Flash


14
Sep 11

A Splash of the Future

“It’s about ideas. Fuck, technique, I can get a monkey to do
this shit for me.”
James Victore

There’s been much talk of the death of Flash in the last 2 years. Pundits have been making sweeping, sensationalist statements from both sides of the aisle – fuelled by emotion and agendas – that has made the majority of the discussion read like a particularly partisan tabloid.

I’m not going to rehash those tired old arguments here, but spending the last 3 days at the inimitable Flash on the Beach conference in Brighton, it’s impossible not to consider where it’s all going.

One indicator is that this is very probably the last Flash on the Beach. As you’d expect, the theme and subject matter of a lot of the talks this year reflected the new digital landscape and focussed on HTML5, JavaScript and mobile devices. It was even pointed out on Twitter that in session titles, “HTML” beat “Flash” by 3:2. Not exactly scientific, but even the organiser admitted that next year will probably see a rebrand that I suspect won’t feature the word “Flash”.

6 years ago, John Davey launched FotB as a conference with a difference. Rather than just technical sessions by designers and developers from the Flash community, there’s always been a mix of artists and inspirational figures that are often at best tangentially associated with Adobe Flash, or even web technologies at all. This year was no exception, with the likes of Jon Burgerman, James Victore, Bradley Munkowitz and Cyriak Harris providing inspiration through their passion and creativity.

But while the sessions may have had more JavaScript and less Actionscript than ever before, there was still plenty of amazing stuff being done in Flash by the likes of Eugene Zapetyakin, David Lenaerts and one of the most impressive Elevator Pitch sessions I’ve seen yet. Sure it’s cool that you can now do in HTML5 what only Flash could do a few years ago, but for me it’s always been more impressive seeing something that could never have been done before.

For years the Flash community has driven the growth of the web – pushing the boundaries of what can be done online, creating a template for browser developers to catch up with. When it was first created Flash (or Future Splash as it was originally titled) was simply for animation and gradually interaction and increasingly sophisticated code was introduced. By its very nature, it has grown out of a hybrid of design and code, the visual and the interactive, which has always attracted programmers with a creative streak and designers with a hacker mentality.

And that’s why I’m not worried about the future of the Flash community. Obviously, the type of inquisitive and innovative minds that were drawn to Flash when it was the only game in town, will experiment with new tools like Processing, HTML5, mobile development etc. Many may never use Flash again. We may not all use the same software anymore but it’s the same passion that drives us all, and ultimately is what unites a community.

Davey may need to come up with a new name for next year, but for my money, he’s already nailed it with the new conference he launched in New York this year, “Geeky by Nature”. It’s not the tool we use that defines our work; it’s the passion that drives the craftsman to create in the first place. And that’s something that’s just in our nature.

Follow Shane on Twitter: @shane_casey

11
Mar 11

Show & Tell #7: HTML5 Games & More

This is a continuation of Show & Tell #7′s round up. Check part one here.

HTML5 Games

So where are the HTML5 games? I thought the “Flash-killer” had arrived?

Actually, there have been some cool HTML5 based games knocking around recently. These are mostly proof of concept games though, and nowhere near the level of Zombie Tycoon etc. Come back in 10 years for that.

Here are a couple of nice ones though that are worth a look…

Pirates Love Daisies

Actionscript legend Grant Skinner was commissioned to create this one for Microsoft’s IE9 Beauty of the Web campaign. It’s a classic tower-defense game but some nice touches in there. Most interesting is Skinner’s EaselJS Javascript library that makes the HTML5 transition easier for people from a Flash background.

canvas-riderCanvas Rider

An update to the classic Line Rider for the HTML5 era. very nicely done.

008 Ball Agent 008 Ball

Really like this one. The game premise is bollocks but the attention to detail and the implementation of physics in a JS game is impressive.

One that’s been grabbing headlines this week is URL Hunter. This game is unique in that the whole game takes place in the address bar of the browser. Obviously, it has much more appropriate applications but this is a pretty inventive demo of how HTML5 exposes the browser history via an API. Access to this API should help as we see more complex sites and web-apps that require stateful behaviour without a new page request. 

Hadouken!

