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This is a discussion on "A Mac Mud Question" in the Top Mud Sites Tavern of the Blue Hand forum : A friend and I are building a new Mac mud in Cocoa programming language. I was wondering how many MUDders have Macs and would use them for a graphical mud? We both learned MUDs from when we both ran Windows 10 years ago but I am not sure how large the migrated population is. Any ideas?... |
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#1 |
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New Member
Join Date: Jan 2009
Name: Ven
Home MUD: http://www.darkchaos.com
Posts: 6
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A Mac Mud Question
A friend and I are building a new Mac mud in Cocoa programming language. I was wondering how many MUDders have Macs and would use them for a graphical mud? We both learned MUDs from when we both ran Windows 10 years ago but I am not sure how large the migrated population is. Any ideas?
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#2 |
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Member
Join Date: Apr 2008
Home MUD: New Worlds: Ateraan
Home MUD: Threshold RPG
Posts: 47
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Re: A Mac Mud Question
Are you meaning a MUD client for Macs? If so, I'd likely check it out. Unfortunately there's no Mac MUD clients that I exceptionally like. My fallback for on Mac is either a VM session with windows, or running tintin++.
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#3 |
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New Member
Join Date: Jan 2009
Name: Ven
Home MUD: http://www.darkchaos.com
Posts: 6
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Re: A Mac Mud Question
No, sorry I didn't clarify. I meant a graphical mud for Mac OSX. I've never gone around asking people what they are running but back in the day, most users were on Windows. Trying to get an idea how many of us who were once telnet players might be into playing a mac-only graphical mud (non-telnet).
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#4 | |
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Member
Join Date: Oct 2008
Posts: 42
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Re: A Mac Mud Question
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#5 |
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New Member
Join Date: Jan 2009
Name: Ven
Home MUD: http://www.darkchaos.com
Posts: 6
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Re: A Mac Mud Question
What we've done is created a mac-specific app, with the map of the world as a graphic (including player movement), but everything else in text as usual. Nothing graphically intense, actually quite the opposite. Check out the site in the sig for screens and tell me if that has appeal, even if perhaps limited?
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#6 |
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Member
Join Date: Sep 2005
Name: Dave
Location: Oregon
Home MUD: Ansalonmud.com
Posts: 50
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Re: A Mac Mud Question
Looks great too Ven, it reminds me of like the old Ultima (with better graphics heh). But still 'mud' just with a visual representation of where they are. Does it do things like hide the other mobs if they're around the corner?
Regardless, it looks really cool man, could be a bridge for those who don't 'mud' as it's graphic enough for them to follow as they're introduced to reading the scrolling text of a mud to the left. |
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#7 | |
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New Member
Join Date: Jan 2009
Name: Ven
Home MUD: http://www.darkchaos.com
Posts: 6
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Re: A Mac Mud Question
Quote:
We haven't finalized the layout of the text controls, but the map will generally be the same size. There isn't any "line of sight" code into the game, but for now the idea of an aggressive mob being five squares away unseen (off the map) is close enough. Of course mobs can still be hidden with a hidden flag and LOS is a great idea to have for future development (we've just finished shops so we're still in alpha). Thanks for the kind words and thoughts Ziv. |
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#8 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: A Mac Mud Question
Quote:
Either way, I too loved all the Ultima versions up until Version 7+ as they became too complex to enjoy. (Disclaimer: this info is personal experience in coding 3d graphic games and engines on 486 hardware vs. the bs found on Wikipedia). |
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#9 | |
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New Member
Join Date: Jan 2009
Name: Ven
Home MUD: http://www.darkchaos.com
Posts: 6
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Re: A Mac Mud Question
Quote:
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#10 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: A Mac Mud Question
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As for Bird's Eye View. The reasons this has become increasingly more utilized is that it the models used are now far spread and easy to get. In other words, there are places you can buy everything you need for mapping, objects, etc. Generic of course but it helps to get things started. And don't start asking me where. These boxed sets of generic images are costly. Only a bonafide company would be able to afford it if making a real Graphical MUD for profit. I could go on for pages about the way modeling and rendering and dynamic graphic arrays have changed over the years, but hell, I'd rather talk about why Text MUD's rock so much more! |
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