Flash was my favorite game design tool of all time, and it changed my life.
In 2002 I created the original AdventureQuest. Because the game was created in Flash (Actionscript 1) it was instantly cross platform. It could dynamically load any number of animated monsters, weapons, cut-scenes, towns, and backgrounds. Most importantly, those loaded items could have their own code which let them do anything-- giving them new AI, features, or letting there be a game within the game. Also, it was easy to communicate with the database through posts to webpages. Because of this, your character was persistent and the game was able to update with new things every week. (In fact, the game has been updating for 17 years and is STILL updated with new things every single week.)
As Flash evolved, we built more games: DragonFable, MechQuest, and a slew of minigames. Actionscript 2 has a special place in my heart. It was my favorite language. Not being a "real programmer", it was really easy to use. Making things was ultra fast. Actionscript 3 was a challenge for me. our "real programmers" loved it. But, it was so hard for me to actually make anything happen with it. When it became the new standard and we started developing with it, I stopped programming and focused on the content assembly side.
We have built several Flash Massively Multiplayer Video games: AdventureQuest Worlds, EpicDuel, Oversoul, and HeroSmash. They all benefited from the same features that the very first game did, allowing for weekly (or more often) releases of new content. The games literally grew under your feet as you played them.
Creating art, animation, and interactivity in Flash was the best. Flash 3.0 was probably my favorite version. Flash CS6 being a close second.
We are currently in the process of converting our most popular game, AdventureQuest Worlds to Unity. Switching from vector to raster is a nightmare-- ask anyone who has gone through converting 10,000 items with no universal conformity.
Flash was just so fast and easy. We still use Adobe Animate (which is what they call the Flash tool now) for creating 2D vector art. But I really do miss Flash as a "one stop shop" tool to create... anything.
Man - DragonFable & MechQuest were great fun. I still think of Sir Valence and the various knights with punny names!
I hope between godot, procreate 5, and open source flash runners, long term Flash will be properly succeeded; for now it appears we have regressed unless you pay Adobe for a CC subscription.
In 2002 I created the original AdventureQuest. Because the game was created in Flash (Actionscript 1) it was instantly cross platform. It could dynamically load any number of animated monsters, weapons, cut-scenes, towns, and backgrounds. Most importantly, those loaded items could have their own code which let them do anything-- giving them new AI, features, or letting there be a game within the game. Also, it was easy to communicate with the database through posts to webpages. Because of this, your character was persistent and the game was able to update with new things every week. (In fact, the game has been updating for 17 years and is STILL updated with new things every single week.)
As Flash evolved, we built more games: DragonFable, MechQuest, and a slew of minigames. Actionscript 2 has a special place in my heart. It was my favorite language. Not being a "real programmer", it was really easy to use. Making things was ultra fast. Actionscript 3 was a challenge for me. our "real programmers" loved it. But, it was so hard for me to actually make anything happen with it. When it became the new standard and we started developing with it, I stopped programming and focused on the content assembly side.
We have built several Flash Massively Multiplayer Video games: AdventureQuest Worlds, EpicDuel, Oversoul, and HeroSmash. They all benefited from the same features that the very first game did, allowing for weekly (or more often) releases of new content. The games literally grew under your feet as you played them.
Creating art, animation, and interactivity in Flash was the best. Flash 3.0 was probably my favorite version. Flash CS6 being a close second.
We are currently in the process of converting our most popular game, AdventureQuest Worlds to Unity. Switching from vector to raster is a nightmare-- ask anyone who has gone through converting 10,000 items with no universal conformity.
Flash was just so fast and easy. We still use Adobe Animate (which is what they call the Flash tool now) for creating 2D vector art. But I really do miss Flash as a "one stop shop" tool to create... anything.
Battle on! Artix