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puzzud's mule clone


puzzud posts: 19 3 stars United_States
Hey here's a link to a current Windows build of my mule remake:

http://www.puzzud.com/projects/puzMule/files/programming/mule_20070502_win.zip

I figure since OpenMULE is showing off its stuff, I figure I better get mine out. It too will be open source and will be able to accommodate Windows, Mac, and Linux systems. However, I do not plan to release its code until I reach version 1.0, which should include at least every feature from the original game perhaps excluding the AI. We'll see. Everything past v1.0 will be improvements, like graphics and network play. The program is coded in C/C++ and uses SDL, OpenGL, and OpenAL.

This too is a rough 'demo' of sorts. So, controls may not be so apparent. Here they are:

Keyboard, joystick, and mouse (somewhat) players are supported!

Control - keyboard player's button
w,a,s,d - keyboard player's directional buttons
1, 2, 3, 4 - changes main game screens (intro, development, auction, status)
c - during the development screen is a nice little 'cheat'
- / + - double and half the size of the original resolution of the game

I hope you guys enjoy seeing my progress. Let me know if you have any trouble running it. I can supply a Linux binary compiled in Kubuntu Feisty Fawn, if any one asks for it. As far as a Mac build, I do not have access to a Mac (as of yet).

Later.


puzzud posts: 19 3 stars United_States
Hey everybody, it's been a year since I first showcased my mule clone. I haven't worked on it for a while because I've been going to school, but I am probably going to take the summer off, so I will be able to get to working on it.

Anyhow, I wanted you guys to see its progress a year later. You would think it'd be done by now, but I'm happy with my progress. Hope you guys dig it:

puzMule_20080320.zip

This zip file includes a Windows 32bit version and a Linux version (compiled in Kubuntu Gutsy Gibbon i386).

Let's hear what you think :)



puzzud posts: 19 3 stars United_States
Quote:
I think the best possible featutre you could add if possible. Is too make it possible for more then one real player on each clone to join a network game,that way you could have 2v2 players etc,etc with out lookin for other players on the net to make up the numbers


That's a good idea and that actually was my intention. I think Dan Bunten would have preferred it that way. MULE is about playing with other people. There are too many online multi-player games that leave you alone in a room with your computer. It's great to play MULE with some friends--push them a little when they are kicking your butt, trash talk, get up and do a victory dance when you pull back into the lead or win the game.

That feature is quite possible. Network connections with clients could have multiple unique player ID's associated to them. So, one network connection could pass along, for instance, player directional movement for each player.

Keep the ideas coming though. I like to discuss what features people are really hoping for.


puzzud posts: 19 3 stars United_States
Quote:
Looks like you are off to a good start, puzzud. I look forward to seeing how this progresses. Are you going to try to recreate the original AI, or are you working on your own?


I will try my best to recreate the original mechtron AI. However, it is a last priority. The addition of AI will be initially an as needed feature during development. I will go most of the way without computer players. Simple tasks (like during land grants) will be governed by easy to add code, just to get the mechtrons to do something.


posts: 23 4 stars
Quote:
You hit my intentions on the nose: a near exact clone with network abilities and then some further enhancements later.

I too am often disappointed with some MULE remakes. It's hard to remake something so near to perfection. Really, you have to take note of the current audience for this game, which I'd say comprised of a certain degree of hardcore gamers. We play a twenty year old game. And not for the superb graphics or violence; instead for the great game play.

As far as basing it off of the Atari version. I grew up with the Commodore version and didn't play the Atari version until about four years ago with some MULE newbie friends. Indeed, the ability to play with three or more players was very easy. The difference in graphics in the two versions didn't prevent me (or any classic MULE player) from being able to go from one to other effortlessly.

I will try to take the best from both versions. For instance, I think the theme music sounds the best on the Commodore version, but the Atari version has an extra music voice playing a cool harmony. The color scheme in the Atari version is nice, so I might lean a bit towards that. The Atari version has smoother graphical fades, but my version will most likely have even smoother ones wink

I am going to work with the Commodore version because it's the system and version I am more familiar with. And interestingly enough, according to the World of Mule's current poll, so are most of us on the forum. However in the end, I think my version will appeal to both Atari and Commodore users, yet also seem like a third incarnation. For example, I use the development screen mule sprite graphics for the intro/title screen instead of a second set of graphics (as the originals did).



