3/4/2026 at 9:31:32 PM
I made Flash Games back in the day. Here's my old profile on Newgrounds: https://cableshaft.newgrounds.com/One thing Flash had that nothing else has really seemed to replicate as well since, is an environment that both coders and artists could use. I'd collaborate with an artist, they'd make their animations within an FLA, send it to me, and then I'd copy+paste into the project file, and it'd just work. I could even tweak their animations if need be to remove a frame here or there to tighten the animations and make it feel more fluid, etc.
That being said, I'm not sure I could go back to it now. I've been working with Love2D lately, and I prefer that (especially for the version control). FLA version control was always me going 'GameName-1.fla', 'GameName-2.fla', or when I got a little smarter 'GameName-Date.fla'. Eventually they let you split out the actionscript files into its own files, and that was better for version control, but you still had the binary mess of the FLA file.
But all these sprite-based game editors just can't handle the crazy intricate animations that vector-based Flash games could handle. Porting one of my old games (Clock Legends) that had hundreds of frames of hand drawn animation for a boss that filled the screen would be ridiculously huge nowadays, but the FLA for that was like 23MB, I believe (I'll need to hunt it down, I have it somewhere), and several MB of that were for the songs in the game.
Excited for this project though. It deserves to come back in some form.
by cableshaft
3/5/2026 at 5:30:12 AM
Flash was great. Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?I remember trying to produce a Flash renderer in C# when we wrote DudeFactory to render out the characters after you used the Flash app to put all their clothes and accessories on. I think we cheated in the end and pre-rendered large PNGs of them all and used .NET to just layer them all with instructions sent from Flash.
by qingcharles
3/5/2026 at 11:03:20 AM
SVG + CSS + JS was hailed as the Flash-killer. But authoring tools never materialized. The tech stack can render the same things, but the process of creating anything beyond a static image in SVG is night and day compared to making the same thing in Flashby wongarsu
3/5/2026 at 3:21:24 PM
Flash should have transitioned into an authoring tool for SVG + CSS + JS but it just took a knee because so many people hated flash for all of its warts by the time SVG and Canvas moved vector graphics rendering to the browser. Flash was a real pain the ass for most web users and Web 2.0 technologies did kill it.by ecocentrik
3/5/2026 at 3:56:37 PM
> Flash should have transitioned into an authoring tool for SVG + CSS + JSDidn’t it? IIRC, Adobe had such a tool at some moment, and part of it seems to (somewhat) live on [1]. https://en.wikipedia.org/wiki/Apache_Flex:
“Apache Flex, formerly Adobe Flex, is a software development kit (SDK) for the development and deployment of cross-platform rich web applications based on the Adobe Flash platform. […] Adobe donated Flex to the Apache Software Foundation
[…]
In 2014, the Apache Software Foundation started a new project called FlexJS to cross-compile ActionScript 3 to JavaScript to enable it to run on browsers that do not support Adobe Flash Player and on devices that do not support the Adobe AIR runtime. In 2017, FlexJS was renamed to Apache Royale. The Apache Software Foundation describes the current iteration of Apache Royale as an open-source frontend technology that allows a developer to code in ActionScript 3 and MXML and target web, mobile devices and desktop devices on Apache Cordova all at once”
[1] I may be wrong though. It’s not easy figuring out what Flash code ended up in which of Adobe’s Flash-like products over time.
by Someone
3/5/2026 at 2:36:24 PM
I think Rive[0] is quite competitive with what was possible back then in covering the full authoring stack.[0]: https://rive.app
by hobofan
3/5/2026 at 3:28:10 PM
> Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?probably not. The only difference is that it'd be build once display everywhere. Flash meant that everything looked the same regardless of browser or platform.
Its a lot better nowadays, but its not as easy as flash was.
The _key_ thing thats missing is the flash IDE/designer. There are no compelling editors/environments that allows both artists and coders to work in the same space.
Sure I can use Illustrator to make graphics, but there are no animation systems out there that allow me to animate well (I can render a unity app to HTML/JS but thats not quite the same)
by KaiserPro
3/5/2026 at 3:37:41 PM
Guaranteed deployment, and the lack of an IDE which works for both programmers and artists were definitely the two advantages Flash had.I'd really like to find a replacement which clicks for me the way it did --- started out w/ its predecessor, Futurewave Smartsketch (used it on PenPoint, Mac and Windows, and for Windows, continued using through a succession of pen tablets, most notably my Fujitsu Stylistic ST-4110 which I despair of replacing --- transflective displays went out of vogue).
by WillAdams
3/5/2026 at 1:14:33 PM
Yeah, there's two approaches to rendering Flash vector art.You can turn the curves into polygons, or render them to textures. Ruffle, I recall, makes everything polygons (so it's a little chunky if you zoom in?), and Super Meat Boy rendered everything to textures.
I'm not sure what the actual flash player did, which seems to have pretty decent performance relative to Ruffle in my testing.
