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Do you miss the kind of game UI where they used the host platform's

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Thread replies: 240
Thread images: 104

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Do you miss the kind of game UI where they used the host platform's standard widgets (buttons, windows, checkboxes, etc.)? Those games would often use MDI, too, which felt pretty comfy for some reason.
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I'll dump some screenshots to illustrate what I mean.
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Okay, that's it for now.
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I liked them, too. And I'll add a few of those.
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This should be a category on MobyGames or something.
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>>3378167
GOAT win3.11 game
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>>3378371
I remember this one! A very cool thing is that the missiles go from one window to the other, even if you move them around.
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>>3378136
>action off madagascar

hot
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>>3378176
>card game about driving

I need this game
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>>3378663
it's a french game called mille bornes, and, among other things, available as part of the free bsd-games package on most linux or bsd variants.

It's also pretty damn cool. Had it as cards and regularly play the aforementioned bsd-games version
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>>3378663
wasn't this even part of the OS install? I'm not sure if I actually installed it on that emulator somehow, or if it was included right away.
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>>3378717
forgot to add, mille bornes means something like 1000 mile stones. Anyway, wikipedia has a thorough article on it, almost complete rules, plus link to more complete rules, and a download of a variant of the game
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>>3378654
shit you unlocked something in my brain motherfucker

WoS was excellent
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I kind of have mixed feelings about this. On one hand, it's cool to see OS stuff sometimes, especially if it's oddball ones like Amiga or Atari ST. OTOH, I don't like to click through stuff constantly, and especially adventure games like this one really needs a plain old keyboard interface option in order to be comfortable for me.
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>>3378147
That's clearly not the Windows GUI. Don't worry though, I spent some years convinced that Bannermania was a Windows app.
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>>3378751
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>>3378749
Another one: Castle of Doom, a PD Amiga adventure. Here you can type at least...
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>>3378762
you're confusing OS interfaces with bad interfaces
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>>3378654
The first time I've seen anybody else post Warpath! But the sequel is better!
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>>3378762
Here's one that probably needs Workbench 2, for some libraries or whatever. It's an open-source and portable runtime for Magnetic Scrolls adventures. Check this lihnk for other OS shots:
http://msmemorial.if-legends.org/magnetic.htm
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Reach for the Stars had ok interface, because at least it didn't force mouse down your throat. There was keyboard shortcut for everything.
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>>3378786
>at least it didn't force mouse down your throat
neither did Windows, or any other sane GUI. Shortcuts were/are highly common and encouraged. Don't confuse bad interfaces with native interfaces
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>>3378786
What OS's interface is that? The thread is not about games crudely implementing window managers, it's about them using the facilities provided by the OS
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>>3378580
>>3378167
The competition is tough.
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>>3378790
Amiga Workbench 1.2 or 1.3, it looks like. RFTS was an 80's game, and Workbench 2 didn't come out until the early 90's.
And yeah, that's what the OS looked like.
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>>3378803
I stand corrected then. Any idea of it's just emulating poorly, or actually using the OSes infrastructure?
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>>3378751
It is a rare Windows 2.0 game.
>>3378758
IIRC it doesn't actually run on Windows 1.0.
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>>3378809
>>3378758
I stand corrected: it does.
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>>3378807
>I stand corrected
>>3378813
>I stand corrected
Odd. I didn't see your post when I wrote mine.
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>>3378807
I'm almost 100% positive it's using the Amiga Intuition libraries/widgets. Wouldn't make sense to copy the Workbench look but emulate it instead, on a machine of that era (1988 for that port).
The game also multitasks perfectly, and has a drop-down menu at the top of the screen when you click the right mouse button (kinda like on MacOS). That's pretty standard behavior for Amiga Workbench programs.