I think the best possible featutre you could add if possible. Is too make it possible for more then one real player on each clone to join a network game,that way you could have 2v2 players etc,etc with out lookin for other players on the net to make up the numbers


xot posts: 34 5 stars United_States
Looks like you are off to a good start, puzzud. I look forward to seeing how this progresses. Are you going to try to recreate the original AI, or are you working on your own?


puzzud posts: 19 3 stars United_States
You hit my intentions on the nose: a near exact clone with network abilities and then some further enhancements later.

I too am often disappointed with some MULE remakes. It's hard to remake something so near to perfection. Really, you have to take note of the current audience for this game, which I'd say comprised of a certain degree of hardcore gamers. We play a twenty year old game. And not for the superb graphics or violence; instead for the great game play.

As far as basing it off of the Atari version. I grew up with the Commodore version and didn't play the Atari version until about four years ago with some MULE newbie friends. Indeed, the ability to play with three or more players was very easy. The difference in graphics in the two versions didn't prevent me (or any classic MULE player) from being able to go from one to other effortlessly.

I will try to take the best from both versions. For instance, I think the theme music sounds the best on the Commodore version, but the Atari version has an extra music voice playing a cool harmony. The color scheme in the Atari version is nice, so I might lean a bit towards that. The Atari version has smoother graphical fades, but my version will most likely have even smoother ones wink

I am going to work with the Commodore version because it's the system and version I am more familiar with. And interestingly enough, according to the World of Mule's current poll, so are most of us on the forum. However in the end, I think my version will appeal to both Atari and Commodore users, yet also seem like a third incarnation. For example, I use the development screen mule sprite graphics for the intro/title screen instead of a second set of graphics (as the originals did).



posts: 23 4 stars
Quote:
Hey here's a link to a current Windows build of my mule remake:

http://www.puzzud.com/projects/mule/files/mule_20070314_win.zip

I figure since OpenMULE is showing off its stuff, I figure I better get mine out. It too will be open source and will be able to accommodate Windows, Mac, and Linux systems. However, I do not plan to release its code until I reach version 1.0, which should include at least every feature from the original game perhaps excluding the AI. We'll see. Everything past v1.0 will be improvements, like graphics and network play. The program is coded in C/C++ and uses SDL, OpenGL, and OpenAL.

This too is a rough 'demo' of sorts. So, controls may not be so apparent. Here they are:

Keyboard, joystick, and mouse (somewhat) players are supported!

Control - keyboard player's button
w,a,s,d - keyboard player's directional buttons
1, 2, 3, 4 - changes main game screens (intro, development, auction, status)
c - during the development screen is a nice little 'cheat'
- / + - double and half the size of the original resolution of the game

I hope you guys enjoy seeing my progress. Let me know if you have any trouble running it. I can supply a Linux binary compiled in Kubuntu Feisty Fawn, if any one asks for it. As far as a Mac build, I do not have access to a Mac (as of yet).

Later.



Nice i think your clone has more promise then the others ive seen,normaly most clones ethier turn out lookin very cheeesy or just bug ridden and crappy (sorry).It be nice if your clone was an exact clone with netplay then you could add more features later,also if your gonna suppport four real players netplay shouldnt you base it on the Atari version instead? beside that version had better graphics too


Goethe posts: 23 4 stars Germany
Quote:
I would love to check it out... but the site doesn't open.
neutral


There was a small typo in puzzud's external link, which I've corrected now - now you can download it.


posts: 7 3 stars United_States
I would love to check it out... but the site doesn't open.

neutral

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spacehorse, 18:46 CET, Wed 06 of Jan., 2010: Also, Atari Mule is back online at www.atarimule.com
spacehorse, 00:43 CET, Sun 03 of Jan., 2010: WWW.PLANETMULE.COM !!!!
Karawane, 11:45 CET, Thu 31 of Dec., 2009: Guys, look at this site http://www.planetmule.com
bigappleu2, 20:48 CEST, Sun 04 of Oct., 2009: anyone for mule online ?
Karawane, 14:04 CEST, Sun 23 of Aug., 2009: @Ikwilson and StonePatrol: Try http://atarimule.neotechgaming.com/
Goethe, 12:02 CEST, Sat 15 of Aug., 2009: That would be a good reason for me to finally get an iphone...

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