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Space Frigates

spacefrigates.com

91–100 of 109 posts

Re: Space Frigates

#91
post #14

Sorry all, wasn't expecting the traffic.... spinning up some more servers now...

While the servers are down, do you have a demo video you could post?

This all went down while I was on vacation so have limited access. Plan to make some play through videos when I get home. You can follow my progress at: blog.spacefrigates.com or twitter: @spacefrigates

Re: Space Frigates

#92

Nice game! How do you refuel or collect debris? Is that discarded when another player dies? Edit: Nvm. It seems I wasn't noticing debris being generated by shooting it instantly.

Yep, when ships explode they drop debris which can be picked up for energy. How much energy you get depends on how much energy the ship had when they exploded.

Re: Space Frigates

#93
Wanting something to be good and usable based on its name being exciting to you isn’t the same as it actually being good or usable. It’s astonishing that this was upvoted by 179 people. There are already hundreds of multiplayer .io browser games that are actually playable. Some of them are space games, microgravity.io for instance.

Why is no one giving their honest opinion on Space Frigates, which can only possibly be negative? I suppose there is a culture of fear in HN comment sections, people are afraid of pointing out when something is obvious amateur hour garbage because they don’t want to get spanked with downvotes or a shadowban for hurting someone’s feelings. Is this really necessary? Why protect someone’s feelings? Sometimes people need to hear what they don’t really want to hear, otherwise you’re just enabling their delusion and they never improve themselves.

Re: Space Frigates

#95
post #78

Is the fact that steering is almost impossible a bug or a feature?

It's space. There isn't really steering; you have to use thrust to modify your vector.

Computers can take input and handle it however the programmer wants in order to replicate ordinary steering. This is true in both games and in actual space.

Why is everyone in this comment section seemingly unable to say anything negative about Space Frigates? This deserves its own 2 hour documentary.

I’m tempted to submit a random .io game and see how people react.

Re: Space Frigates

#96
post #43

Sorry all, wasn't expecting the traffic.... spinning up some more servers now...

I experienced an "interesting" glitch where the world appeared to rapidly switch back and forth between two diverging states. Almost as if two different servers were continuously updating me with their different opinions of what's going on.

I encountered this innovative feature as well.

Re: Space Frigates

#97

I like the conservation of angular momentum, a nod to physics realism relatively uncommon in classic space shooters. The "brakes" (down arrow key) seem like they should follow the same rules, though, that you should start moving backward if you fire them too much.

Can you be honest, did this actually make the game more fun to you? And why should a pilot, whether in a game or in real space, need to think about conservation of angular momentum when computers can very easily handle that themselves and perform the calculations necessary to emulate simple steering instead?

Re: Space Frigates

#98

What tech stach are you using? This is really cool.

Hi! Thank you!

I’m using the Meteor JS full stack framework as the base framework.

Really convenient for an app like this where parts of the code, like the game engine, need to run on the client and server and be identical.

Of course, you could do the same thing with node and web sockets yourself but Meteor JS made it easier for me to get started.

I’m not currently using any client side framework like React or Vue (although both work great in Meteor JS) because I render everything client side in the Canvas tag.

In the future, will probably be moving to the Lance real time JS engine and Pixie for WebGL tendering.

Re: Space Frigates

#99

Earlier quoted context omitted.

The long term vision is to allow players to control much larger ships. True frigate class ships. I'm still in alpha right now but will continue work if there is interest.

Can't play it where I am now... how well would this work on say Android Firefox?

Hi!

I’m working on mobile controls right now that will allow play on mobile browsers. Hope to have that done in the next week.

You can check out my progress here: https://blog.spacefrigates.com

Re: Space Frigates

#100

Earlier quoted context omitted.

The long term vision is to allow players to control much larger ships. True frigate class ships. I'm still in alpha right now but will continue work if there is interest.

Well if you someday write a postmorten of you experience implementing this, the HN dead hug, how to deal with it and so, it will be very helpful. Think about write down your actions everyday so that hypothetical report will be easier to write.

I’m planning to do exactly that! Should have an updated post out tomorrow.

You can follow at https://blog.spacefrigates.com

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