More info about this cool game:
https://en.wikipedia.org/wiki/Reach_for_the_Stars_(video_game)
http://hol.abime.net/1204
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Here is a thing that marginally belongs ITT: a simple game made with the Turbo Vision TUI library for DOS. I recall that there was a Dope Wars clone made with it as well but I can't find it.
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>>3378868
Or how about Borland BGI games?
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Well I'm not sure about this, but I get the impression all the Tommy's Toys games use the standard "Function keys at bottom" interface from GWBASIC.
But if there's no such interface provided by GWBASIC, then it means he just copied the look.
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Not sure that this counts, but the windows 95 version of Thexder would open up a bunch of extra windows to act as the game's UI.

>>3378156
The best game our school computers had to offer.
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Here's and old version of Crossfire running on Sun Sparc, with FVWM and Athena (Xaw) as the toolkit.
It's a pity they later switched to Gtk, since I always like the old Athena stuff more.
Also, Athena is still standard part of Xorg even after all these years!
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>>3378954
>Athena is still standard part of Xorg even after all these years
they can't remove it, compatibility
There are ancient DOS bits in Windows still as well
go make a folder named "aux", I dare you
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>>3378790
>doesn't recognize Amiga Workbench
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>>3378954
I love old workstation stuff, it's a shame they're so hard to find locally nowadays, and there's not really much games for them that can't be played on more modern operating systems.
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>>3378954
The Sun version of SimCity, later ported to the OLPC laptop, was multi-window and used Tk as its toolkit.
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>>3378978
That's the OLPC port. And here it is in its native environment.
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>>3378983
must have been an early version then. The OLPC version is called Micropolis for trademark reasons
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Here's another Athena-based game. Just ignore the Redhat WM that tries to copy Win95 though. Wish I could find a SunOS screenshot or something...
Oh and this is XEvil 2.0, the earlier 1.5 version was a little different but I don't remember much about it. Same toolkit though.
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>>3378983
>>3378990
Oops. Wrong images.

>>3378978 is the Sun version.
>>3378983 looks like SGI.
This post's image is the OLPC version. They've decided to replace separate windows with tiled frames in this one. The OLPC has a real window manager (Metacity) but I imagine this decision was made because its usability wasn't great with a bunch of tiny windows on the low-res screen they had.
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>>3379005
this looks more familiar. The icon bar in the center is still terrible design, but hey, the whole game's easy enough to mod, it's designed to be
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>>3378990
>The OLPC version is called Micropolis for trademark reasons
Can you elaborate?
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>>3378954
Crossfire would be so much more comfy if more people played it. Unfortunately its glory days are over and I feel that only hobbyists would play that game nowadays.

Also, how do you feel about the Crossfire offshoots?
>Deliantra
>Daimonin
>Wyvern
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>>3379014
as part of the OLPC project EA (yes, that EA) officially open sourced the source code of the original Sim City 1. Not just made it publicly available, but put it under a FLOSS license, making it free to compile, modify and distribute it. The project took that source, cleaned it up, made it more modular and added python hooks, to turn the game into a learning tool for the OLPC. Regardless of that unexpected kindness from EAs side though, they still own the trademark for the game, so they can't legally allow anyone or everyone to officially make and fork a program called "SimCity", as it would kind of invalidate that trademark. The solution was quite simply to rename the project to Micropolis. It's still the same original source, still the same game, just without the trademark looming over your head.
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>>3379021
Ah so it wasn't made by Maxis/EA?
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>>3379021
https://github.com/simhacker/micropolis
the repository. I checked the google code version last time. The first couple commits are the original source, followed by lots of cleanup commits

