- WEBCART1000 lets you make and play games that share the same
- save files across several websites. It's inspired
- by SHARECART10000, which
- did the same thing for non-web games.
-
-
Some Games Using It
-
- coming soon.
-
-
Your WEBCART1000 Data
-
(loading...)
-
How do I use it?
-
- If you're making a web-based game, just
- download webcart1000.js and include
- it via a <script> tag in your own game. It's
- self-contained and sets up all its own listeners.
-
-
- Once you're including it, you can access the save data with
- webcart1000.data.Whatever
- - MapY, Switch2, or any of
- the SHARECART1000
- keys, with the same restrictions. (It may take a few seconds
- after the page is done loading to load the save data.)
-
-
- To save and synchronize the data,
- use webcart10000.update(). You can also pass an
- object of changes, e.g.
- webcart1000.update({ MapX: 12, MapY: 13, Switch0: false
- }). Running update() will also scrub the
- data so if you put any non-standard keys or values in it,
- they'll be deleted.
-
-
- If someone's playing two WEBCART1000 games at the same time, the
- save data is updated in real-time!
-
-
Is it safe? Is it private?
-
- Yes.
-
-
For Players
-
- There's no cookies. There's no server-mediated
- messages. Everything WEBCART1000, aside from loading its own
- static JavaScript, stays on your computer.
- It's as safe and private as the game would be otherwise.
-
-
- Loading the game leaves at most a default web server log entry -
- which you've already triggered just by reading this page. Since
- no data is collected, we don't even have to make a promise we
- won't share it with anyone - but if we do accidentally collect
- some, we won't, and we'll just delete it.
-
-
For Developers
-
- The provided WEBCART1000 scripts take pains to scrub and
- normalize the data as much as possible. But this is the web, and
- they're not served over HTTPS, and people make mistakes. Take
- the kind of precautions you'd always take in talking to a remote
- server.
-
- The webcart1000.js script can be
- moved to your own server and loaded from there. I recommend this
- - it'll be faster and stabler. The o_o.js
- script and HTML can't be moved unless you're going to make your own
- WEBCART1000 - which you can if you want, but it also kind of
- defeats the point.
-
+ WEBCART1000 lets you make and play games that share the same
+ save files across several websites. It's inspired
+ by SHARECART10000, which
+ did the same thing for non-web games.
+
+
Some Games Using It
+
+ coming soon.
+
+
Your WEBCART1000 Data
+
(loading...)
+
How do I use it?
+
+ If you're making a web-based game, just
+ download webcart1000.js and include
+ it via a <script> tag in your own game. It's
+ self-contained and sets up all its own listeners.
+
+
+ Once you're including it, you can access the save data with
+ webcart1000.data.Whatever
+ - MapY, Switch2, or any of
+ the SHARECART1000
+ keys, with the same restrictions. (It may take a few seconds
+ after the page is done loading to load the save data.)
+
+
+ To save and synchronize the data,
+ use webcart10000.update(). You can also pass an
+ object of changes, e.g.
+ webcart1000.update({ MapX: 12, MapY: 13, Switch0: false
+ }). Running update() will also scrub the
+ data so if you put any non-standard keys or values in it,
+ they'll be deleted.
+
+
+ If someone's playing two WEBCART1000 games at the same time, the
+ save data is updated in real-time!
+
+
Is it safe? Is it private?
+
+ Yes.
+
+
For Players
+
+ There's no cookies. There's no server-mediated
+ messages. Everything WEBCART1000, aside from loading its own
+ static JavaScript, stays on your computer.
+ It's as safe and private as the game would be otherwise.
+
+
+ Loading the game leaves at most a default web server log entry -
+ which you've already triggered just by reading this page. Since
+ no data is collected, we don't even have to make a promise we
+ won't share it with anyone - but if we do accidentally collect
+ some, we won't, and we'll just delete it.
+
+
For Developers
+
+ The provided WEBCART1000 scripts take pains to scrub and
+ normalize the data as much as possible. But this is the web,
+ and people make mistakes. Take the kind of precautions you'd
+ always take in talking to a remote server.
+
+ The webcart1000.js script can be
+ moved to your own server and loaded from there. I recommend this
+ - it'll be faster and stabler. The o_o.js
+ script and HTML can't be moved unless you're going to make your own
+ WEBCART1000 - which you can if you want, but it also kind of
+ defeats the point.
+