News

FlashDevelop 3.2.1 RTM released

If you haven’t updated your FlashDevelop, you should now to experience less crashes.

If you haven’t used FlashDevelop yet and have been coding inside Adobe Flash IDE, shame on you. :P

News

FFMag July issue is out

Flash & Flex Developer’s Magazine has released the July issue.

Front page highlights Protecting, Licensing and Selling Adove Flex/AIR apps.

Plus a small talk on writing bots for automating Farmville — possibly a good investment, unless many have left Farmville for Social City. :D
What I like most is the tutorial on developing Android app with AIR.

Download it now.

News

FFMag June issue is out

Flash & Flex Developer’s Magazine just released the June issue. It highlights Flash/Air development on Android.

No more of those same old mobile development problem with Java apps, which continues to haunt to this day on Android platform.

This will surely stop my attempt to make AS3-like Java API project.

News

Waterfall Woods: Best 3D Flash Game

I dare say that I just played the Best 3D Flash Game — visually that is. ^^ It is called Waterfall Woods, developed by Protopop.

Waterfall Woods

Who would have known that the game is powered by Sandy3D? Yes, Sandy3D not Papervision or anything. I know Sandy’s development died when kiroukou, the only active developer, left. Still, Flash Game Developers opt to use Sandy3D — of all Flash 3D API. Baffles you, eh? — not me. ;)

Being a member of their community some long months ago, I’ve witnessed just how active the community is. Sandy3D not only promotes open source but also the free culture of people sharing knowledge.

I left Sandy to pursue Papervision which has a lot more functionalities to offer. And I saw just how different the community is. IMO, Papervision is so commercialized that you could only learn the advanced functionalities by attending hands-on seminars held by the development team, or study the source code which is what I’ve been doing.

To the developers of Waterfall Woods, congratulations for a job well done!

News

We Have Our Winners!

A WINNER IS YOU!

Congratulations to the winners of the 2010 Phlashers 5kb AS3 Code as Art Contest!

We had four entries and they were judged according to the following criteria:

  • 20% Concept
  • 25% Code Aesthetics
  • 25% Functionality
  • 30% Overall Impact

Many thanks to our judges:
Melch Valimento, Jay Tablante (plus myself) from Phlashers, Martin Gomez and Antonette Uy from Philweavers and Pearlie Tan, and of course, Wonderfl.net for hosting the projects and Adobe who provided us with the prizes.

Competition was fierce and scores were really close!

Here are the entries:

First Prize: MJ Mendoza
Entry: Vocal Hero
Description: Guitar Hero type game controlled by your microphone
Overall Score: 85.38 points

Second Prize: Ed Salvaña
Entry: Smoke
Description: Offshoot of an earlier experiment for smoke visualization using perlin noise, displacement map and combination of filters.
Overall Score: 85.04 points

Third Prize: Julius Cebreros
Entry: 5k GoL
Description: Game of Life in 5kb! Instructions: Any key to play/stop. Mouse Click to toggle cells
Overall Score: 84.67 points

John Chris Calida
Entry: neon light
Description: Neon glow filter.
Overall Score: 61.71 points

’til next year! Phlash on!

News

HTML5 & Flash Revisited


(Update Notes: This article was originally posted on TheNextWeb and has been updated. Be sure to also check out the iPhone-toting Flash co-creator Jonathan Gay’s thoughts on Steve Jobs and Flash and how Adobe Loves Choice for developers.)
—–

When Apple unveiled the iPad back in January, its glaring lack of support for the Flash browser plug-in ignited HTML5 vs. Flash discussions once more. At the heart of the debate is that Flash will become obsolete because HTML5 would duplicate much of its functionality. As a developer who actually works on the web and with the Flash platform (as opposed to critics who’ve never touched a line of Javascript and Actionscript), I’d like to point out a few things about this Mac vs. PC-ish debacle that just won’t die.

1) The Web is ruled not by developers, but by designers

What HTML5 promises to bring is the rich interactive web. Finally, developers can create the same whiz-bang object animation, tweening effects and video that have long been the domain of Flash without having to rely on a proprietary plugin. Hurrah, Flash is dead!

…right?

No. One thing anti-Flash proponents have to realize is that the web is ruled mostly by designers who have little to minimal coding skills and that UI coding + programmatic animation are no easy tasks even for most seasoned developers. Unless someone comes up with a unified toolset for HTML5 that will give these designers the same ability to produce timeline and tweened animations, in-app vector graphic manipulation, multi-channel sound integration and nested movieclip objects with the same ease accomplished in Flash Professional, don’t expect Flash to disappear anytime soon.

Interestingly, as Adobe CTO Kevin Lynch explains, it looks like that someone is going to be Adobe. Remember: Adobe is in the business of selling tools. They don’t make money with Flash itself directly; they make money off the tools that create Flash content. If HTML5 is where the future is headed, then that’s simply where Adobe will go.

Update Note:Adobe Dreamweaver CS5 now has support for HTML5 via the HTML5 Update Pack extension.

2) The HTML5 video tag: will it be the final nail in Flash’s coffin?

