QUOTE (Shlimazel @ Jul 13 2009, 04:57 PM) <{POST_SNAPBACK}>
This looks like an extremely cool idea. I tried it out, and while I can't honestly call the playable version itself cool, many of the basic mechanics are layed out here. With more improvement this could be an entirely satisfactory EVN multiplayer!
I found the following bugs;
When you enter a new system, you cannot move forwards. I can still turn, but I can't fly forwards.
(EDIT) No, actually that's not the problem. I figured out that the actual problem is that the background stars don't move, so you can't tell you're moving when you're in an empty system.
This is being fixed in the new version... as well as the stars no longer overlap the status bar.
There isn't enough space in the text box to display all the description; perhaps you could implement a scrollbar?
Probably an issue with the way different browsers display text. No problem to add a scrollbar. Thanks for the heads up.
Lastly, the ship is waaaaay too slow. Up the speed very considerably and increase turn rate, and it will be playable. As it is, it's very difficult for me to get anywhere.
(EDIT) I figured out how to turn and accelerate, you just have to keep tapping the button. You don't appear to be able to slow down, though. Perhaps you could have the S key used to move in reverse?
I don't remember a way to slow down in EV other than turning the ship around and flying the other direction, which AFAIK works in this version. The X key will also bring the ship to a full stop. If I press and hold keys, it allows me to accelerate and turn without pressing multiple times. Maybe there is a way I can work on this playing with onkeydown, onkeypress, etc. Thanks again for the heads up.
I'd be interested in helping out with ships. Be advised, I can't dedicate myself to making a huge number of ships right now, but I would definitely be able to make you a small number of high-detail ships. If you like I can PM you some examples of my work.
I would definetly be interested in anything you might have available. Again, thanks for point things out for me, and for your help. I'll try to dive into the code a bit more tonight and fix those issues.