sure exactly how to properly cite Apple's side of
               | the story anymore, since it was from a Twitter thread
               | that I don't know how to search for[0]. I know there was
               | something on InternalTechEmails as well but I'm too
               | afraid to touch Elon's Musk anymore.
               | 
               | Apple throwing "port Flash Player and HW accelerate it"
               | to an intern also tracks. Especially if this was early
               | iPhone development where basically half the company was
               | being press-ganged into giving Steve Jobs an iPhone demo
               | that wouldn't crash on stage.
               | 
               | Everything you said about Adobe management also tracks.
               | I'm reminded about Jobs' quote about Xerox being filled
               | with copier-heads[1].
               | 
               | Also...
               | 
               | >second system effect
               | 
               | Are you telling me that there was a Flash Player
               | equivalent of Mac OS Copland[2]'s development at some
               | point?
               | 
               | [0] Said thread also revealed that Jobs felt snubbed from
               | not being able to have Adobe's CEO on speed dial
               | 
               | [1] https://www.youtube.com/watch?v=b7aUJyJbJMw
               | 
               | [2]
               | https://en.wikipedia.org/wiki/Copland_(operating_system)
        
               | [deleted]
        
             | chongli wrote:
             | Adobe is the Autodesk of the creative side of things.
             | They've swallowed up almost everything in the space and
             | exist only to collect rent. When something requires
             | finesse, such as Flash, they fail miserably.
        
               | Bakingpotato wrote:
               | oh god, autodesk. don't remind me. exactly correct.
        
               | wkat4242 wrote:
               | Yeah fusion 360 doesn't even support HiDPI scaling to
               | this day.. wtf
        
               | chongli wrote:
               | Of all the software to benefit from HiDPI, I would think
               | CAD would be near the top of the list! Totally
               | inexcusable!
        
             | dylan604 wrote:
             | If Macromedia had a handle on it, it would not have been
             | the dumpster fire it was when Adobe bought it. Flash was
             | buggy as hell. The optics of history seem to be blurring
             | how bad it was. Yes, you could do some cool and fun things
             | at a very affordable way, but it was a security nightmare
             | as people were trying to do much more complicated things
             | that sprite animations. Rose tinted glasses of an old piece
             | of tech than one has fond memories of is clouding judgment
             | I'd say.
        
               | Bakingpotato wrote:
               | less rose tinted glasses and more the insanity of people
               | entrusting _logins_ and _security_ to flash player to
               | start with, or even adobe for adding that in. Yknow. if
               | it was riddled with bugs and all that, you might avoid
               | such a thing, for say, a banking page. Macromedia
               | designed flash to be a _web based animation system_ , not
               | a full web stack. The very fact that these things were
               | attempted is insane enough, and whats worse is the people
               | who were surprised when it came crashing down.
               | 
               | all this talk about security and flash's being bad at it,
               | and you forget what flash really was for. It wasn't for
               | blaring ads (you can do that without flash) and it wasn't
               | for _secure logins_ anyone who did use it for those was a
               | money maker or a madman.
        
               | mschuster91 wrote:
               | > If Macromedia had a handle on it, it would not have
               | been the dumpster fire it was when Adobe bought it. Flash
               | was buggy as hell.
               | 
               | No matter who owned it, Flash was a security nightmare
               | _throughout its existence_ , just as ActiveX and Java
               | applets were.
               | 
               | The key thing is, these things were created in a time
               | when there were _far_ less bad actors on the Internet -
               | not just because finding an actually working version of
               | IDA was a challenge in itself but also because the
               | financial aspect motivating bad actors these days (i.e.
               | botnets, crypto malware) just wasn 't existing or at
               | least was sorta confined to nation-state actors. Plugin
               | vendors could get away with an awful lot of utter
               | bullshit back in the early '00s.
        
               | anthk wrote:
               | Blaster. Sasser. Malware everywhere. IE with Active X was
               | hell.
        
               | j45 wrote:
               | Truthfully though, what wasn't a security nightmare back
               | then in some way?
               | 
               | Doesn't negate what you said just actually trying to
               | think of some positive rich media app technologies.
        
               | dylan604 wrote:
               | >Truthfully though, what wasn't a security nightmare back
               | then in some way?
               | 
               | Collecting data from a form sent via POST to be processed
               | server side?
        
           | babypuncher wrote:
           | > Flash died because Adobe couldn't get a version running on
           | iOS that wasn't garbage.
           | 
           | Flash ran like garbage on every platform it supported, which
           | is the reason Apple didn't allow it on the iPhone. And the
           | Internet is a better place today because half of it is no
           | longer built on a poorly implemented proprietary technology.
           | 
           | At the time I was a big Android fan, and it took me a while
           | to come to terms with the fact that while my phone and tablet
           | could run flash unlike Apple's products, the experience was
           | so incredibly shitty that it was not worth actually using. I
           | don't think I ever made it through a full episode of South
           | Park on southparkstudios.com without the player crashing and
           | me needing to reload my browser at least once.
        