>>3379030
Maxis/EA made the original game and provided its source to OLPC. They cleaned it up a bit (refactoring, without change of functionality) to make it easier to understand, and added modding/extension capabilities. The game is, by design, still the original SimCity, under a different name, though it has grown quite a bit since then, gained ports, fixed bugs, UI addons, etc. It's a genuine open source sim city now. You could say by now the foundation is from Maxis, everything else is from everyone interested and involved

https://github.com/SimHacker/micropolis/commits/master?page=26 oldest commits on github, out of over 800. Back from 2008
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>>3379030
The original SimCity was written by Will Wright's team at Maxis for the Amiga, the ST and MS-DOS. What is now Micropolis was the official UNIX port but its code was actually written from scratch by one Don Hopkins.
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>>3379054
didn't know that. When he wrote it "from scratch" did he have access to Will's code in some form? Like, was he porting at least mechanics, or is the whole thing just eyeballed?
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>>3379052
Looks like Micropolis is going places. Same old engine, different graphical frontend, as far as I understand
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>>3379054
http://www.donhopkins.com/drupal/node/131 this post explains pretty thoroughly how the various versions are related
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>>3379054
>What is now Micropolis was the official UNIX port but its code was actually written from scratch by one Don Hopkins.
From scratch? I thought it was based on EA's open source Sim City code. Is that not what's meant here?
>>3379052
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>>3378978
Tcl/Tk is pretty nice & simple to code for. I made some programs in it for work-related stuff. Seems like it would work ok for that kind of game.

>>3379017
Only one of those I heard about is Deliantra and it looked like a graphically-enhanced version or something, I guess for people who are used to newer Windows games with lots of flashy effects. Not my thing though, I like simple and old school stuff more.

Here's a Win32 screen. Couldn't find any Win16 pictures, even though that would seem to fit the game perfectly.
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>>3379067
two different things. >>3379054 is suggesting that Don wrote the Unix version from scratch back in the 90s, the version that was closed source and sold regularly by Maxis/EA. That version belongs to EA. EA later open sourced that version, which is the foundation for the OLPC Micropolis
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>>3379057
>did he have access to Will's code in some form?
From what I've read, yes. I guess it's better to say that he wrote the graphics engine from scratch (twice: for NeWS and for X11) but ported the mechanics exactly. From >>3379060 and his comments elsewhere, however, it is not clear whether any of the C code in the final product (the UNIX port) came from Maxis.
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>>3379081
>he wrote the graphics engine from scratch (twice: for NeWS and for X11) but ported the mechanics exactly
That completely makes sense to me, thanks

>it is not clear whether any of the C code in the final product (the UNIX port) came from Maxis.
Doesn't really matter if it came from there, as much as it went there. Don's version was paid work and effectively belonged to EA. I'm under the impression that his version is the one they open sourced, which is, frankly, good enough, if all the mechanics are indeed ported exactly.
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Here's a nifty Win16 game. There was a whole site full of these old games, but it dissapeared last year. Some of it might still be in wayback engine.

http://theodor.lauppert.ws
(slash)
games
(slash)
win16.htm
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>>3379054
Was the tilesets put under the same license, and if so tilesets from which versions? If not, can I somehow play with the tilesets from say the Amiga version?
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>>3378136
The guy who made that game (Age of Sail) was John Tiller. He keeps churning out hex wargames to this day and the interface hasn't really changed at all since the 90s. This is his latest release. http://www.johntillersoftware.com/PanzerBattles/BattlesOfNormandy.html
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>>3379017
Funny you should mention Wyvern, one of the original devs is reviving it for iOS.
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Treasure Island. As old as it is, it still runs with minimal issues on windows 7.
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>>3378136
>>3378143
God damn there's just something comfy as fuck about Windows 3.11/95 and old MacOS (is that 8 or 9?).
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>>3378993
that background reminds me of non-human. was tiled heads a thing?
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>>3379387
AmigaOS with NewIcons looks really comfy. Too bad there's no modern interface (I don't even think modern AmigaOS has it) with animated icons.
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>>3379450
The icons could be of any size too, large icons were most commonly used for coverdisks. (yes, disks could have their own icons)
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>>3379452
This obscure Japanese OS is really comfy too.
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>>3379454
You should totally check out the art of Arne Niklas Jansson if you wanna see more stuff like this.
http://androidarts.com/
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>>3379452
Yeah I always felt like the old 1.x Workbench had more charm than the stuff that followed. And even today, I think if you just tweak the colors a bit, it actually looks pleasing. The default high-contrast colors are more suitable for display on TV screen via RF modulator, which is probably why they were chosen as default.
Here's one of my favorite icons.
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>>3378967
Just did.
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>>3379484
...and when you click on it.

