
r/flash

Hi, I'm wanting to use Flash CS6, and this patcher I was gonna use says this. Is it safe? Or is this a false positive?
To mods: This this isn't allowed feel free to remove.
I got this from a website called Getintopc and I really wanted to make sure that I was safe before I go through with it. If there's a safer way please tell me! Thanks!
Here's the virus total link: https://www.virustotal.com/gui/file/256c2a409c97448d168f3eb1bfb89af3d259dfc05a510a3f464d8e4b348116d4
How hard would it be to turn an old Flash game into a ROM?
Recently downloaded the Delta emulator on iOS and have had a phenomenal time playing all the old classics I enjoyed growing up. On the way to work this morning I was thinking about other games I could download in my mind drifted to some old Cartoon Network flash games that I enjoyed.
I was thinking about specifically is Ben 10: Battle Ready, if that helps.
Are all those old Flash games (Ben 10, Teen Titans, etc.) locked to something like Flashpoint? If I wanted to use the summer to take a game like Ben 10 Battle Ready and rebuild it as a ROM for a GBA emulator, how difficult would that be?
I’m making a Legoshi animation of beastars in that program.
This is the only thing I have finished of the animation so far.
I've recently installed Super Mario 63 on my Steam Deck and playing it using the Adobe Flash Player that can be found on the Discover Store.
The game runs accurately and controls great as I rebound the controls using Steam Input.
The issue I've run into is that the performance is pretty terrible. In busy scenes it goes down to 15fps.
Is there a better method of playing Flash Games on Steam Deck? I've tried using the native App version of Ruffle but it just crashes on loading Super Mario 63.
So I've been chipping away at a Flash game project that was intended to be a fun challenging nostalgic thing, I'm completely aware it's not super practical these days :D
So I've been trying to apply as much of my recently acquired gamedev/programming knowledge as I can.
For the most part I've been working on framerate independence (aka delta time) and running some loose benchmarks and tests.
So I have the project's framerate cap maxed out at 120 and have been using getTimer() to measure the milliseconds between each frame.
What I've observed is that it runs at a consistent 8 milliseconds and almost rhythmically jump up to 14 or 15, which does noticeably affect linear movement. If you move the mouse curser all over the place it jumps up to a very noticeable 40 or 50.
Im not really sure how to optimize either and have been contemplating taking an L and just locking the project to 30 where none of this would be noticeable anyway... but Id rather jump down the rabbit hole.
My code isn't particularly complicated at the moment. So far I've tried disabling all mouse events and different project configurations (one frame vs two frames with a gotoandplay(1), ect).
I'm going to try to change out my onclipevent(enterframe) with a onenterframe=function. I suspect the rhythmic performance hiccups to be caused by Flash's garbage collection, and apparently clipevents are actually pretty heavy on it.
I've read a lot of stuff over the years that I'm going to try like bitwise ops (pretty familiar in C, never tried them in Flash) or favoring while loops (I've read multiple times in the mid 2000s that whiles are faster than fors in Flash).
(y'all's can dm me if You can just make sure to tell me in reddit)