October 15, 201213 yr I'm just starting out on a new project making a teaching resource with games. The site will be made in php, with a mysql db in the background, but I'm not sure whether to use Flash to make the actual games. I have so many problems running flash in different browsers and keep hearing that it'll be phased out. Is there anything else I could use to make the games?
October 15, 201213 yr Author Sorry for being a bit vague, I'm not sure that response was quite necessary. The games will be along the lines of snakes & ladders, or connect 4 amongst others, which need to link to a database where the user can select a topic, for example 'Comparatives' - then within the game the comparative words will be used. It's just that I would normally make this in flash, I'm just wondering if there are better options out there now since I keep hearing people say how flash is on the way out.
October 15, 201213 yr As far as i know flash is on it's way out becuase of a few reasons HTML5 is awesome and can do ALOT more like embed audio and video without flash players, also canvas for interaction(Drawning, animation etc) and a ton of other stuff have alook at this (http://3.paulhamill.com/node/39) Javascript is becoming more powerfull eg Jquery have a look at this (http://gamequeryjs.com/) Flash EATs cpu LOL And i dont know know much about is but apparently there are securaty flaws in flash that are un-fixable APPARENTLY dont quote me on that (http://www.computerworld.com/s/article/9140768/Flash_flaw_puts_most_sites_users_at_risk_say_researchers) Hope that helps pal
October 16, 201213 yr As far as i know flash is on it's way out becuase of a few reasons HTML5 is awesome and can do ALOT more like embed audio and video without flash players, also canvas for interaction(Drawning, animation etc) and a ton of other stuff have alook at this (http://3.paulhamill.com/node/39) Javascript is becoming more powerfull eg Jquery have a look at this (http://gamequeryjs.com/) Flash EATs cpu LOL And i dont know know much about is but apparently there are securaty flaws in flash that are un-fixable APPARENTLY dont quote me on that (http://www.computerw...say_researchers) Hope that helps pal Bit simplistic and blind, but fair enough. I would say you need to understand technology beyond "its awesome!!!111oneoneeleven" if you are going to actually give advice; even if your advice happens by chance to be correct in that one instance. Anyway; to the OP. Yeah HTML5 probably is the best route for simple arcade games like Snakes and Ladders; but I'll be a bit more complete than that as you may have ideas that go beyond snakes and ladders for the long term. You basically have three primary choices for games; which you choose depends upon a few different factors; such as: - What kind of games you are creating - It's target audience - The supported devices and methods of deployment - The requirements of the game mechanics - The graphical requirements of the game - Whether or not your client-side game logic needs to be protected. Closing your source isn't always bad and opening your source isn't always good; even if a group of people would like; by rights; to be able to see it; does not mean you are wrong if you choose to protect it. The basic options that spring to my mind are HTML5, Flash and Unity. They are probably the most evolved and widely used platforms for games in this kind of environment. HTML5 has the benefits of scalability across devices such as mobile; without imposing plugins that may not be supported on some devices. That is the long and short of the HTML5 benefits. But it has drawbacks as well. For example; you could lock older browsers or lower spec mobile hardware out of your game (though that could be true of the other platforms), the feature set of HTML5 is becoming mature and there is a lot you can do with HTML5; but then there is a lot you can do with the other two; in fact a lot more; as they are more mature platforms. Also if your game is particularly complex, you have to keep in mind that Flash and Unity have very mature communities behind them, centralised documentation and support. If a game is complex, a business need could then take precidence as the HTML5 stuff for games is comparatively fragmented. When I've been digging around HTML5 related game stuff I see a lot of basic prototypes and experimentation; but not that much which I would say is useful in a practical way or is particularly evolved. If you are able to work with that, then great; but by the token it could be a big drawback. Also with 3D graphics, you're still very limited with HTML5 whereas you are less limited with Flash and with Unity you're in a whole different world. Coming onto Flash; it is a more mature platform. If you were to go out to create a game today you have more evolved platform to work with; I think I've expressed that (the benefits) already. Essentially you have a more mature reference, more mature technology, better graphical and mechanics support (i.e. physics) and arguably better access to 3D and animation. The drawbacks to Flash are mainly within the use of a plugin that doesn't have all round penetration; i.e. mobile. That may or may not be a showstopper for you; it's not as simple as supporting mobile is good and not supporting mobile is bad. Flash by it's nature uses more resources; but that does not mean HTML5 is by default more efficient, you can be inefficient or efficient with both and if you were to take the time to benchmark I would expect certain mechanics to be more efficient in Flash and others in HTML5. You also have Unity which opens a whole new can of worms and is to be honest probably irrelevant to you unless you are inclined