Maybe they have some proprietary technique for rendering curves quickly on a GPU? (I read a paper on rendering curves, and there's OpenVG, which I think came later and nobody uses?)
by andai
3/5/2026 at 6:14:00 PM
OpenVG is just an API by Kronos group, that was never implemented by hardware vendors on desktop graphic cards (it was specifically created for mobiles, as OpenGL|ES).Btw, there exists several implementations, with pure CPU rendering (like AmanithVG SRE) and others with GPU backends.
by mfabbri77
3/5/2026 at 5:10:49 PM
>Flash was great. Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?This has more or less been the line from the day Steve Jobs decided Flash would never be available on the iPhone. And it was readily apparent that no one who said that worked in the audio domain. Things are much, much better now, but I remember challenging myself by trying to build a drum machine in HTML, Javascript, and CSS (not wanting to muck about in Canvas at the time) and while I could make it look decent enough, there was no such thing as a solid, reliable clock in Javascript, for about a decade. Just the way you played audio files back varied from browser to browser on the same machine. It was absolute garbage.
In-browser capabilities have basically caught up or exceeded what Flash did - I don't keep up anymore - but to echo other replies, the authoring tools just aren't as accessible. Maybe vibe coding tools close that gap. But the forced sunsetting of Flash set online interactive multimedia back at least a decade. It was never my main career path, but I more or less abandoned that fun side quest, and as evidenced by my feeling the need to comment here, it still kind of bums me out.
by leviathant
3/5/2026 at 5:52:18 AM
> Is there anything Flash could produce that wouldn't render these days with SVG + CSS + JS?This sounds like a "is there anything you can do in C++ or Javascript that you couldn't do in Brainfuck?".
Flash was a complete authoring environment. Yes, you can replicste the output in JS+CSS (or more likely JS+Canvas/WebGL/WebGPU), but at what cost and with how much effort?
by troupo
3/5/2026 at 9:45:33 AM
Technically you may not even need js, since SVG has integral support for SMIL.by RobotToaster
3/5/2026 at 12:40:07 PM
Have you ever tried that out? Last time I checked (some yeqrs ago) wide support (and performance) was not great but more importantly handling I found not great.Support and performance might have improved, but I think the style is still ugly and good authoring tools non existent.
by lukan
3/5/2026 at 8:05:42 AM
2D and 3D games, with good developer and debugging tools.by pjmlp
3/5/2026 at 9:20:11 PM
Every time I see SVG mentioned with Flash I just think it's immensely ignorant. No offense, but programmers love to think of "vectors" as SVG because it's all they know. For several years I kept hearing people say "we have HTML5 and SVG now, so we don't need Flash anymore." And with that Flash animations and games were lost forever and I'm still bitter about it.For artists, SVG is probably the worst vector format imaginable. In fact, I'd say any project that uses SVG as backend is doomed to fail with artists. It's pretty much a red flag at this point that if "supports vector" means "support SVG" they're doing it wrong and just chose the easiest to implement vector graphics because you probably have a billion open source SVG libraries at this point instead of rolling their own proprietary vector rendering algorithm that actually improves the artists' workflow.
To answer your question, the important thing about Flash wasn't the vector rendering but the vector art authoring tools. You could make Inkscape work like Flash, but nobody has done that yet. All you need is a brush tool that automatically does union of shapes of same color and subtraction of shapes of different color so the whole layer is always "flattened" with no shapes overlapping. This is the sort of thing that made Flash exceedingly easy to use for artists. It was a vector art program that worked exactly the same way as a raster digital art program. It thought of vectors not as shapes that the program was going to render but as paint strokes on a canvas.
If you were building a vector art software today you probably would want all sorts of things that SVG doesn't provide, e.g. line art with varying thickness based on tablet pressure (although Flash didn't need this, since you could draw shapes instead of strokes). You might also want to take a look at OpenToonz' vector implementation, which has "fills" that automatically expand when you change the enclosing strokes and an indexed color palette system, and CSP's line art vectors that let you use textured raster brushes with settings like dab scattering in vector strokes.
By the way, I also believe the idea that HTML5 could replace Flash games was insanely stupid. Anyone could make a Flash game and deploy it to web browsers in one click. Do that in HTML? With Javascript? Which means you need to download all these images/audio from the Internet? You want to play it locally? CORS issues, baby! Now you need to turn this mess into an electron app or use the most disgusting build step imaginable to turn whole jpegs into a base64 strings so you can create a single HTML file that is several megabytes. How did the entire world convince themselves that this was an actual replacement of Flash's functionality is honestly beyond me. For Flash websites, sure, you have <video> now, but for everything else that Flash provided there has never been a proper replacement (at least until Godot/Unity started WASM'ing, but that was a long time after).
