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That early 2000's web design style, love it!

Bogotá is 4 degrees north of the equator. Its climate is a bit temperate due to being in a high altitude plateau. But you better wear sunscreen anyway under tropical sun.


Notice that it's still very much possible to produce SWF files with languages like Haxe http://haxe.org/, and there are frameworks that mimic the Flash drawing API like OpenFL https://www.openfl.org/, there is (or was) a lot of interesting stuff like that happening around.


Flash editor was the magic


Indeed, Flash UI is really its strenght, the way to draw and manipulate curves, I don't think I've seen anything like it after that, although illustrating is not my trade. However, it is possible to do cool procedurally generated stuff with the drawing API, or use plain normal bitmap graphics to do things.


Adobe’s pen tool across all titles is second to none. There is so much value in just that one tool done right.


I far prefer the pen tool in Macromedia Freehand/MX, to say nothing of the other drawing modes which it offered (and which Adobe later copied).

I might still have an InDesign Subscription if Adobe had just rolled all of Freehand's capabilities into it --- instead, I keep a Windows computer for it and a stylus (despite Windows having crippled stylus functionality in Windows 10 Fall Creators Update) --- which reminds me, stylus usage in Waterfox broke again and I have to look up how to fix it (again).


This is very true.


There is Wick Editor (which I mentioned elsethread)

https://www.wickeditor.com/#/


Unfortunately, it's been abandoned for a while now.


There are some forks of it that seem more recent:

1. Candlestick https://github.com/Candlestickers/Candlestick

2. StickmanRed’s Fork https://github.com/StickmanRed/wick-editor

3. This brand new fork: https://forum.wickeditor.com/t/started-my-own-fork-luke-tool...


That is unfortunate.

Other similar projects?

Another reason for me to knuckle down and write my own (programmable) drawing program....


And, of course, Ruffle[1][2] to play them.

[1] https://ruffle.rs/

[2] https://github.com/ruffle-rs/ruffle/


I am using Ruffle to keep my games playable, but AS3 support is still getting there. AS2 support is awesome.


Can't modern Flash compile to HTML5? Can the open alternatives also do that?

I wish SWF became a common HTML5 transpile format.


No, it cannot. It can sort of compile some animations (with the libary EaselJS), but you have to use javascript instead of actionscript - but it is really not the same like it was in flash. Basically it does not work for me and I abandoned Adobe Animate and still looking for replacement of the lost Garden of Flash Utopia.


Flash required a browser plugin to work. It was handling video and 3D animation a decade before the <video> and <canvas> elements were added to the HTML5 spec.


HTML 5 offers nothing to match Flash capabilities.

Perhaps you could render to Canvas/WebGL/WebGPU, but you still need to reproduce the entire engine there.


I had a start programming and doing little weird animations back in the early 2000s. Then I could earn a living doing stuff with Actionscript, little games on the web, or profile picture generators; even stuff on the BlackBerry PlayBook, which had support for AIR runtime. I made games with Flash and Actionscript until ~2015. Newgrounds even holds a jam called Flash Forward, in which you submit Flash games https://www.newgrounds.com/collection/flash-forward

I stopped using Flash long before it became Animate. I'm really sad to see it go, and that Adobe has so little love to this important piece of the web and the Internet.


yeah, definitely gonna participate in NG's flash forward


I made a game with Adventure Game Studio about 20 years ago, and Windows being Windows, it still runs fine on modern Windows, although I lost the source to it.

AGS is still a good engine for making games! AdventureX (https://www.adventurexpo.org/) is an annual convention held in London, UK (next one is 7-8th Nov this year), and lots of AGS users gather here. Some people are making games, while others are making modules for integrating libraries or new platforms (for handheld consoles, for example).

BTW, I hadn't realised they modernised their website. Until very recently they still had their version from 2006, looked quite nostalgic these days.


https://www.ciroduran.com - Personal website, sporadical blog, mostly an archive of things I've done: music, videogames, software


Very impressed by the screenshots in the website. This is no small feat.


Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202


Oh that sounds really interesting. I was searching for something like that to render something on a fun-hacky-ledscreen with an embedded processor. All things I found weren't satisfying. But if I understand that correctly, I should be able to just compile this and then software render stuff? For my tiny 192x128 pixels this should be fast enough on any kinda system. Time for fun animations


but ... why?


The mantra for the library is "raylib is a simple and easy-to-use library to enjoy videogames programming." It's for hobbyist, learners, tinkerers, or just those that want to enjoy minimalistic graphics programming without having to deal with interfacing with modern machines yourself.

The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or not) a 1 step process. Raylib is also extremely cross platform, has bindings in about every language, and has extra (also header only, 0 dependency) optional libraries for many adjacent things like audio or text rendering.

When I first started to learn C/C++ in the 2000s I spent more time fighting the IDE/Windows/GCC or getting SDL/SFML to compile than I did actually playing with code - and then it all fell apart when I tried to get it working on both Linux and Windows so I said fuck it and ignored that kind of programming for many years. Raylib is about going the opposite direction - start poking at C code (or whatever binding) and having it break and worry about the environment later when you're ready for something else.


I never ever bothered to compile SDL/SFML from source, what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker?

Although I may imagine newbies may face some challenges dealing with compiler flags.


