For SAVE/LOAD issues, you have many options:
- Create a file (on the fly) that user can download an then load again when he wants to proceed.
- Use HTML5 FileSystem API (
http://www.html5rocks.com/en/tutorials/file/filesystem/)
- Use Google Drive or Dropbox APIs to save users progress, so it is stored on the cloud.
On to make it clear, there are lots of advantages in doing anything that runs in a Browser, using HTML5 / Javascript / Dart over using outdated technologies like Flash and Java Applets.
One of the main advantages in my opinion is that it is very portable, and can run on all platforms that support HTML5, since Dart can be compiled to Javascript.
Using plugins, make it very hard to run this on iOS, Android, Playstation 3, Windows RT, Wii, Linux and Mac OS.
Another thing, is that you may need a tool to create your TextureAtlas for loading in DartFlash.
I have updated my HTML5 Packer tool, and it seems to be more stable now:
http://dl.dropbox.com/u/23586678/tools/packer.htmlAnd Schala Zeal how is your DartFlash progress?
As you have already told in a post, it seems that you already know Actionscript.
I can confess that I never touched Flash development before.
So I would like to know if you wanna collaborate in this project?
I know a little of HTML5 development and it's APIs. However the default (and unique) language available is Javascript and I think that it is really hard to code large projects on working on it, because of it's syntax don't help Object Oriented coding.
So I had decided to do it in Dart. DartFlash is a framework that mimics Actionscript APIs and there are lots of caveats that helps coding, specially when dealing with loading resources.
So if you know Actionscript, maybe we can exchange some knowledge and create a great engine to mimic Chrono Trigger gameplay.