to think about native apps for mobiles and tablets. With Unity you come into the world of AAA gaming and native app games, desktop games, console games and even high performance browser based games (though that requires a different bespoke plugin or Flash). You may argue for browser based games that another plugin is bad but again thats too simplistic. If you were creating a browser based social MMO; that was technically beyond mobile capabilities; then you could justify the plugin. For arcade games like snakes and ladders, HTML5 probably is your best bet if you can collect the information you need together and understand it. If not then Flash is a valid route. There is also the issue of game design and production process; something a lot of folks who have previously been limited to web sites can overlook. The HTML5 production tools (ignoring CS6) don't match up and when you consider that even relatively simple games can get very complex; the tooling itself can make or break or you. There is a fundamental flaw with HTML5 in the sense of production pipelines, where something like Unity could do well to exploit. If all your games are very basic then this may not matter; but if you want to create more complex games; like for example arcade racers with realistic physics; you have a much greater challenge with HTML5 (possibly outright incompatability) than if you were to consider other platforms. In a nutshell, I can say with no uncertainty; from experience, that gaming is notoriously difficult and really before embarking on it; taking loose, actually very basic, standalone prototypes as a proof of concept is misguided; that tooling is as important as language and your game itself will guide your technology not "the best" or "the coolest" tech. Knowing which to use, to be frank, comes with experience; or presenting the question as: "I want to create <insert a fairly detailed explanation of the game, including the level of graphical detail and animation>, some important coniderations are <insert some fairly comprehensive info about game mechanics that will influence the platform> and I want to target <insert the audience, target platforms and goals>; what engines would you recommend I look at?" Where people can apply practical answers to your problem; rather than blindly falling back on "this is the next big thing" or "this is awesome".
October 18, 201213 yr Author Thanks so much for all of this information, I hugely appreciate it. It's really pushed me to weigh up the pros and cons of each. The games will be reasonably basic, they are just simple games for teachers to use interactively with kids. That said then, I do like the idea of using HTML5. I'll scout around and get as much info as I can because, as you say, I don't want to start heading down that route unless there are enough resources around that I can follow. If not, then I'll go down the Flash route again I think - I take your point that Flash is well established, it's likely to have everything that I need. The other point for me is that mobile compatibility is not important, I can't see a way of it being used now or in the future for this particular site. Again, apologies that the question was a bit vague. I was after a broad answer. Thanks all (bar rallport) for your guidance, I appreciate it.
October 18, 201213 yr No problem. If the games are simple interactive games, then HTML5 would probably be the most investable route; you don't want to negate the impact of mobile devices and tablets; connected and multi-platform user experiences are definitely the way forward and you could find that you cut a huge audience by neglecting this. The biggest problem you will find with HTML5 gaming is that a lot of the information out there is fragmented and limited to standalone examples which while "cool" are actually very primitive. A lot of the cooler games that are more complete tend to rely on other technologies and the cross-platform aspect dies a little (or even a lot). For example; a thread on Sitepoint discussing HTML5 games showed a lot of loose, primitive prototypes and experiments followed by an evolved racing game that only works on Chrome and relies on technologies that aren't supported across browsers and platforms. It really is still growing; but if the games are simple then HTML5 could be a good proving ground. Also, Rallport is one of the good guys, while his reply was brief, the content was very, very true and is why my reply was as it was; without sufficient detail you can only give wooly guidance which may not be that helpful or relevant. Also you have to remember, that advice could be irrelevant as we all come from different backgrounds; my HTML5, small games experience is limited; my games experience comes from AAA engines like Unreal, Cry Engine etc. and casual gaming engines like Unity; being involved (at varying levels) in 3D games, mostly on desktop, mobile and console games. So I tend to look at games from a different angle and with different possibilities than someone who say, has the majority of their experience with Flash arcade games on places like Newgrounds. Gaming is a much more mature industry area than the web. Edited October 18, 201213 yr by FizixRichard
October 18, 201213 yr Author I'm totally with you on this, I understand that HTML5 is growing so the best thing I can do is research a lot more to see if it is the best option over flash. That's all I was after in the first place. What I didn't appreciate about Rallport's response was the unnecessary patronising tone. If I'd wanted a more specific response I would have asked a more specific question. He sounds like a 'typical' jaded developer.
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