First, there is the issue of differences between browsers and platforms. Unfortunately HTML5 has not reached a level where it is consistent in different browsers. In our small project alone we saw commands that behaved differently between different browsers (especially with input) and Internet Explorer ended up not working at all. Even when we got commands working consistently between the browsers we ran into issues with timing and speed. Since each browser could render and execute javascript at different speeds we had several inconsistencies where something would work fine on one browser, but far too slowly on another.
Not only were speeds inconsistent between browsers, but they were also overall quite slow. Compared to Flash we were able to have far less images on screen before slowdown became a major issue. Even with small amounts of graphics on the screen and a small resolution we were only able to consistently keep about 30fps across browsers (although with more research into efficiency I'm sure we could improve on this somewhat).
The final issue we have with using HTML5 is that even if we did use HTML5 most of the mini games we would get from other sources would be written in Flash. This is because we hope to get mini games made by students taking various classes and the vast majority of these we can assume will be written in flash. It would take additional time to create a system for communicating between Flash and HTML5 and we would also have to deal with issues relating to loading the swfs in time and having common assets between the different mini games.
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