Damn Red Dragon



I’m copying a message here from Alexis, who programmed the game. I’ll make another more general post about the game soon.
Oh snap! Native HTML5 content? Hells yes! HTML5 still sucks by and large as the browser vendors bicker over standards, so I would advise you to use:
-Chrome if at all possible. Best functionality support and performance. Official platform.
-Firefox if that’s not possible. Good functionality, slower than chrome, bad audio performance. Officially supported nonetheless.
-Internet Explorer (minimum 9) if you’re desperate. It’s not officially supported, but other than the fact that ***the flash intro does not work in IE*** it seems to be working fine. (There is also a small bug where if you’re using IE, and your computer does not have an audio device, the entire app will fail to load, as sound files will not be downloaded, so plug in some headphones or even just a headphone jack attached to a wire).
-Opera and Safari quite simply have not been tested. I wouldn’t be surprised if it worked in them though, I used nothing browser specific.
-Lynx is supported, but only if you have an Oculus Rift.
Regardless of what you use, try to minimize the amount of stuff your browser/computer is also doing for optimal performance. Also update to the latest version of your browser and stop holding back HTML5 you asshole!
Best of all, it’s open source! (tentatively Apache licensed, so basically a free-for-all)
We’ve got a thread developing this project over here:  http://mspaforums.com/showthread.php?46219-Jterniabound 
It’s dead right now, but that’s because I went into super ninja development mode for this project. I’ll be pushing the latest source to Github when I get home from work today (~5 EST). There’s been a TON of changes to the API/codebase since I went into ninja mode, we’re working to the update the wiki as quick as possible. I’m also considering developing tutorials for developing a Sburb project. But the whole thing has been designed from the ground up so that, in theory, you don’t have to touch a drop of code. The entire game is described by a bunch of modular XML files (SburbML). Of course Andrew always has some crackpot feature that exceeds the scope of the project, but usually that just means I make the API bigger and more robust. Hooray!
Baked in features include:
Describing complex events and environments purely in XML
HTML5 audio (with fall back files for supporting mp3 and ogg)
Canvas and sprite-sheet based rendering 
Flash cutscenes (which are skipped if flash is not supported)
Ability to define custom fonts (allowing the specification of local fonts, with the ability to fall back to your own personally supplied fonts)
The ability to serialize almost any game state into a SburbML file, and load it back up again, for easy sharing
So much dialogue producing syntax you don’t even know. Only Andrew truly grasps the magnitude of syntax, and it is something I am sure he will always regret ever requesting.
Loading content on demand to minimize up front server impact and wait times

Note that between the XML files, dialogue syntax, and custom font support, any translators out there should have a breeze getting any translation done (except for the ultimate magnitude of the text found within)! No more decompiling SWFs for you!

This version will be snapshotted, but we’re gonna keep developing it. The dialogue parser/renderer (as well as the ACTUAL renderer, honestly) could likely be massively optimized, and there’s some features I want to add to the API. If you know anything about HTML5 and design, I’d love to get feedback (I’m avoiding including external libraries for the time being).

Wait, the update was HTML 5? I’d honestly not really noticed :O NEAT!