 

Wallaby

Another headline grabber from Adobe this week was the launch of codename ‘Wallaby‘. In a nutshell, Wallaby takes a Flash file (.fla) and converts it to a HTML5 version. It’s not quite a magic bullet yet as there are some pretty major features that aren’t supported yet but it shows some definite promise. I’ll hopefully do some experiments myself and report back.

 

Motion Graphics Design Lecture

We also had a chat about the Motion Graphics Design lecture that I’ve covered in detail already here, check it out.

Follow Shane on Twitter: @shane_casey

26
Oct 10

Takin’ it to the MAX

Short of a couple of sneak peeks, the Adobe keynote at this year’s Flash on the Beach really didn’t give much away… they save the good stuff for MAX. Yesterday, they certainly delivered on that.

One recurring theme though, throughout the Flash on the Beach, was that no matter what happens with HTML5, Flash will always be ahead of the curve.

HTML5/CSS3 may be moving in as heir apparent to take over basic video content delivery, prettier fonts, basic animation etc but Flash has always been doing things that couldn’t be done without the use of a plug-in. In many ways, it’s responsible for pushing the boundaries of what people expect from the web and this week they’ve been pushing that even further.

Anyway, back to the cool new stuff…

Real 3D in Flash

Check this out.

Introducing the new Molehill 3D API. Molehill means full-textured 3D models, made of hundreds of thousands of triangles rendered on the fly in Flash with hardware DirectX & OpenGL 3D acceleration. And these capabilities are available to use with existing 3D libraries like Away3D and Alternativa3D.

Not only that, this will be available in the browser too, not just through Air on the desktop. Awesome.

Air 2.5 – Coming to a screen near you

Also revealed at MAX was the new release of the Air run-time. Air 2.5 is really mobile focused, with support for Android 2.2, Windows Phone 7 and BlackBerry Tablet OS, – and obviously, it’s running on Windows, OSX and Linux – but the new version is also compatible with set-top boxes and works with Google TV.

That’s right, Flash on your TV and the results look pretty impressive so far. Adobe’s aiming to have Flash/Air on every screen and they’ve made lots of enhancements to APIs to help account for the lower-processing power of mobile devices and set-top boxes.

The desktop run-time has also moved on with greater support for CSS in HTML-based Air apps. You can use TypeKit now and newer CSS features like drop-shadow and @font-face.

For further reading, you can check out all the details are in the Air 2.5 release notes.

So, where’s it all going?

All of these are really positive steps for Adobe, in my opinion. They may have been late to the party on mobile but everything we’re seeing here is right on the money. A lot of people have been really quick to write off Adobe but all of this is adding up to:

  • a solid offering on mobile/tablet/set-top platforms;
  • packaging of ActionScript based apps for iOS devices;
  • increased support and integration with HTML5/CSS3;
  • hardware acceleration cross-platform;
  • and still more features that you just can’t get anywhere else.

Even InDesign is pulling its weight in digital with the Digital Publishing Suite! (Mashable has a good overview here)

I have to say, I’m impressed with what’s coming out of Adobe at the moment. Innovative solutions, in all the right areas. Long may it last.

Postscript: From the Bleeding Edge

Also, you’ve gotta check this out. Adobe have been working on a visual prototyping tool for HTML5/CSS/JavaScript powered animations. Codenamed “Edge” it looks pretty damn handy and Adobe was always the logical place that this kind of a solution would come from. Watch the video from the Adobe DevNet anyway and let me know what you think.

Follow Shane on Twitter:
@shane_casey


17
Jun 10

Flashing forward

Just come across the MultiDraggable set of classes for implementing multi-touch with Flash, via The Flash Blog.

Tim Kukulski’s classes do an amazing job of providing proper multi-touch support by accessing the raw touch events instead of those reported by the OS, allowing for more responsive events and smoother control – which let’s face it, is key to any touch gesture controlled interface. It also gets round the biggest weakness in Windows 7′s implementation of touch support: only handling one gesture at a time.

This, to me, is exactly why Flash isn’t going anywhere any time soon. The Flash developer community routinely release open-source, innovative solutions like this… blowing native functionality out of the water. It’s why developers have always been able to do more – better and easier – with Flash.

