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#ActualSerapth

Posted 24 April 2013 - 03:26 PM

I would personally advise against flash for three major reasons. First that there are many mobile devices that do not support flash at all. Secondly, even devices that DO support flash may require the user to install a compatible version of the flash player even if they already have flash installed (which is known to drive potential players away). Finally, HTML5 and Javascript powered engines and games sport just as much if not more performance than flash games and are much more lightweight. No additional downloads, installs, browser restarts or any of the hassle you may potentially incur with flash.

With all of that said I also have to agree with Serapth that Flash is a platform that powers a proprietary programming language and can not be compared to an engine which is a set of API's, classes, methods and so on that simplify the game creation process. The answer I think I'm getting at here is pick a programming language that best reaches your target audience with fewest hassles and find an engine for said language if possible.

You are mixing Flash the plugin up with Flash the programming language.

You can compile Flash programs to iOS native, Android Native, to Air and bundle it, etc... So you can make it so the end user have no dependencies, etc. you can even compile to HTML now.

Flash the plugin should die in a fire, but Flash the programming language isn't all that bad.

#1Serapth

Posted 24 April 2013 - 03:24 PM

I would personally advise against flash for three major reasons.  First that there are many mobile devices that do not support flash at all.  Secondly, even devices that DO support flash may require the user to install a compatible version of the flash player even if they already have flash installed (which is known to drive potential players away).  Finally, HTML5 and Javascript powered engines and games sport just as much if not more performance than flash games and are much more lightweight.  No additional downloads, installs, browser restarts or any of the hassle you may potentially incur with flash.
 
With all of that said I also have to agree with Serapth that Flash is a platform that powers a proprietary programming language and can not be compared to an engine which is a set of API's, classes, methods and so on that simplify the game creation process.  The answer I think I'm getting at here is pick a programming language that best reaches your target audience with fewest hassles and find an engine for said language if possible.


You are mixing Flash the plugin up with Flash the programming language.

You can compile Flash programs to iOS native, Android Native, to Air and bundle it, etc... So you can make it so the end user have no dependencies, etc.

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