Sorry about the image quality. I'm using the old UAE and didn't tweak the screen resolutions or anything.
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>>3379484
>>3379492
Wow, the original colours actually look great with scanlines! I've only used Workbench 3.1 outside of emulators, and I've never really been using scanlines there.
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The game doesn't need a boss-key.
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>>3378774

the sequel seemed needlessly complicated desu but it's been a while. I just want to go pick fights with a planet and waster all their dinky defense ships now.
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>>3378171

>playing as the spider
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>>3379087
>I'm under the impression that his version is the one they open sourced,
That's right. I was wondering about the original lines of C in the context of whether it is fair to say that Don Hopkins wrote his version "from scratch", not of copyright, which is clear enough.
>>3379184
Only the tiles from the UNIX version were officially released as free. You might be able to find a fan-made Amiga mod for Micropolis but it will be technically illegal.
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>>3379454
What is that icon in the left window meant to represent?
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>>3379904
>Only the tiles from the UNIX version were officially released as free. You might be able to find a fan-made Amiga mod for Micropolis but it will be technically illegal.
>technically illegal
for sale, definitely. Fair use though? I don't know. But yeah, game's floss, so you can make your own amiga inspired tiles, or even go full snes on the thing
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>>3379912
Not just for sale. Distributing tiles to other players as a free fan mod certainly won't count as fair use. However, extracting them from your own Amiga copy of the game might.
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>>3379960
IANALBIPOOTI
Regardless, I think it's cooler anyway to do brand new tiles using what we know about good sprite work now
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>>3379912
Couldn't there be some kinda utility for extracting them from an ADF that you supply yourself? I think ScummVM does something similar for some games.
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>>3380031
Someone would have to figure out how the Amiga graphics are stored. I extracted the contents of "SimCity (1989)(Infogrames)[512k].adf" just to see, and there's two files (SimData1, SimData2) that probably contain the graphics, unless those are actually compiled into the SimCity program.
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>>3380121
Try asking >>>/vr/rhg/ about tools to visually search for graphics in an Amiga data file. If you're lucky, the tiles won't be compressed or will only compressed with run-length encoding.
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I used to develop games in Delphi that mixed sprite graphics (you'd leverage .ICO drawing for transparency) and native widgets. If I made a new game with this style of GUI today, would you rather it used your operating system's/desktop environment's native widgets or custom widgets stylized after an old OS like Windows 3.x or System 7?

Pic is the inverse of what this thread is about: an installer for "serious" software that looked kind of like a game.
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>>3380141
Considering MS likes to change up the widgets' appearance every few years now you'll probably have problems down the line using native widgets, plus I'd wager nobody really has any sort of attachment to Aero or Win10's UI the way they do for Windows 9x and earlier/non-MS platforms

I say replicate the retro ones
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>>3380121
Those are likely just some sorta IFF-file, that's well-documented.
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>>3380167
Doesn't seem like IFF though:

> file SimData*
SimData1: data
SimData1.info: Amiga Workbench tool icon
SimData2: data
SimData2.info: Amiga Workbench tool icon