Sequence 01 from Lee Brimelow on Vimeo.


21
Apr 10

War is hell… Adobe retreat to lick their wounds

Evil Steve Jobs

"No Mr Adobe, I expect you to die"

An eloquent stand-down in the ongoing Flash-on-the-iPhone war was posted by Mike Chambers, Adobe’s Principal Product Manager for the Flash, today. Read it here

Finally, Adobe have conceded the battle and accepted Flash will not be playing in Apple’s walled garden anytime soon. So much so that they are actively discontinuing development in what was once the key selling-point for Flash CS5.

“We will still be shipping the ability to target the iPhone and iPad in Flash CS5. However, we are not currently planning any additional investments in that feature.”

In my opinion, Apple’s actions in this whole battle have been embarassingly cynical, protectionist and self-serving.

  1. Jobs: Flash just doesn’t run well enough on the iPhone – Adobe have pretty comprehensively proven isn’t true. Check out some of the Flash-based iPhone games already built.
  2. Apple claims that Flash apps will be unstable and crash lots – This is arguably the most transparent attempt to rationalise their actions. I’ve lost count of the amount of times Objective C based apps have crashed on me. People right crappy code, the App store approval process doesn’t prevent that. Language is irrelevant.
  3. It’s in the customers’ interest – Users don’t care what technology has been used. They want rich, engaging content. The kind that the Flash community have pioneered online for 11 years now and continue to do so. Locking out a huge creative online community is short-sighted in the extreme.
  4. iAds – Apple continue their “it’s my ball, it’s my game” mentality with their latest announcement about ads served via their platform. Their terms now state that 3rd party ads can be served – but only if there’s no analytics taking place. This means anything other than their own iAds platform can only blindly broadcast ads. Ads with no analytics or targeting is like a time-machine back to Don Draper’s world of advertising.
  5. Objective C is the best language – Game Haxe’s post “Bravo, Apple” drips with sarcasm and eviscerates this argument in a way I couldn’t hope to match.

From what I can see, Apple are intent on ruling their platform with an iron fist. I don’t begrudge them their success, (let’s be clear – I love my iPhone), I just wish they didn’t feel they had to crush any other innovators in the field.

Adobe may have conceded this battle for the mobile space but the resistance is strong. And just to be clear, this isn’t just me backing Flash, I love Flash true, but these developments kill Haxe, Unity, Titanium, Java and so many other advances that really could enrich the iPhone environment. Apple would do well to remember it was their creativity that rocketed the iPhone into it’s dominant position – stifling innovation is only helping Android, Windows 7 mobile, and co. to draw the disaffected developers to their platform. And make no mistake, the users will follow when the best experience is elsewhere.

“The true soldier fights not because he hates what is in front of him, but because he loves what is behind him.”

- GK Chesterton


20
Apr 10

Gearing up for the global soccer challenge

We’re lucky to have clients such as Toshiba.

While we do a lot of straight down-the-line marketing for them, the UK division is always prepared to push their brand in the name of a good campaign.

And this campaign’s a winner in my mind – get a free laptop or high def TV if England win the World Cup in SA this year. Heckins, if I was in the market I’d consider this offer very strongly.

Anyways, the brief for the UK website was to be a little bit out there, so we came up with the concept of a dressing room team talk, to complement the England Expects promotional messaging.

This went down well with the client, who, having visited personally before, wanted the site to look like the inside of the Wembley dressing room (the initial designs looked like an amateur dressing room, with lots of mud and half-time oranges).

The campaign went live last week, and looks like this:

The England Expects website for Toshiba UK

Wow - Fabio could walk in at any minute!

The miracle of inheritance

To complement the campaign, a large number of banners were commissioned to be completed in a short amount of time.

Having had a few campaigns lately using the Eyeblaster system, we now have a simple, robust and reusable set of AS3 classes geared for rapid turnaround and flexibility when creating standard and rich banners within Eyeblaster.

These were invaluable for delivering to the brief, and confirm the team’s philosophy here – invest in a reusable, flexible code base, and reap the rewards later in speed and stability.

Come on England!


22
Dec 09

Less spaghetti, more source please

I’m a firm believer in stability.