One of the new features in HTML5 that is touted to be a Flash killer is the new <video> element. Pundits say that Flash will die now that people will be able to natively play videos on their browsers without having to install third-party plug-ins. This is great for the open web, but there’s a very big problem that has brought this feature to a standstill: browser vendors can’t agree on which codec the video tag should support.

Firefox, Opera and Chrome support the open and royalty-free Ogg Theora/On2 VP3 codec, while Safari, Internet Explorer 9 and again, Chrome support the newer H.264 codec which needs to be licensed. Here’s the problem: although Ogg Theora is free, it’s not as efficient as H.264 and Google’s Chris DiBona stated that if YouTube were to use Theora as its codec, it would take up most of the available bandwidth of the internet. On the other hand, Mozilla has flat-out refuses to license and use the H.264 codec because it would violate the principles of free software and it would become the GIF patent problem all over again. Because of the disagreement on which video format to use, HTML5 has once again brought us to same the problem in the 90’s where websites would serve videos in various incompatible formats like Real Media, ASF, WMV, DivX, Quicktime and so on. This is the exact same environmental condition on which made Flash Video took off in the first place: Flash video simply worked hassle-free on just about every browser out there.

Also, note that Flash video can also be used in ways that can’t be easily achieved in HTML5 like:

    Update Note: Google just open-sourced the On2 VP8 video codec and a consortium has formed around it as the WebM Project. Good news for the open web: this means browser vendors can now have a common video codec to agree upon and that the HTML5 <video> tag can finally move forward!

3) Games, games, games!

Aside from video, websites, interactive CD/DVD-ROMs and kiosks, one of Flash’s other big uses is for games. Consider this: Sony has sold 33.5 million Playstation 3 units, Microsoft moved 40 million X-Box 360 units and Nintendo 70.93 million with the Wii. If Farmville alone has 82.4 million active users and you think of all the other Flash games out there and the people playing them, then Flash is now actually one of the biggest gaming platforms in the world!

That’s all well and good for browser gaming, but now, with the arrival of the HTML5 Canvas element on the scene, game developers can now do the same things in HTML5 that Flash games are doing, right? After all, with HTML5 we can now do all sorts of neat stuff like this sweet space shooter game and even run ID Software’s classic Quake II 3D game! With this in mind, DHTML will supplant Flash as the medium for creating casual browser games, surely?

Well, not just yet. Flash has so many things going for it right now that can’t be easily replicated in HTML5:

4) HTML5 is not quite here yet. When is it going to finally arrive?

Realize this: WHATWG, the standards group steering and dictating HTML5’s spec moves so slow that it took roughly 6 years to get to where it is today (essentially a fraction of what Flash MX could do back in 2002). Also, assuming IE6 dies soon (doubtful), widespread adoption of HTML5 by manufacturers isn’t expected ’til 2012. What’s worse, the HTML5 spec isn’t even going to be finalized until 2022! At the pace at which Flash evolves, imagine what it would look like by then! Seriously, 2022?

5) HTML5 is just as bad, if not worse than Flash.

Regarding slow and bloated Flash content, the problem is not the platform itself, but with authors who don’t optimize content. If Flash content is developed pretty well, there should be little to no problem with the performance hit systems will take. With every Tom, Dick & Harry website going AJAX right now, a lot of sites can no longer be viewed efficiently by low-spec machines. When surfing the web on a 400MHz OLPC XO-1 laptop (first-hand experience), certain sites with Javascript turned on like Facebook is just become plain unusable. Gone are the days when you could surf the net with a Pentium 166 MMX on a dial-up connection. Exacerbating this problem is the fact that more and more websites require the user to browse with Javascript turned on and even worse, provide no mobile/low-bandwidth barebones alternative version of the site.

Finally, expect to see the new breed of obnoxious Javascript web ads to replace those obnoxious ones made in Flash once HTML5 gains traction. At least with Flash ads, you can simply use Flashblock or ClickToFlash to avoid them. As more people start using Ad blockers, expect ad companies to use more of those floating Javascript/CSS ads that irritatingly hijack and cover webpages you’re trying to read. If the page contains Javascript, how then will ad blockers tell which scripts are ads, especially if the ad content were to reside on white-listed servers?

Closing remarks

What do I think about HTML5 as a Flash developer?

Well I think HTML5 is great and yes, it is the future. I don’t see it as replacing Flash anytime soon as there are too many issues holding it back and that there are things going for Flash that HTML5 cannot compete with. Also, unless authors learn to optimize HTML5 content or create mobile/lite versions of their sites, I see a dystopian future where trying to view simple content on low-spec mobile devices (which is where computing is headed) will trigger the MHz arms race once again. It’s a vicious cycle that’s bad for the environment: Faster CPUs encourage sloppy developers who don’t optimize content, then bloated content forces users to buy faster and more power-hungry devices.

HTML5 proponents, be careful what you wish for. You might just get it.

Tutorials

How to load an external SWF?

Most Flash-based virtual worlds (or social games as generally called) allows customization of characters. This means extra work for the artist to create a wide variety of eyes, nose, ears, and mouth — not to mention: hairs, tattoos, masks/helms, and if applicable, armors and weapons.

If all art assets are included inside the main SWF file, it will take a little longer for the game to load. To keep the main SWF file size as low as possible, other art assets are loaded dynamically.
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