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The 2D Renaissance: Flash vs. TGB
The 2D Renaissance: Flash vs. TGB
| Name: | Keith Johnston | ![]() |
|---|---|---|
| Date Posted: | Sep 02, 2006 | |
| Rating: | 3.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Keith Johnston |
Blog post
I have an idea for a 2D game that I've been kicking around for some time now. At first I thought I would use TGB, but at the time it was not nearly at the level that it is now, so I started looking into Flash.
After studying Flash for a while now, I am ready to come back to TGB. What changed my mind?
1. Flash was originally designed for making animations, and it shows. Everything revolves around the "MovieClip" object, and it does have some impressive capabilities. But it really feels like you are stretching the bounds of the framework when making a game with MovieClips as the fundamental object. I took at look at their new toolkit Flex as well - there they are trying to make a new UI platform for rich Internet applications using GUI components built out of MovieClips. I think it is interesting, but it seems sluggish to me - again I think the strain of bending the Movie framework to do other things is showing.
2. The Flash community is split. While there are a few sites and books dedicated to making Flash games, most of the books and sites are on making movies and animations. The TGB community is dedicated to making games and that's it.
3. Super Mario DS: I just got a DS and finished playing the Super Mario Bros. game. I completely missed out on the NES / N64 consoles so this was my first Super Mario Game that I've played all the way through. What really struck me was the fantastic blend of 3D characters in a 2D environment. I would not have thought that it would make that big a difference, but it really did. The characters seem so much more alive and real than in the old sprite based games. Good luck trying to integrate 3D characters into a Flash game (again, I'm sure its possible, but prob. a lot more work than in TGB).
4. Flash seems to have variable performance. I know some people have made some really performant Flash games, but I'm worried that it will be tough to make a smooth game with it.
5. ActionScript vs. TorqueScript + TorqueX/C#. OK, ActionScript is a really nice language - very object oriented. But C# kicks its ass. And with TorqueX on top of XNA, I'll have TorqueScript PLUS a complete feature-rich OO language.
6. TorqueX on the 360. This was the killer blow to Flash. Perhaps MS will support Flash on the XBox at some point, but for now their strategy seems focused on XNA. And TorqueX will be right there on top of it. So if I use TGB to build my game, an XBox version becomes that much more of a real possibility.
So anyway, I thought I'd throw up my first ever blog entry on GG to show how pumped I am about TGB, TorqueX, and the direction GG is going. And also to help anyone else who is trying to decide between Flash and TGB. As I get further into this project I'll post more about it. (Hehe - I guess this is my 3rd blog post - it's been so long since I posted anything I had forgotten).
After studying Flash for a while now, I am ready to come back to TGB. What changed my mind?
1. Flash was originally designed for making animations, and it shows. Everything revolves around the "MovieClip" object, and it does have some impressive capabilities. But it really feels like you are stretching the bounds of the framework when making a game with MovieClips as the fundamental object. I took at look at their new toolkit Flex as well - there they are trying to make a new UI platform for rich Internet applications using GUI components built out of MovieClips. I think it is interesting, but it seems sluggish to me - again I think the strain of bending the Movie framework to do other things is showing.
2. The Flash community is split. While there are a few sites and books dedicated to making Flash games, most of the books and sites are on making movies and animations. The TGB community is dedicated to making games and that's it.
3. Super Mario DS: I just got a DS and finished playing the Super Mario Bros. game. I completely missed out on the NES / N64 consoles so this was my first Super Mario Game that I've played all the way through. What really struck me was the fantastic blend of 3D characters in a 2D environment. I would not have thought that it would make that big a difference, but it really did. The characters seem so much more alive and real than in the old sprite based games. Good luck trying to integrate 3D characters into a Flash game (again, I'm sure its possible, but prob. a lot more work than in TGB).
4. Flash seems to have variable performance. I know some people have made some really performant Flash games, but I'm worried that it will be tough to make a smooth game with it.
5. ActionScript vs. TorqueScript + TorqueX/C#. OK, ActionScript is a really nice language - very object oriented. But C# kicks its ass. And with TorqueX on top of XNA, I'll have TorqueScript PLUS a complete feature-rich OO language.