And yeah, /etc/magic has entries for IFF also. Here's some it detects in Champions of Krynn disk:

scrn1b.lbm: IFF data, ILBM interleaved image, 320 x 200
scrn2.lbm: IFF data, ILBM interleaved image, 320 x 200
text1.lbm: IFF data, ILBM interleaved image, 240 x 88
text2.lbm: IFF data, ILBM interleaved image, 320 x 89
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>>3380141
native widgets. Because that's the whole appeal of this style, that it looks native to the OS you're running, instead of being tightly controlled. In particular keeping >>3380157 in mind, the gui must exclusively follow HIGs, instead of being strictly gaming UIs. The OS will change, so it's important the layout is "neutral" with respect to these changes. It's intentionally about giving up control, not a retro appeal
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>>3380378
>It's intentionally about giving up control, not a retro appeal
>>3380157
>I'd wager nobody really has any sort of attachment to Aero or Win10's UI the way they do for Windows 9x and earlier/non-MS platforms
Both good points. I guess there is a conflict between UX and marketing (retro-appeal) here. I could split the difference by making the game for Windows 3.x.
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>>3380705
how is a Win 7, 8 or 10 UI retro appeal? How is a GTK UI retro appeal? Qt?
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>>3380717
That isn't what I'm saying. I am saying that there seems to be a choice here between UX, which would benefit from using native Win7/8/10 widgets, and marketing, which in turn would benefit from using custom retro-looking widgets.
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>>3380730
I misread your post. I don't see much value in retro appeal when it comes to native UIs. If they look like a native retro UI, they're just an uninspired custom UI, as the UI is clearly different from the host the program's running in. That's a commitment that needs to be done when doing native UIs, you don't get to pick the style. It's not about attachment to any particular UI, retro or not. Game UIs are often special, because they try to position themselves above simple function. They try to be style, as part of the game's design. That includes the aforementioned pseudo retro UIs. When using native UIs it is not about any attachment. It's about making the UI pragmatic, a statement that the UI is just an interface, functional first and foremost.
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>>3380737
That's Xconq.
>>3380742
That's TkGames.

Both use Tk.
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>>3378150
I've been wondering, why didn't Civ go with hexagonal tiles from the start? Was that a game design decision, a technical decision (square-based maps are easier to render and run AI on) or did it just happen?
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>>3381909
probably a mix of rendering technique and not giving a damn. I'm glad they did. The series ended with 4, in part because of it. Under that name you now find generic warfare sims. Civ stood out. It's dead now.
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>>3380717
>How is the GTK UI retro appeal?
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>>3381937
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>>3381909
kek. Such a shit opinion it might as well be a meme.
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>>3381937
does not look very retro to me

>>3381958
only barely uses the native ui, neither the grid, nor the listing to the right of it, nor the functions above it (below the toolbar) use the widgets
>>
>>3381965
What opinion did you think I was expressing?
>>
>>3381967
was meant for
>>3381961
>>
>>3381970
damn, and I had my response already written up. Have a (You) instead.
>>
>>3378180
Drain Storm is really worth playing.
>>
File: dvxweb.png (82KB, 1024x768px)
dvxweb.png
82KB, 1024x768px
>>3381937
The toolbar buttons kinda helps give an old look, but overall it's too modern. Also, I think Gtk and Qt were specifically designed to modernize the Linux desktop. Before that you had stuff like Athena (Xaw), Motif (the one used in CDE), Tk, or even just straight Xlib. There were also some more obscure toolkits like XForms.

Mosaic and other Windows 3.x era programs also had those toolbar buttons, but the overall interface feels a lot more comfy to me.

Here's a good collection of old GUI stuff:
http://toastytech.com/guis/
>>
>>3378136
There's something comfy about them, old-school GUI design in general is comfy (it's hammered in by the fact that a lot of non-gaming programs with custom buttons, menus, etc. were scamware of some kind). Feels responsive too, the buttons feel "real" where a lot of modern games have an interface where you're not sure you actually clicked on something.
>>
>>3378136
Not really, no. It's tacky and rarely fits in with the game world itself.
>>
>>3383846
>the buttons feel "real"
Game feel!
>>
File: freeciv-1.0-screenshot-intro.png (107KB, 731x539px) Image search: [Google]
freeciv-1.0-screenshot-intro.png
107KB, 731x539px
Oh I just remembered downloading these Freeciv screenshots from a few months back when they had some kind of anniversary or whatever to celebrate the new UI. Quite frankly I prefer these old Athena widgets to the fancy-schmancy new fangled (and overly distracting) graphics they got going on now.
It would be cool if you could build the new Freeciv with the old interface, but I guess nobody cares anymore. Guess I'll go play DOS or Amiga Civ instead (doubt I could even get the old versions of Freeciv to build with modern compiler, etc.)

