https://www.graememcc.co.uk/micropolisJS
A port of Micropolis to JS/HTML5. Licensed under the GPLv3, with some additional terms - please be mindful of these.
A port of Micropolis to JS/HTML5
License: Other
https://www.graememcc.co.uk/micropolisJS
A port of Micropolis to JS/HTML5. Licensed under the GPLv3, with some additional terms - please be mindful of these.
When I saved and reloaded the page then clicked "load game" this is in the console. Tried multiple times to re-load. Firefox 96.0.3 on osx. EDIT: just also gave it a go in Chrome, same error.
Uncaught TypeError: A.Position is not a constructor
ue http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
mapScan http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
init http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
bi http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
ys http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
vn http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
jQuery 8
dn http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
Pn http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
setTimeout handler*f http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
_verifyImage http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
lA http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
Sn http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
Tn http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
setTimeout handler*lA http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
un http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
setTimeout handler*f http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
_verifyImage http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
lA http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
<anonymous> http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
i http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
<anonymous> http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
<anonymous> http://www.graememcc.co.uk/micropolisJS/src/micropolis.js?f750f1ad7f255ea64b6a:1
EDIT: wow, the fact that this landed on the front-page of HN but appears to be inactive for 4 years is amazing. Kudos!
I am working on a chrome extension with a games launcher and am currently incorperating this into it. Because of chrome's strict content security policy for chrome extensions, I cannot use any inline scripts in any manner so I was wondering if you knew how to get this game to run completely off of external scripts which are allowed in chrome extension pages
Bug report from reddit.
We need a way to paint data overlays so the player can identify hotspots for crime etc
I have no idea how to make the map scroll(/pan) by just using a touchpad. Arrow keys seem to work, but only when the map has focus? It seems if I click the menus, arrow keys stop working until I click the map.
When I attempt to place railways, I get the red outline and I can't place them, except over roads for some reason. Reproduced on the latest Chrome and Firefox.
This could leverage the existing saveGame infrastructure, but also needs to store things like blockMaps, sim and phase cycles, and other pieces of internal state. Clearly I would also need the dual function that creates a game from such data.
The user should be able to generate a new map if the first map generated isn't to their liking. Before the game proper launches, we should show the full map, and provide an option to regenerate. This screen should also contain controls for setting the game's difficulty.
Can you see police coverage, Pollution, etc?
micropolisJS needs sound, in particular background music and effects. In addition, the UI must expose some way for the user to silence the app.
If a city is built to the extent that there is insufficient power generation capacity, then the blackouts message will prove remarkably persistent, even when the problem has been solved.
I doubt the code in GameCanvas works at the moment. This code needs fixed up, and the functionality should then be exposed in the UI.
I got this error while playing:
"Uncaught ReferenceError: MESSAGE_NEED_STADIUM is not defined"
I am using Chrome 30.0.1599.101 m
If there's no plane in the air, but there is a helicopter, then the sim should crash that instead.
If neither exist then it should randomly spawn a plane or a copter and crash it.
The sim should pause on a window blur, and resume on focus.
Line 32 in c1ee9b7
Allow the user to save multiple cities, and pick which one to load. (Watch out for that localStorage 5MB restriction though: might need to switch to IndexedDB)
Let's say your building is half destroyed by a fire or monster.
That's just bad luck. I should demolish the building and rebuild it, but here is the issue. If the center of the building was destroyed, you cannot demolish the other parts. If the middle is intact then it's fine.
Hey guys,
I'd like to run it on local, however there is no helpful description neither README nor wiki. I've grabbed the code, get required libs via npm install
, build grunt tasks without errors. And then, ...
When using the speed setting in IE11 and Chrome, the speeds do not match up to their labels. Slow works fine, Medium is exceptionally fast, and Fast appears to be Medium.
Had a small town built (~3000 people) and tried changing the speed. Console repeats the following warning: "Unexpected speed 2" from the main.js file
Budget changes don't kick in to the following January. Instead of spending all the cash in January, we should instead spend Math.floor(1/12 costs) each month Feb-Dec and the remainder in January, allowing the player to see an immediate effect.
Once you introduce an airport or port, you are going to be stuck with high pollution messages ad nauseum. Perhaps we should introduce a mechanism where some tiles (e.g. parks) mitigate the pollution.
When I host this on my web server, it just says loading and the game does not play
The wire, road and rail tools should be draggable. Individual clicking is monotonous.
It seems most (all?) of this project can be served from a static website, or even run locally. Maybe you should consider creating a gh-pages
branch on this repository, just to serve content using GitHub Pages: https://pages.github.com/
It is easy, requires essentially zero maintenance, and it will be kept online as long as the repository is also online.
The CSS has been put together somewhat piecemeal. I'd bet there are opportunites to remove redundant rules, and combine others. (Of course, what's really needed is someone who can make the site prettier than my feeble attempts).
Most disasters happen at random positions. If this happens to be outside the area the user is looking at, they have no confirmation that the action was successful. A minimap should be provided that jumps to the point of interest.
It should be possible to use the existing GameCanvas code here.
Consider moving the sprites into a single sheet, and splitting into individual images. This may prove faster than the current hammering of the network.
After aprox. one hour of gameplay, the player reaches the phase when all of the ground is built-up and there's only a little to improve. A (very expensive) water drying tool would allow them to extend the building space and enjoy the game even longer. Also floods would leave water instead of clear ground.
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