6. TorqueX on the 360. This was the killer blow to Flash. Perhaps MS will support Flash on the XBox at some point, but for now their strategy seems focused on XNA. And TorqueX will be right there on top of it. So if I use TGB to build my game, an XBox version becomes that much more of a real possibility.
So anyway, I thought I'd throw up my first ever blog entry on GG to show how pumped I am about TGB, TorqueX, and the direction GG is going. And also to help anyone else who is trying to decide between Flash and TGB. As I get further into this project I'll post more about it. (Hehe - I guess this is my 3rd blog post - it's been so long since I posted anything I had forgotten).
Recent Blog Posts
| List: | 11/09/06 - Vacation - Time to Relax and Start a New Game 09/02/06 - The 2D Renaissance: Flash vs. TGB 05/18/04 - Plan for Keith Johnston 10/16/03 - Plan for Keith Johnston |
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Submit your own resources!| Jeff Tunnell (Sep 02, 2006 at 16:51 GMT) |
I'm sure their environment works well for people that know it, but is is very obtuse to newcomers, and it is HUGE. I was mostly digging through trying to find out how to use Actionscript, but have not yet succeeded (I am very impatient). The second thing I ran into was the Movie Clip thing, and that did not seem like the best way to make games. So, I kind of put it aside. It is encouraging to me to hear somebody else feel the same way.
I still want to give Flash a go, but it will be a while before I pick it up again. In the meantime, now that 1.1.1 is out on OSX, I am finally going to make myself learn to program again. My single player card dealing game is still driving me. Just kidding, but I really do want to be able to code well enough to express some of my design ideas without help.
-Jeff Tunnell, GarageGames
| Tom Eastman (Eastbeast314) (Sep 02, 2006 at 17:22 GMT) |
TGB rocks!
| Phil Carlisle (Sep 02, 2006 at 17:36 GMT) |
Its amazing what creative people can do with very limited toolsets. Look at all the "musicians" who have made major careers out of almost no understanding of music.
I think people can produce great game concepts with very little understanding of code, as long as they understand the concepts of logic and sequential execution.
Anyway, flash was an interesting thing to me a while ago, then I decided I didnt really like anything made in it :) was a good enough reason to pass it over.
| Dylan Fitterer (Sep 02, 2006 at 17:44 GMT) |
TGB does a much better job at targeting game dev with things like performant physics, swept collision, particle effects, and tilemaps.
Flash has its pluses too. The biggie is that you can deploy to browsers with click-to-play zero install.
| Dan MacDonald (Sep 02, 2006 at 20:46 GMT) |
| Steve Flowers (Sep 02, 2006 at 21:16 GMT) |
Flash is OK for basic game types, but fails in a lot of respects. You mention having FMX 2004. You'll find the additions in Flash 8 to be pretty tremendous for performance. Cache as bitmap will speed up performance a good deal.
I enjoy Flash for a lot of things though. For applications where I want smooth transitions between states, for animations in 2D where I just need to synchronize media elements, for simple interaction and user interface I think Flash is hard to beat. I remember attempting to put together a pinball game back in Flash 4. Now that was painful:) It worked-ish though, even with the event model and simple scripting that was available then.
The timeline-driven-stage model isn't for everyone, but Flash isn't really limited to that (I see many folks doing applications strictly in code). There are alot of applications I wish operated just a bit more like Flash (I can develop simple things very quickly in Flash), and there are alot of apps that I wish had a Flash importer - it's really superb for smooth and slick GUI. It does a great job synchronizing media and the video codec used in the latest version is pretty unbeatable for high resolution compression. It was built on the whole Web premise, so it's easy to deploy and tends to play well in most browser configurations. It also has some pretty nice dynamic features (MP3, JPEG, Data loading). It does what it does well, but at games - it's easy to see by the number of 'truly good' Flash games out there that it plays in the kiddie pool, where other platforms like TGB are stuffing polo in the diving pool:)
I've always thought that Flash would be pretty good at the 2D pre-rendered adventure games though I have never seen any good implementations of it.
