

For me, the most important aspect is Flash being vector. That an SWF file uploaded via dial-up can still run at modern resolutions their creator certainly couldn’t export a video for. Unfortunate that so much Flash stuff never-did (+never-will?) release in SWF form (and hours-long content takes up a sizable chunk of data for exported video even with modern encoding).
This also has me thinking about using old software again, specifically a Macromedia variant especially as it is less bloated (install-wise) than less-dead editions. Though I continue thinking that it still might be better to use some new open thing like Wick Editor instead.
That and I also lean more towards untextured polygons (+vertex color), both 2D (Godot specifically, a bit clunky for some aspects but in-engine animation is possible) and 3D (Blender-first, put into Godot or something like Raylib). Though I lack ideas and have mostly been tinkering with specifics on workflow (shaders/materials and import process, 3-digit-hex color palette) and am still wanting something better for semi-modular map editing.












Probably doesn’t have much place for a hardware community, but shaders? I specifically like the offset pattern (triangular filter, lottes w/shadow mask type 4, or consumer-1 for the hardware upscaler) aesthetic.
I also wonder if anyone makes ‘fantasy’ (like fantasy consoles) CRT shaders. For instance, imagine triangular filter where the RGB pixels can also double as MYC pixels respectively (for brighter colors like white, though I would still prefer that to be used sparingly). Probably other things like leaning into hexagon aesthetic or visible grille stuff, though that probably isn’t too viable for 1080p displays (I can’t find good 4K screenshots of the existing shaders to see if they actually have dots for the shadow-mask/triad unlike the 1080p version which is pure pixels).