Build it, test it thoroughly, and move on to the next piece of the puzzle. If the pieces are stable, they’ll work in harmony together, and you can build more powerful applications.

Which is where design patterns, and particular, MVC come into their own.

As a Flash developer it’s nice to know that many of the problems I’m trying to solve have been thought about and cracked a long time before Moock taught me how to code (thank you Colin, and your amazing O’Reilly books).

I’d been using a version of MVC that I’d cribbed from the back of Essential ActionScript 2.0 back in 2004, and had even ported it to ActionScript 3.0 as soon as I made the switch, using the new event model. It was pretty rough around the edges, but hey, it had become my baby now. It worked, and I was kind of proud of myself.

Then this year I made the leap of faith of switching to PureMVC, a framework for ActionScript development that was so popular it had started being ported to other languages such as Ruby, Objective C, etc. If it’s that popular, it must be good, right?

Is there a learning curve? You betcha. Is it worth it? I’m sure of it.

What is MVC?

PureMVC structure

See - it's simple.

It stands for Model-View-Controller, and is, IMHO, perfectly suited to the bear-trap that developing in Flash can quickly become.

At its simplest, MVC separates the state of an application (the model) from the display (the view). The controller takes input from the view, updates the model, and then broadcasts a notification that a change has happened. The views are then updated with the new state.

While it can seem like a long-winded way of developing, its structure encourages good development practices, helps avoid spaghetti code, and leads to more modular, reusable classes.

PureMVC has been a learning curve for both Shane and myself. However, the benefits it brings in stability and re-usability make it very, very worthwhile, and I’d recommended it to anyone bulding anything more complex than a banner.

But please don’t ask me to listen to Coldplay.


21
Dec 09

Off to the (reindeer) races…

So it’s finally live. Introducing the Mason Zimbler Christmas spectacular… ‘Racing Reindeer’. We’ve given you £1000 (virtual) pounds to have a flutter at our reindeer races. Customise your avatar, place your bets and play against your friends in real-time. Get on over to http://racingreindeer.mzl.com and join in the festive fun!

It’s been a massive collaborative effort from the whole studio this one, pretty much everybody’s had a hand in this one at some stage and it’s been a massive learning experience. The Christmas card is traditionally something we get a little more freedom on to try out some new things and push ourselves a bit but this year really takes the cake.

Russ and I have been hammering the ActionScript to get this all working in time for Christmas so we’ll be posting a few run-downs on the new and cool stuff we used in the New Year. Here’s a brief taster of some of the stuff we’ve been playing with and will hopefully get some posts up about:

  • Union – This was a biggy. Moock’s Union platform was a key part of getting this concept off the ground. It handled all the multi-user aspects.
  • Red5 streaming – Liam put in some sterling work building our own streaming-video server to handle the video load and synchronising streams between multiple users. We encountered some not-inconsiderable gotchas and issues with dealing with rtmp streams and Red5′s quirks too.
  • PureMVC – not our first go round with PureMVC but my first real experience with what’s becoming our framework of choice.
  • AfterEffects/Video work – not sure there’s a post in this but it was fun!

That’s mostly what comes to mind now but we’ll be back with more details once the dust has settled.

For now though, have a great Christmas and enjoy the races!


10
Dec 09

Do believe the Hype

Wow. Just stumbled across this http://hype.joshuadavis.com/

Screenshot of objectPool class in action

Joshua Davis (one of my highlights from FOTB this year) and Branden Hall have released the HYPE framework. Lots of cool little classes to make beautiful things quickly.

Extremely cool of them to share their genius with us all so just spreadin’ the love…


17
Nov 09

New releases from Adobe…

Flash Player 10.1 and Air 2.0 are out now.

Some interesting features in there… local microphone support, GPU acceleration and hardware decoding of H.264. I also like the sound of the new global error handler to deal with runtime errors. About time Adobe.

Most interesting though, is multi-touch support. Yes, you need a touch-screen device but it just goes to show Adobe are gunning for Apple. The Apple tablet’s not far off and it won’t be long until the other hardware manufacturers are catching up but my money says it’s the Flash-on-iPhone dream that they won’t let die and that’s really driven this.


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