We are using some Web deployables in concert with Flash (DXStudio, Wirefusion) on a state engine layer we built. Flash is deploying conversant elements while the environment stuff is handled via DX Studio. It seems to be working pretty well so far, and it enables us to leverage our Flash development staff in higher level packaging.
Edited on Sep 02, 2006 21:17 GMT
| Jameson Bennett (Sep 02, 2006 at 23:26 GMT) |
If you want to build a game for high performance physics, with great collision, tile handling and particle effects to run natively on many platforms, TGB blows flash away. I'm not sure why this even comes up on the forums/plans as a comparison... they are two different animals. Also, TGB's price point can't be beat!
If you want to build a web browser based game, flash is it (until a good TGB browser plugin is put together and gets >96% browser coverage). *Good* flash coders also make great money and are in HIGH demand... but you will spend your time on websites and media delivery, not on games.
If you want to waste $1000, waste countless hours hacking away at a truely worthless language(lingo and its horrid OOP derivative) with an unsupported 3d solution and be a complete sucker like me buy director.
| Steve Flowers (Sep 02, 2006 at 23:49 GMT) |
steve at coursefarm dot com.
Steve
| Anton Bursch (Sep 03, 2006 at 01:59 GMT) |
LOL. sigh. oh boy. you nailed it man.
I never imagined making a game with Flash. I know people do it. I picked up a book about it once. It was so counter-intuitive that I just said forget it. I used to play around with javascript and html and make little games in webpages. I did a little 2d mario type game with a cut-out of Neo(from the Matrix) in javascript and html. Tried to just make that again in Flash. Yeah. No offense to Flash, but it's like trying to use a bike as a sled. At least from my limited experience. But then again, I barely used it. So. There's that.
| Brandon Maness (Sep 03, 2006 at 18:38 GMT) |
The IDE interface of Flash blends traditional "hard" coded timeline events with a JavaScript style OO scripting language which lends itself to confusion and an awkward feel; especially if you haven't been working with it through the years as it matured. If a client wanted a casual 2d game, simple game dynamics, easy web deployment, and fast production time, I'd consider Flash. But honestly, there's an ocean of ho-hum Flash games out there already, so why add to it unless a client wants to pay for it?
Coming from 7 years of Flash dev, I'll expound on Anton's analogy: Comparing TGB to Flash with the slant of Game development is like comparing a screwdriver to a shop full of tools. Yes the screwdriver can do some work, but if the job gets complex and difficult, that screwdriver will be notably lacking. It just wasn't designed to accomplish those types of tasks. TGB on the other hand is a shop full of tools designed from day one to solve 2d game dev problems. That, combined with the TGB source code at your finger tips means you are only limited by the current consumer hardware and your skill set.
| Keith Johnston (Sep 03, 2006 at 22:12 GMT) |
| Travis Hamersley (Sep 04, 2006 at 00:01 GMT) |
| Travis Hamersley (Sep 04, 2006 at 00:04 GMT) |
| Allyn "Mr_Bloodworth" Mcelrath (Sep 04, 2006 at 03:55 GMT) |
http://www1.dofus.com/en/
Dofus A flash based MMO. This is what you can do with flash if you know what your doing.....
I think allot of you are just biased, and maybe are giving flash a bad rap because of not being able to do anything with it, for whatever reason.
But its ok, im sure some flash site says the same thing about TGB.
I happen to think both are absolutely great programs if you know how to use them.
Edited on Sep 04, 2006 04:03 GMT
| Jonathan Hines (Nov 09, 2006 at 20:07 GMT) |
The game dofus is a fine example of what a good artist can do for game. Tons of original art that captivates the player. I almost didn't see the very slight frame chop on my dualcore system from lookin at the pretty drawings. Flash for me comes so close it's frustrating.
That being said, i would love to see a version of flash outfitted/optimized soley for gaming.
| Kevin Johnson (Nov 10, 2006 at 15:41 GMT) |
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3.0 out of 5


