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MicropolisJS: A JavaScript clone of the original SimCity

graememcc.co.uk

21–30 of 55 posts

Re: MicropolisJS: A JavaScript clone of the original SimCity

#21
So, when people make a clone like this, do they painstakingly recreate every piece: graphics, logic and so forth, or do they typically get access to some of the original code or graphics and transfer it over.

This thing looks like it was recreated from scratch.

edit: minor rewording.

Re: MicropolisJS: A JavaScript clone of the original SimCity

#22

So, when people make a clone like this, do they painstakingly recreate every piece: graphics, logic and so forth, or do they typically get access to some of the original code or graphics and transfer it over. This thing looks like it was recreated from scratch. edit: minor rewording.

AFAIK, they never recreate the graphics.

You write code that is able to read the assets (graphics, sound, etc) - like the original code is able to.

Re: MicropolisJS: A JavaScript clone of the original SimCity

#23
been playing this for a little while now, and using the about:performance I compared how this behaves. It uses less resources than a tab with Slack, Gmail, Trello, Stripe's documentation page, my CDN resource page, and the browser's task manager itself. Color me impressed

Re: MicropolisJS: A JavaScript clone of the original SimCity

#25

So, when people make a clone like this, do they painstakingly recreate every piece: graphics, logic and so forth, or do they typically get access to some of the original code or graphics and transfer it over. This thing looks like it was recreated from scratch. edit: minor rewording.

The short answer is it depends. In this case where you want to independently distribute a game in a playable state, you need to recreate everything from scratch in order to not violate copyright.

In other cases, they only implement the game code, and you need to source the maps, assets, etc from an original copy. The goal with this is usually to fix bugs and quality of life issues on modern systems, not to supplant the original game or any remaining sales of it. Good example of this IMHO is OpenRCT2 which provides an opensource client compatible with Rollercoaster Tycoon2.

Re: MicropolisJS: A JavaScript clone of the original SimCity

#29
post #28

Does anyone know how to prevent pollution? I have only nuclear power since day one, but my industry is very dirty. I guess the only way is killing off my industry, but then I suffer from unemployment.

Try spreading out the Industry units and keep them away from Residentials

Re: MicropolisJS: A JavaScript clone of the original SimCity

#30
post #25

So, when people make a clone like this, do they painstakingly recreate every piece: graphics, logic and so forth, or do they typically get access to some of the original code or graphics and transfer it over. This thing looks like it was recreated from scratch. edit: minor rewording.

The short answer is it depends. In this case where you want to independently distribute a game in a playable state, you need to recreate everything from scratch in order to not violate copyright. In other cases, they only implement the game code, and you need to source the maps, assets, etc from an original copy. The goal with this is usually to fix bugs and quality of life issues on modern systems, not to supplant t…

> The short answer is it depends. In this case where you want to independently distribute a game in a playable state, you need to recreate everything from scratch in order to not violate copyright.

Unless the original is under a license which allows derivatives; e.g., the original SimCity specifically was released (as “Micropolis”, because of trademark issues) under GPLv3 in 2008, so GPLv3 downstream versions (like MicropolisJS) don't have to recreate anything from scratch to avoid copyright issues.

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