Looking into it more, I know exactly how Newgrounds API support for Web AGS could be possible.
The API is HTML/JavaScript, you put the .js file for it in what would be your game's .zip, reference it in the index.html body:
...and start using its functions in index.html's javascript...in this case, ags.js is what is used.
Then we start to use WebAssembly (ags.wasm) and run into a bit of a snag. I don't know much about WebAssembly but I wonder if it's possible for ags.js to listen for custom functions being called in the WebAssembly AGS engine, pass the arguments over, and have ags.js then call those API functions...
Some of the API functions return values, too...It would be very hacky but if it's possible to create a WebAssembly-JavaScript bridge like that, it just might work.
And as for the API itself, it's quite benign, if you cannot connect to the API or you're not logged into Newgrounds, the game plays as normal.
The API is HTML/JavaScript, you put the .js file for it in what would be your game's .zip, reference it in the index.html body:
...and start using its functions in index.html's javascript...in this case, ags.js is what is used.
Then we start to use WebAssembly (ags.wasm) and run into a bit of a snag. I don't know much about WebAssembly but I wonder if it's possible for ags.js to listen for custom functions being called in the WebAssembly AGS engine, pass the arguments over, and have ags.js then call those API functions...
Some of the API functions return values, too...It would be very hacky but if it's possible to create a WebAssembly-JavaScript bridge like that, it just might work.
And as for the API itself, it's quite benign, if you cannot connect to the API or you're not logged into Newgrounds, the game plays as normal.