So, after a cursory examination into game writing libraries for Javascript, I picked crafty.js, which seemed fairly easy to learn and well-written. I'm banging together some code for EDS, and will be publishing what I code when it seems to work. There's a link to the current code on the game page.
Also, the son of a friend of mine asked me to start working on another game, this one being a physics-based skateboarding game. I'll be putting up a page for that as well.
Today's Firefox update for android has added support for full-screen html5 apps, so I need to look into how to write my apps so they can use this mode. :-)
I've been ignoring my game lately, mainly due to an enormous backlog of Humble Bundle games. Now that I've beaten Aquaria and Waking Mars, I took some time today to write code to enable animation from a script. So far, it's working pretty well. I probably should have picked a day that I was a lot more awake than I am, though. :P
I debated the relative benefits of splitting frames up into separate surfaces versus having a single large surface for the entire frameset, and I ended up going for individual surfaces. The memory use of one versus the other is relatively the same, the blit speed should be the same, but one large frameset requires more work on the user's end to make a working animation.
The other bit I've been doing is some simple code to get basic information in and out of TCL code from the C engine, such as what image an element is going to display, and the location the element is at. I've probably got just enough brainpower to do an image translation function for motion, but we'll see when I give out.
Whoever it is that is spamming my comments, please stop. I'm never going to approve any of that crap so you're just wasting your time.
I've continued working on the Phantom engine and have added the first steps to support sound and in-game music. You can now load sounds, play them back at any time, and specify how many repetitions the sound should make (including infinite repeat).
I'm currently adding a new animation type for doing text-based stuff, like dialog boxes, menus, and overhead labels (like are used for characters in Guild Wars or PSU). Since this also requires loading and specifying fonts, it's going to take some work. When it's done I'll post a video of the title screen for EDS. :)