1. I was on a flight from Miami to Boston with Reuben Caron last night during which we discussed the hot-button topic of Flash games. Reuben was on his way back from a deployment that was heavy into Flash and was looking for a way to wean itself from a dependency on deprecated software that was both opaque and power hungry. Having just finished porting a Flash game to Sugar--it really is not so difficult--I suggested that we encourage the deployment to Sugarize their Flash assets. So we took a quick scan through their library and chose a reflective-symmetry game as a place to start. Two hours later, we had [[Activities/Reflection|Reflection]] running in Sugar. Version 2, which I wrote on the train into Cambridge this morning includes collaboration and a mode of symmetry not available in the original Flash game. (At the urging of Sandra Thaxter, I have added a [[Activities/Reflection#The_backstory|backstory]] with a blow-by-blow description of the porting process.) | 1. I was on a flight from Miami to Boston with Reuben Caron last night during which we discussed the hot-button topic of Flash games. Reuben was on his way back from a deployment that was heavy into Flash and was looking for a way to wean itself from a dependency on deprecated software that was both opaque and power hungry. Having just finished porting a Flash game to Sugar--it really is not so difficult--I suggested that we encourage the deployment to Sugarize their Flash assets. So we took a quick scan through their library and chose a reflective-symmetry game as a place to start. Two hours later, we had [[Activities/Reflection|Reflection]] running in Sugar. Version 2, which I wrote on the train into Cambridge this morning includes collaboration and a mode of symmetry not available in the original Flash game. (At the urging of Sandra Thaxter, I have added a [[Activities/Reflection#The_backstory|backstory]] with a blow-by-blow description of the porting process.) |