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So how does it work? There are three layers on top of each other - the top layer contains the colorful stars, the second layer contains the small dim stars and the third layer in the back holds a couple of very bright stars. As you scroll the map the layers are all moved differently hopefully giving you a sense of depth. The 2nd and 3rd layers are only static tiles. The colorful stars are the stars the player may actually colonize and fight over. They are stored in a database table and requested by the map script via an asynchronous call. The stars are returned as an array in JSON format. The client side is homebrew javascript goodness with the help of Prototype and the backend consists of a few PHP classes.
While this topic was great in theory, I didn't actually walk away with much knowledge apart from the fact that JS Libraries aren't necessarily a great idea unless you strip out the functions and classes you won't be using. At least fellow Multipacker Stuart Langridge supplied some excellent British sarcasm (and a free book for Ross).
the first rule of 140byt.es is NO MORE THAN 140 BYTES. not characters, bytes. no points for shorter entries, the point is to pack as much whallop into 140 bytes as possible.
otherwise, entries should be valid javascript expressions that do not leak globals, and are licensed under the WTFPL or something similarly permissive.