Interesting discussion here.
stuntcock
I guess the old guys of this board that maybe knew Konashion already tried to contact him and get the source files, without success. But i am wondering, with the flash decompiler around, don't we have the source files that we need? Or am I missing something? I decompiled the STD and now have all as files and can look at every function, only the complete fla is missing.
What i don't completely agree with, is that you can't do much to improve the performance of STD. I have seen more complex and graphically demanding flash games that ran a lot smoother. I'm not experienced when it comes to flash, but i find it hard to believe this is as good as it can get when there are so many counterexamples.
A few days ago i tried to make a swc file from the loader and STD codefiles to get some nice code-completion in CS6. It kind of worked but it was a huge drag. I used FlashDevelop with a plugin but had remove all compiler errors from the sources first. While Loader already had a lot invalid code, mainly some missing type declarations, the STD code base was insane. I guess most it comes from the difference in compiler strictness between as1 and as3 but i found a lot of totally broken methods in the STD files. I don't know if they get ever called but i think some of them could make some problems. Aside from that, while the STD itself is a huge accomplishment, its not very well written and often over complicated, i think many functions could be realized with one quarter of the code lines. But that's also due to the fact that we have now much better tools at hand then Konashion when he started.
In the end, instead of solving hundreds of compiler errors i made a script that removes all function bodies and only returns a valid value, this way i managed to create the swc file. Unfortunately only the one for the loader is working, the STD swc crashes the game^^ (when imported).
My point is, the code base is bad and doesn't get developed anymore. That's why i also think that something new is needed. But i also know just like stuntcock said that almost all ambitious projects to rewrite or completely recreate such a game on another platform or engine will fail for multiple reasons like the ones he mentioned. Every mod community has hundreds of them. Interestingly it's usually a user without coding experience that can't contribute anything to it suggest such projects, why might that be? ;-)
But i also have seen such projects succeed, it depends on how you do it. If say you want to completely rewrite STD you will fail. If you say you want to create a 3D STD you are in wrong forum, no modder here will be able to help you. If say you want to port STD to a new engine you will also fail.
In my limited flash and STD knowledge and also almost no knowledge about this mod community and forum i see two possible ways:
opt 1
If we are able to create a working projectfile for STD that could be modified that would already be a huge success. After that, one could try to implement the loader into the main STD. That would also be a huge success and enable more possibilities for future development.
opt 2
if you want to create something totally new you have to start small, very small. Talk to modders and content creators (like @sby), see what could be used to create a better STD. Dragonbones for example looks very interesting. After you decided what software and libraries to use one would need to work on a little demo. Not much, only needs like 5% of the functionality of the original game (should be hard enough to get to 5%). After that you present it and try to get people motivated. It works much better when there is something to see and grasp, that makes them think its actually worth investing into it.
And there has to be gain! Be it improved performance or better mod support, it should make things easier.
I have seens projects that started out like this actually succeed, but it also depends on the community.
stuntcock
I guess the old guys of this board that maybe knew Konashion already tried to contact him and get the source files, without success. But i am wondering, with the flash decompiler around, don't we have the source files that we need? Or am I missing something? I decompiled the STD and now have all as files and can look at every function, only the complete fla is missing.
What i don't completely agree with, is that you can't do much to improve the performance of STD. I have seen more complex and graphically demanding flash games that ran a lot smoother. I'm not experienced when it comes to flash, but i find it hard to believe this is as good as it can get when there are so many counterexamples.
A few days ago i tried to make a swc file from the loader and STD codefiles to get some nice code-completion in CS6. It kind of worked but it was a huge drag. I used FlashDevelop with a plugin but had remove all compiler errors from the sources first. While Loader already had a lot invalid code, mainly some missing type declarations, the STD code base was insane. I guess most it comes from the difference in compiler strictness between as1 and as3 but i found a lot of totally broken methods in the STD files. I don't know if they get ever called but i think some of them could make some problems. Aside from that, while the STD itself is a huge accomplishment, its not very well written and often over complicated, i think many functions could be realized with one quarter of the code lines. But that's also due to the fact that we have now much better tools at hand then Konashion when he started.
In the end, instead of solving hundreds of compiler errors i made a script that removes all function bodies and only returns a valid value, this way i managed to create the swc file. Unfortunately only the one for the loader is working, the STD swc crashes the game^^ (when imported).
My point is, the code base is bad and doesn't get developed anymore. That's why i also think that something new is needed. But i also know just like stuntcock said that almost all ambitious projects to rewrite or completely recreate such a game on another platform or engine will fail for multiple reasons like the ones he mentioned. Every mod community has hundreds of them. Interestingly it's usually a user without coding experience that can't contribute anything to it suggest such projects, why might that be? ;-)
But i also have seen such projects succeed, it depends on how you do it. If say you want to completely rewrite STD you will fail. If you say you want to create a 3D STD you are in wrong forum, no modder here will be able to help you. If say you want to port STD to a new engine you will also fail.
In my limited flash and STD knowledge and also almost no knowledge about this mod community and forum i see two possible ways:
opt 1
If we are able to create a working projectfile for STD that could be modified that would already be a huge success. After that, one could try to implement the loader into the main STD. That would also be a huge success and enable more possibilities for future development.
opt 2
if you want to create something totally new you have to start small, very small. Talk to modders and content creators (like @sby), see what could be used to create a better STD. Dragonbones for example looks very interesting. After you decided what software and libraries to use one would need to work on a little demo. Not much, only needs like 5% of the functionality of the original game (should be hard enough to get to 5%). After that you present it and try to get people motivated. It works much better when there is something to see and grasp, that makes them think its actually worth investing into it.
And there has to be gain! Be it improved performance or better mod support, it should make things easier.
I have seens projects that started out like this actually succeed, but it also depends on the community.
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