Not much to a developer. To a novice (potentially very young) user there's confusion why there are 3 versions for e.g. Windows, which to pick from and why, how to set the compiler/linker flags for the build tuple, and then confusion about how to make it work on the alternative targets for their friends (e.g. the web target or the Linux ARM Pi target for class) and why that has to be different steps. None of that is particularly complicated once you go through it all, but it is a bit of a barrier to the "see something on the screen" magic happening to drive interest. Instead, raylib is just a header file include, like a text based "hello world", regardless of platform - even if you don't want to use the pre-made bundle.

Or, more simply, it makes the process "easy as a scripting language" rather than "pretty easy".


> what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker?

The problems already start with getting the precompiled libraries from a trusted source. As far as I'm aware the SDL project doesn't host binaries for instance.



Yeah like these, somehow my google fu didn't bring that link up, only outdated forum posts from people looking for SDL binary releases.


No need for Google fu.

1 - Open https://www.libsdl.org/

2 - Download section on bottom left => SDL Releases

It has been there at least since SDL 2.0 early days, not feeling like tracking changes on Wayback Machine.


Raylib is a pedagogical tool among other things and as such I think a kind of first principles approach has it’s merits.

But I also just use the precompiled libs :)


This site is for hackers, which basically means people who like to do things like this. If you can't understand why someone would be interested in this, probably you should remain silent and try to understand hackers rather than commenting.


As someone who was once a child trying to figure out how to compile and link things to use SDL, I think there's some educational value in letting people make games without having to dive deep into how to use C++ toolchains.


If you want to do that, skip C++ entirely and just use Javascript or Python. You can get shiny things really quickly.


I think there's still value in learning the C++ language and making a game or a demo is quite rewarding although raylib does have bindings for basically every conceivable language.


Agreed, especially since it is the main language in the games industry, however that doesn't mean it should be the very first experience.


I'd make the opposite argument about educational value. If you learn to compile libraries and programs you have, so to speak, passed an exam: you are ready to "make games" with confidence because you know what you are doing well enough to have no fear of tool complications.

What should be minimized is the accidental complication of compiling libraries and programs, for example convoluted build systems and C++ modules.


If you learn to compile libraries and programs, you just learn how to compile libraries and programs. That doesn't teach you anything about how to "make games." It doesn't even make game development significantly easier.

I think the real answer to educating people about making games without the complications of low level programming would be using a framework like Godot or languages like Python or Lua.


Of course technical concerns aren't directly relevant to making games, but they are still necessary. Productive development means overcoming technical hurdles, not only domain specific challenges.

What if you cannot adopt some library that would do something very useful because you lack the skill integrate or replace CMake or Bazel or Autoconf? Unnecessary technical constraints impact game quality.

What if due to insufficient automation the time between tests after making a very small change is 10 minutes rather than 10 seconds? Reduced productivity impacts game quality.


Very useful skills to have. But they don’t need to be learned during the very first lesson on the very first day unless you are trying to filter people out for some reason.


As someone working on a game engine with a multithreaded SSE/NEON implementation of ~GL 1.3 under the hood, this is rad for many reasons other than portability or compatibility. You get full access to every pixel and vertex on the screen at any point in the rendering pipeline. This allows for any number of cool (also likely multithreaded) postprocessing effects that you don't have to shoehorn through a brittle, possibly single-platform shading language and API.


Because GPU APIs are a nightmare clustertruck.


1000x less performance is a bigger clusterfuck


It's slower indeed, but it's easier to write and debug, more portable, and gives you total control over the render pipeline. It's good for experimentation and learning, and would still be trivial to compile and run 20 or 50 years from now. And with how obscenely fast modern CPUs are, it might even be fast-enough for a simple 3D game.


It's not meant for "let's make the next AAA game". It's for "Hey, I wanna try a fun idea".


I mean this with all the appropriate venom we can muster: this attitude is why software quality is nonexistent.


Why not? The original Doom didn't use a GPU renderer. It should be possible to do simple 3d stuff in today's computers without it.


Even Quake launched with software rendering. Not sure if the first release even had support for any hardware acceleration?


IIRC GLQuake was more like an experiment, only Quake II had proper GL support from the start.


The original doom wasn't even proper 3d. It was a sort of 2,5d.

And sure you can do 3d rendering on modern CPUs. It's just better on GPUs. Like thousands of times better.


Someone always points out how Doom wasn't "real 3D" like it's some sort of gotcha. Games are smoke and mirrors, it's all a 2D grid of pixels at the end.


Well yeah, a 2d grid of pixels also describes the result of rendering a 2d game. It matters how you arrive at that 2d grid of pixels, that's why you can't render Crysis on just a CPU. At least not in real time.


The main limitation of the engine is you couldn't have room over room. There is definitely three dimensions when playing the game.


Win32 has already a pretty good opengl 1.2 software renderer.


In the last months I've been making a songbook with chordpro https://www.chordpro.org/, amazing CLI program that produces a PDF from text files.

I've been working on my own arrangements, putting chords in lyrics, and the program produces a page with the chord diagrams next to each song. ChordPro is a program that descends from a long lineage of programs that do this, but it's been actively under development in the last 3-4 years. The developer is quite nice, and attends bug reports.


Douglas Adams had something to say about this, I think


I swear to you, at the moment I opened this there were 42 comments and your message was 42 minutes ago

Life is truly weird sometimes


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