             | vGPU wrote:
             | > because half of it is no longer built on a poorly
             | implemented proprietary technology.
             | 
             | And then Google amp came along.
        
       | romusha wrote:
       | No reason to still use shitty technology
        
         | DaSHacka wrote:
         | I agree, we should ditch JavaScript.
        
       | epa wrote:
       | Im excited for this! So much is archived on flash that had
       | thought to be lost
        
       | lucgommans wrote:
       | They link to a collection called "Software Library: Flash". How
       | do I add something there? I've uploaded gravityrunner years ago
       | and recently (45 days ago, the site tells me) figured out how to
       | activate the emulator for this swf file (not sure why not offer
       | to emulate any .swf file but ok), but it's also not showing up1
       | in things like Flash game collections. Is there any documentation
       | on this?
       | 
       | Edit: wait, I think I found it. Below the About text, there is a
       | filter for "AND primary_collection:softwarelibrary_flash".
       | Probably I need to add that tag to my item. Now I wonder how I'm
       | supposed to know of the relevant collections to put things in? Is
       | there a list of all software categories?
       | 
       | 1 https://archive.org/details/softwarelibrary_flash?query=grav...
       | whereas it is on the site-wide search:
       | https://archive.org/search?query=gravityrunner
        
         | Bakingpotato wrote:
         | not that I've seen. one thing you can try to do is add the
         | Ruffle emulator flags to your metadata, and they'll probably
         | pick it up and place it in that category whenever the next time
         | they do a sweep. I guess you can also email them, hey are
         | pretty prompt by email, usually.
        
         | ehPReth wrote:
         | Try @textfiles on Twitter
        
       | dayvid wrote:
       | Xiao Xiao was a nostalgia kick:
       | https://archive.org/details/softwarelibrary_flash?query=xiao...
        
         | Bakingpotato wrote:
         | amen.
        
       | diggernet wrote:
       | Sadly, flOw still doesn't work.
       | 
       | https://archive.org/details/flash_flow
       | 
       | In fact, the motion of the little bit that it does feels much
       | less smooth than I remember from last time I checked.
        
         | justinclift wrote:
         | Just tried it here (using Firefox on Linux), and it seems to be
         | running ok.
         | 
         | At least, the creature is smoothly turning and travelling
         | towards wherever the mouse is.
         | 
         | There don't seem to be any stutters, slowness, or other
         | hiccups.
        
           | diggernet wrote:
           | Thanks for checking. Same setup here. Feels a little jittery
           | to me. I dunno, maybe it's in my head.
           | 
           | Of course, the important bit is the poor little guy never
           | gets any food to eat. So, no game.
        
             | justinclift wrote:
             | Yeah. I used to play Flow on the PS3, and thought it was
             | awesome. :)
        
       | WillAdams wrote:
       | I hope this means that they will fix the site for the wonderful
       | book _Bembo's Zoo_:
       | 
       | https://web.archive.org/web/20050204004955/http://www.bembos...
        
       | giovannibonetti wrote:
       | Regarding a modern alternative to Flash, I just want to mention
       | the Scrimba webdev learning platform [1], which leverages a
       | custom built programming language [2] for making interactive
       | courses and save the videos in an optimized vector format with a
       | very small footprint.
       | 
       | It was released in a Launch HN 3 years ago [3]. Personally, I
       | have used the platform to teach the basics of frontend web dev to
       | my wife, and it was a great experience.
       | 
       | [1] https://scrimba.com/ [2] https://scrimba.com/learn/imba [3]
       | https://news.ycombinator.com/item?id=24579699
        
       | codedokode wrote:
       | In case anyone is wondering how much CPU Flash emulator uses:
       | "Isolated Web Co" - 12%, Firefox - 16%, gnome-shell - 25%.
        
       | nathants wrote:
       | working on a game right now. the second to last attempt was in
       | godot 4. it reminded me a lot of flash, especially in 2d mode.
       | 
       | to anyone missing flash go checkout godot!
        
         | hoten wrote:
         | PIXI.js also gives a similar framework.
        
       | dumpsterdiver wrote:
       | Possibly an unpopular opinion:
       | 
       | Flash appears to have been a very capable medium for transporting
       | intent, but the intent of that awesomeness was overshadowed by
       | the shoddiness of the underlying implementation. Flash, in its
       | various implementations, has always amounted "building a house
       | upon sand". You don't have to search far to see this. It was an
       | ignorantly thrown together security nightmare (ignorant in the
       | sense that they had no idea how bad it actually was until the
       | RCE's came raining down).
        
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