+hloberg Posted February 6, 2013 Author Share Posted February 6, 2013 (edited) They come across slurred over a beer in a bar. I'm getting this hilarious mental image of two drunks at a local pub arguing over the complexities of RPN math, now. Too weird. Edited February 6, 2013 by hloberg Quote Link to comment Share on other sites More sharing options...
+Lee Stewart Posted February 6, 2013 Share Posted February 6, 2013 They come across slurred over a beer in a bar. ...well...maybe 2 or 3...then I might even make more sense! Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 6, 2013 Share Posted February 6, 2013 (edited) I'm getting this hilarious mental image of two drunks at a local pub arguing over the complexities of RPN math, now. Too weird. I was actually going to post a line of odd looking Forth but I thought people might think I was already drunk. Edited February 6, 2013 by JamesD Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 6, 2013 Author Share Posted February 6, 2013 took an earlier suggestion and started a blog on the project. http://www.atariage.com/forums/blog/528-creating-mule-for-the-ti99/ Quote Link to comment Share on other sites More sharing options...
Willsy Posted February 7, 2013 Share Posted February 7, 2013 I've subscribed to your blog! Game on! Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 8, 2013 Author Share Posted February 8, 2013 for non-blog readers here are graphics so far and blog: http://www.atariage....mules-7x9-grid/ 1 Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 14, 2013 Author Share Posted February 14, 2013 (edited) Here is all the graphics so far. These are three of the four main game screens and hardest. I used all the characters in XB for store and map. When I redo the graphics for C99 I'll have lots more characters and can expand the graphics. The Wampus will be bitmap loaded in on demand. Left is the bidding screen, which is real simple and will do later. The opening screen I will do as one package. I may have the whole opening and setup menus as separate program which calls the main program. Now move on to music and logic. Here they are: PS my project blog is: http://www.atariage.com/forums/blog/528-creating-mule-for-the-ti99/ Edited February 14, 2013 by hloberg 2 Quote Link to comment Share on other sites More sharing options...
Tempest Posted February 14, 2013 Share Posted February 14, 2013 Looking good! I've never been a huge fan of MULE (I didn't grow up with it as there is no Apple II port), it's nice to see stuff like this for the TI. Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 14, 2013 Author Share Posted February 14, 2013 Looking good! I've never been a huge fan of MULE (I didn't grow up with it as there is no Apple II port), it's nice to see stuff like this for the TI. It was always a mystery to me why EA never ported a copy to the Apple II.The port from A800 to Apple II wasn't all that hard. Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 14, 2013 Share Posted February 14, 2013 It was always a mystery to me why EA never ported a copy to the Apple II.The port from A800 to Apple II wasn't all that hard. It does seem strange when you consider Archon came out at the same time and Archon was on both machines. I'm guessing it was the decision of the authors. Quote Link to comment Share on other sites More sharing options...
Tempest Posted February 14, 2013 Share Posted February 14, 2013 It does seem strange when you consider Archon came out at the same time and Archon was on both machines. I'm guessing it was the decision of the authors. Maybe it was because the Apple can't easily support 4 players without some sort of special controller? Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 14, 2013 Share Posted February 14, 2013 Maybe it was because the Apple can't easily support 4 players without some sort of special controller? As opposed to the C64 which can? Quote Link to comment Share on other sites More sharing options...
Tempest Posted February 14, 2013 Share Posted February 14, 2013 As opposed to the C64 which can? The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was. Quote Link to comment Share on other sites More sharing options...
JamesD Posted February 14, 2013 Share Posted February 14, 2013 The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was. What screen couldn't be implemented with paddles? Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 14, 2013 Author Share Posted February 14, 2013 The C64 had two controller ports which is one more than the Apple II had. While it's true there was an internal 'paddle' port, I'm not sure how useful that was. I guess that didn't want to have to mess with Apple II's 'you will need a Mocking board, joystick board etc... to run this game shtick. After a second thought, maybe the Apple wouldn't have been such a close translation after all. Quote Link to comment Share on other sites More sharing options...
Hakogame 箱亀 Posted February 22, 2013 Share Posted February 22, 2013 Here's another idea for the map screen: Instead of outlining the plot, just color the ground the same as the player's color. I think that makes it much clearer who's plot it is. 3 Quote Link to comment Share on other sites More sharing options...
+hloberg Posted February 24, 2013 Author Share Posted February 24, 2013 Here's another idea for the map screen: Instead of outlining the plot, just color the ground the same as the player's color. I think that makes it much clearer who's plot it is. Agreed. The only problem I foresee is possibly running out of characters. I'll check into it though. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 25, 2013 Share Posted February 25, 2013 Maybe a compromise like ... Quote Link to comment Share on other sites More sharing options...
TheMole Posted February 25, 2013 Share Posted February 25, 2013 I prefer the original bracket/outline approach. Also looks closer to how modern strategy/resource management games display their stuff and makes for a less visually aggressive image. These graphics are BTW very polished and professional looking, kudos. Quote Link to comment Share on other sites More sharing options...
JamesD Posted October 28, 2013 Share Posted October 28, 2013 Anymore progress on this? Quote Link to comment Share on other sites More sharing options...
+hloberg Posted October 30, 2013 Author Share Posted October 30, 2013 Anymore progress on this? Changed jobs to one that makes more money (yah!) but a lot less free time (boo), so yes, I'm still working on it but very slowly. Right now testing XBASIC compiler to see if it will fill my needs for the game since now I really don't have the time to learn a new language. The compiler looks like it will do, very fast and does everything... mostly. Quote Link to comment Share on other sites More sharing options...
+hloberg Posted April 12, 2019 Author Share Posted April 12, 2019 I let this game idea die many years ago due to time and not really having a good environment to produce it in. But with XB256 I think I will look into this again. 8 Quote Link to comment Share on other sites More sharing options...
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