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Last Update for 2018 (probably): HTML5!

edited May 2019 in Announcements
I just deployed an update that adds a small "html5" link next to each game on your "My Games" page. This link runs your game using the new html5 engine, instead of the current flash one.

This is preview release, for testing, so it's not yet 100% complete.

The editor is currently disabled in html5, but all engine features should be in place, and games should all work. All games should behave the same as before, with the exception that rendering should be faster (it now uses hardware rendering), and rendering quality should be improved overall. Also, this means that games will now run on mobile devices (the page layout is wonky on phones at the moment).

I have noticed that there is sometimes there is noticeable lag when a game first starts (but should go away after a few seconds), and that's something that I know needs to be addressed.

It would be really helpful if you could test out your games, and report any new html5-only bugs that you find. I expect that some issues will need to be ironed out, but once this version is well tested, it will replace the current flash version which will have to get completely phased out in 2019 ( )

The good news is that the new html5 version should make some long-awaited features much easier to implement (game controller support, right-clicking, and rendering filters, among others). Please let me know if you have any questions or comments about this update.

If you want to run any game using the html5 engine, you can just append "?v=html" to the end of the url. You can tell when a game is running in this mode by the small green html5 logo that appears under the game's name.


  • Awesome!!!
  • Does this mean in mobile optimized website the HTML 5 version could be ran on mobile?

  • Yeah @alex2006 - the html5 version should run on mobile. I haven't done much mobile testing or optimization yet though.
  • edited December 2018
    Sounds awesome! I do have one question though: CONTROLLER SUPPORT??? I know it's still a concept being created, but will it be controllers from consoles, phones as controllers, or personal FLOWLAB controllers?
  • edited December 2018
    By controller support I mean whatever controller or gamepad is connected to your computer: xbox, playstation, or PC game controller. This won't come until after the html version is complete though.
  • Finally! Thanks Grazer, have to play around with it.
  • @grazer I believe I found a bug. I was screening around with SB3 on mobile, and died on my last life. For some reason bullets were still flying out from the gun!
  • New Year's hype! The website is pretty wonky on phones, but puffin has fullscreen. I was noticing significant lag on a current project, so I'm going to see if that lag still exists in HTML5. Does HTML5 currently support multiplayer as well? If nobody answers, I'll just have to find out on my own. Then I can test that sometime.
  • Sound does not work on HTML
  • Hey @CrimsonBlackGames - do you have an example where the sound isn't working? It's working in all my tests so far.
  • Mobile exclusive I guess
  • edited December 2018
    @CrimsonBlackGames Eh, well sound doesn't typically play through HTML5 in mobile browsers (especially Safari) without specific code to make it do so (I believe).
  • The Graveyard seems a bit laggy to be honest, or it has always been like that before.

    First thing I noticed is that looping music doesn't work in html5, it just plays once.
  • Also noticed drag is really needed in The Graveyard. The skeleton boxes are kinda broken now.
  • In html, whenever the music/sound is supposed to loops, it doesn't. It goes completely silent. Also, the sound block appears to be delayed for a few seconds and then it makes the sound/music I want it to play (or not at all).
  • edited December 2018
    My game (Drive) doesn't work or crashes when using button inputs.
    After several times, it seems that it will run with ONLY on mouse click/tap.
    The player disappears when game is paused. (I restart the game if its paused so idk if its actually deleted)
    Also Music doesn't loop

    Rotation and animation is also allot faster but loweing the speed should work.

    edit: [ok, I tried again several times a little later and the button input works now.
    After some testing, the player isn't deleted after pausing. player re-appears when un-pausing.]
  • Yeah the animations and rotations go way too fast, even when it is supposed to be slower.
  • @Superstargames Didn't read my first comment? Already mentioned the looping music issue lol.
  • It seems that if you lower animation speed by 1, its about the same speed as before.
  • How to put my game on my own website ?
  • edited January 2019
    Thanks for all testing, this will be a huge help getting the html5 version at parity with flash! If you have an issue with your game, it would also help to post a link so I can see the problem(s) first hand.

    @JR 01 - I don't think you should adjust your animation or rotation speeds, that will mess up the game in Flash, I'll attempt to sort this out in the engine. My goal is that the behavior should be the same across both.

    @Latif - there is a "physics drag" setting in the game settings panel. This adjusts the global drag value.

    @Mhx Aîr - I haven't tested multiplayer yet, but in theory it should work. I also haven't tested much on mobile - I plan to get the desktop solid first before tackling that.

    @xuanloclmht - please make a new thread for unrelated requests, this thread is for discussing the new html engine version.
  • edited January 2019
    Here's what I can confirm so far, I did testing on puffin mobile. Music seems to play perfectly fine, unlike in Flash where it is extremely laggy, however, the gameplay becomes extremely laggy, about 2 frames per second, similar to the lag issue that we had previously with the exporter, where the game would be embarrassingly slow if there was music playing. Since you can't adjust the quality in HTML5, you are kind of stuck with it, and it becomes unresponsive. I also tried to do HTML5 in embed mode, and it doesn't seem to load. I haven't had a chance to do much testing, and I haven't done any testing on desktop, but I'll let you know if I find anything else. I'll test other browsers as well.
  • @grazer Wait but why would I want to change the drag value of all objects? That would break the game even more.
  • @Latif - does adding this to the skeleton box give you the behavior you want?
  • Nice work Grazer!

    I've quickly inspected element in Chrome and switched to iPhone and the games seems great, I still can't actually play on an actual device, I take it playing games on devices is part of your HTML roadmap?

    So in theory, when you get the mobile side of things sorted if you develop a multi-player game one player could be on a mobile device and another on a tablet?


  • @grazer I wanted to let you know you have a billing issue, I noticed i received emails saying it terminated my paid subscription, but it didn't. you may want to look in to this.

  • @grazer It actually does but it isn't exactly what I wanted. Setting the x velocity to 0 just makes it stop moving immediately. What I did is turning off the motor so the drag will make the box slow down until it stops, but the drag is too low now and I can't increase it (for only that single object).

    I think I'll go for your solution then since there's nothing else I can do.
  • Oh and almost forgot, happy new year! :tongue:
  • Thanks for the heads up @alex2006 - I'll check it out!

    @Latif - you could use an ease instead of just setting the velocity to 0 immediately, which may be closer to what you're looking for. And happy new year :)

    @muddyapples - I haven't done much testing on mobile yet. I played a couple of games on my iPad, which seemed to work OK. Sound was missing, and performance was lower than I want, but getting mobile sorted out is definitely on the roadmap. Multiplayer should work fine in html, and it doesn't make any difference what platform the client is running, they should all be able to talk to each other.
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