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1 <!DOCTYPE html>
2 <html lang="en">
3 <head>
4 <meta charset="utf-8">
5 <meta name=viewport content="width=device-width, initial-scale=1">
6 <link rel="stylesheet" href="/css/main.css" type="text/css">
7 <script type="text/javascript" src="webcart1000.js"></script>
8 <script type="text/javascript">
9 setInterval(function () {
10 var element = document.getElementById("webcart1000-data");
11 element.textContent = JSON.stringify(webcart1000.data, undefined, 4);
12 return true;
13 }, 1000);
14 </script>
15
16 <title>WEBCART1000 ~ Yukkuri Games</title>
17 </head>
18 <body>
19 <header>
20 <a href="http://yukkurigames.com" id="header-logo">
21 <img src="/logotype_horizontal_1.png" class="logo"
22 data-large
23 alt="(◕ ヮ ◕)"
24 ><img src="/logotype_horizontal_2.png"
25 data-optional
26 alt="Yukkuri Games"
27 ><img src="/logotype_horizontal_3.png" class="logo"
28 data-small
29 alt="(◕ ヮ ◕)">
30 </a>
31 <h1>WEBCART1000</h1>
32 </header>
33 <main>
34 <p>
35 WEBCART1000 lets you make and play games that share the same
36 save files across several websites. It's inspired
37 by <a href="http://sharecart1000.com/">SHARECART10000</a>, which
38 did the same thing for non-web games.
39 </p>
40 <h2>Some Games Using It</h2>
41 <p>
42 coming <del>soon</del>.
43 </p>
44 <h2>Your WEBCART1000 Data</h2>
45 <pre id="webcart1000-data">(loading...)</pre>
46 <h2>How do I use it?</h2>
47 <p>
48 If you're making a web-based game, just
49 download <a href="webcart1000.js">webcart1000.js</a> and include
50 it via a &lt;script&gt; tag in your own game. It's
51 self-contained and sets up all its own listeners.
52 </p>
53 <p>
54 Once you're including it, you can access the save data with
55 <code>webcart1000.data.Whatever</code>
56 - <code>MapY</code>, <code>Switch2</code>, or any of
57 the <a href="http://sharecart1000.com/img/SHARECART1000guide.png">SHARECART1000</a>
58 keys, with the same restrictions. (It may take a few seconds
59 after the page is done loading to load the save data.)
60 </p>
61 <p>
62 To save and synchronize the data,
63 use <code>webcart10000.update()</code>. You can also pass an
64 object of changes, e.g.
65 <code>webcart1000.update({ MapX: 12, MapY: 13, Switch0: false
66 })</code>. Running <code>update()</code> will also scrub the
67 data so if you put any non-standard keys or values in it,
68 they'll be deleted.
69 </p>
70 <p>
71 If someone's playing two WEBCART1000 games at the same time, the
72 save data is updated in real-time!
73 </p>
74 <h2>Is it safe? Is it private?</h2>
75 <p>
76 Yes.
77 </p>
78 <h3>For Players</h3>
79 <p>
80 There's no cookies. There's no server-mediated
81 messages. Everything WEBCART1000, aside from loading its own
82 static JavaScript, stays on your computer.
83 It's as safe and private as the game would be otherwise.
84 </p>
85 <p>
86 Loading the game leaves at most a default web server log entry -
87 which you've already triggered just by reading this page. Since
88 no data is collected, we don't even have to make a promise we
89 won't share it with anyone - but if we do accidentally collect
90 some, we won't, and we'll just delete it.
91 </p>
92 <h3>For Developers</h3>
93 <p>
94 The provided WEBCART1000 scripts take pains to scrub and
95 normalize the data as much as possible. But this is the web,
96 and people make mistakes. Take the kind of precautions you'd
97 always take in talking to a remote server.
98 </p><p>
99 The <a href="webcart1000.js">webcart1000.js</a> script can be
100 moved to your own server and loaded from there. I recommend this
101 - it'll be faster and stabler. The <a href="o_o.js">o_o.js</a>
102 script and HTML can't be moved unless you're going to make your own
103 WEBCART1000 - which you can if you want, but it also kind of
104 defeats the point.
105 </p>
106 </main>
107 </body>
108
109 </html>