by AlienRobot
3/5/2026 at 6:30:17 AM
It feels like we're fairly close yet so far. Lots of newer tools do have animation and tweening of arbitrary properties but then will just have bitmap image editors instead of a built-in vector editor for example. Or just make it really hard to tie all the stuff together.The ease at which Flash CSx would just let you draw a circle in a spot, then click on it to get its script file and immediately add a little bit of behavior is magic for prototyping
by rtpg
3/4/2026 at 10:45:45 PM
Thank you for reminding me of the Clock Crew. The Internet used to be fun.by nosrepa
3/5/2026 at 12:29:41 AM
Strawberry Clock is our king!by fuzzy_biscuit
3/5/2026 at 2:11:46 AM
I was in some instant-message conversations (Romhacking related I think) with CoolBoyMan before he told me that he was Strawberry Clock.by Dwedit
3/5/2026 at 1:14:11 AM
Bby barbs
3/5/2026 at 3:58:48 AM
I feel we need a modular verdion of Flash: standalone editor that produces just the animations with Flash-like mechanics, SDKs for major OSS game frameworks, and possibly an editor component you can use in IDEs. You then drop in animation file(s) and track them in VCS like any other asset.Edit: but of course, the standalone variant should work for non-game animations as well!
by notpushkin
3/5/2026 at 10:05:10 AM
Before opening the comments I made a bet with myself that the top comment would be about how someone made flash games in the 2000s and nothing really replaced it in the coming years. :)by dizhn
3/5/2026 at 10:43:49 AM
In my experience what made Flash special wasn't the SWF runtime but teh FLA as a single editable file that bundled timeline, vectors, and code so an artist could hand over an animation and a developer could open the same file and tweak frames without a full rebuild. To recreate that loop I built a pipeline where artists export PNG sequences from Adobe Animate, TexturePacker packs them into atlases, a small tool emits a JSON timeline with frames as {spriteIndex,durationMs,easing}, and an AssetPostprocessor in Unity or an import plugin in Godot hot-reloads that JSON into AnimationClips so timing can be nudged in-editor. I've found the practical tradeoff is bigger assets and more import complexity, so make your timeline format human-readable for sensible git diffs, keep per-animation metadata minimal for easier merges, and accept that you'll be debugging the importer at 2am while an artist asks for 'one frame faster' but iteration speed pays off.by hrmtst93837
3/5/2026 at 11:07:11 AM
The versioning was indeed a bit of a pain, also anything with dynamic input.I was pretty proud of a solution where we could feed a web CMS that had a flash and a html version with the same editable text fields. IIRC you could grab the input of some fields from a text file and Flash didn't care where these came from, so on save the CMS just spit out a bunch of text files in a folder. That must have been around 2001.
by wink
3/5/2026 at 3:17:04 AM
I've tried Love2D and enjoyed it but just found the lack of support for Lua was tough - how do you handle debugging and things?by shminge
3/5/2026 at 1:18:46 PM
I remember I could connect love2d to the IDE I used and debug lua just fine with it. Which IDE you were using?by a1o
3/5/2026 at 10:26:25 AM
Original adobe tools for flash should still work on windiws/wine. Why don't people use them to make things?by 0x1ceb00da
3/5/2026 at 12:35:50 PM
Flash died once people no longer had a flash player. The tooling might also need updating if the apps being built are targeting today’s touch devices.by amenghra
3/5/2026 at 1:16:09 PM
Indeed they do, at least once a year :)by andai
3/5/2026 at 1:11:40 PM
Have you tried Rive? It seems to have a lot of potential for game development.by dnpls
3/5/2026 at 1:54:00 PM
It's a UI authoring toolkit, you could do entire games in it I suppose, but you'd be fighting against it, rather than being helped by it.Better to go the route of doing Spine2D animations then leverage a real game engine like Godot or Unity and load the animations there.
But then you're essentially back to "traditional game development" which is very different from what you could do with Macromedia's Flash back in the day.
by embedding-shape
3/5/2026 at 2:39:06 PM
> but you'd be fighting against it, rather than being helped by itI think this was also true of doing game development in Flash. Some people here might be looking back at Flash with rose-tinted nostalgia glasses.
by hobofan
3/5/2026 at 6:59:38 AM
> is an environment that both coders and artists could use.Maybe Rive fits this well enough? (Not affiliated, just looked into it at a time from a render engine perspective)
by gf000
3/5/2026 at 1:08:41 PM
I came here thinking the same. To me, it looks like Rive is the closest tool with the highest potential to be a Flash replacement.by dnpls
3/5/2026 at 4:34:03 AM
God I love the look of those old school sites. Takes me back to a happier time. Whatever happened? :(by wesammikhail
3/5/2026 at 1:17:04 PM
Remember how mobile sites were the same thing except with less personality? And then they figured out they could remove what little personality remained and call it progress? And then they realized they could do that on desktop too?by andai
3/5/2026 at 8:24:35 AM
newgrounds is still around thoughby throawayonthe