SVGGames.com is a community dedicated to authoring and promoting SVG-based games. SVG, Scalable Vector Graphics, is an image format approved by the W3C as an open standard. It allows for graphics to be much smaller in filesize than bitmap images such as JPG and PNG. SVG also supports animation and interactivity, such as games.
With Internet Explorer 9 now finally supporting the standard, the current version of all major browsers now support the SVG standard. This opens up great opportunities for SVG as a gaming medium. Furthermore with the announcement that Adobe will no longer be providing a flash player for mobile devices, having a cross-platform format is a must.
With Flash SWF's having no future in mobile browsers, as Adobe announced they would no longer develop mobile flash players, we must now look to other technologies such as SVG.
The SVG file format supports storing animations, code, sound, and even embedded HTML and Canvas objects inside of a single SVG file. Basically most of the stuff Flash SWF files supported, but in an open, cross-browser, cross-Operating-System format.
Leveraging the power of the SVG format to combine all of the power of SVG vector graphics and animation as well as HTML5 into one distributable file to create truly cross-platform SVG Games.
Package your game into a single .svg file and distribute it everywhere!
How can you get your game or app on all major devices, and only write it once? If you write games as native apps, the walled-garden approach that many app-stores are now following puts your game at risk of being shut off from large segments of the world. Device and operating system manufacturers have in recent times been participating in a grossly disturbing trend of exerting unwarranted, overbearing control over what users can install on, and do with their own devices. And with many smartphones, tablets, and other devices being locked down so that the sanctioned app-store tied to the device is the ONLY way to get your game to those users. These stores often have draconian, controlling and strict app approval processes with many casualties of store (app rejections).
Since SVG is a web-browser standard supported on all major browsers and devices, SVG games bypass the iron-garden and slip right into the user's browser, getting your game to the people. And best of all, you can write it just once and distribute just one file!
If writing native apps, not only will you have to worry about iron-gardens, you will have to write your game multiple times. (even using cross-compilers, you are going to have to do allot of custom engineering for each platform, I have tried. You are also going to have to maintain several binaries and groom them specifically for each app-store. And eventually you have to ask yourself, why am I PAYING these unserious code-cram companies so that I can do tons of extra work and be locked into a proprietary platform that may not even be around for good when SVG and HTML5 technologies are FREE, standardized and open.)
These app-stores can reject or block your game at their sole discretion. What happens if your game gets blocked because of favoritism, corruption, or something completely petty or out of your control? Most small developers will never be able to garner the needed public outcry to hold them accountable (or any at all) and will be unjustly, quietly silenced by the hegemonious app-store monoliths. If you want to do anything remotely edgy like bloody graphics or controversial themes, remember that app-rejection may await anything that can be *argued* to offend any special-interest-group (many of which have legions of predatory, anti-humantiarian lobyists that undermine human rights and expression by ensuring their special agendas and ideals get favored treatment, using their unelected power over government to censor anything they do not like).
Note: This is a work in progress.