1/3
>>
File: freeciv-1.0-screenshot-mapview.png (52KB, 729x541px) Image search: [Google]
freeciv-1.0-screenshot-mapview.png
52KB, 729x541px
>>3386412
2/3
>>
File: freeciv-1.0-screenshot-city.png (42KB, 728x539px) Image search: [Google]
freeciv-1.0-screenshot-city.png
42KB, 728x539px
>>3386415
3/3
>>
>>3378136
Love these games OP

Totally agree on the cozy aspect
>>
>>3386416
>>3386412
Oh, I remember playing top-down versions of Freeciv around the year 2000, but I think they used GTK already.
>>
WinTrek
>>
File: c-evo.png (338KB, 1024x768px) Image search: [Google]
c-evo.png
338KB, 1024x768px
>>3386412

Check out C-evo. It has pretty good interface and imo it's superior to Freeciv in just about every way.
>>
bumpin'
>>
>>3387487
>Those design principles
yeah nah
>>
>>3386416
reminds me of old mobile java games in some way
>>
I always hated this. Not sure why, guess it made the game seem less 'game-like'.
>>
>>3389890
anything specific?
>>
>>3390492
in one word: tryhards
>>
>>3390530
that's not specific, or useful
>>
>>3390536
What I meant is that they're trying to create a more serious, everything strategized, no holds barred style of gameplay, which is not what made the original games enjoyable and comfy to me. Some people may like it but not me.

And they had the gall to call out the originals "bad".
>>
>>3378371
Right in the nostalgia.
I remember having to defragment my computer each time I wanted to play this.
But it was worth it.
>>
>>3390562
I see. I thought you were talking about UI design principles, this being a UI thread
>>
>>3378559
Okay how do you play this at such a high resolution? I have the GoG copy of Sim City 2000 and yet I can't figure out how to get the game that large.
>>
>>3390992
The screenshot shows the Windows version, which runs at whatever resolution your Windows runs at, including 4k and higher. GoG has the DOS version, which runs at 640x480. The Windows version has its own issues though regarding installer, midi, speed and networking
>>
>>3379907
I can't tell what it's supposed to be but it's labelled "cleaner"
>>
>>3378167
o shit nigga this brought back some memories
used to run this along with all the great Games for Windows
I am perhaps about to install Windows 3.11 on a virtual machine
>>
>>3390992
>doesn't notice it launches dosbox
>>
>>3380157
You can't ever completely disable windows 10 telemetry.
Microsoft is actively pushing towards making this ever harder to do as well - see the recent group policy change (which really insidiously simply ignores user settings altogether, without notifying the user in any way) for example, and they will surely keep breaking things in the future.
Even if you yourself are not concerned about the data collection, you still expose information about your friends and family via Microsoft's aggressive data collection methods.
You should not use, support or endorse this operating system.
>>
>>3393289
Oh the other hand, if you plan to stick with Windows at all, you might as well embrace 10 now. It is unlikely the software situation on Linux or OS X will change significantly between mid-2016 and 2020 (or even 2023, when 8.1 will no longer be supported). Your best hope is the EU lawsuit.
>>
>>3393994
I'll take my chanches.
And personally devote some of my time for wine development =)
>>
>>3378983
Looks like Motif.

I could never find the Micropolis source code anywhere. a Qt port would be nice.
>>
>>3394017
>I could never find the Micropolis source code anywhere
>>3379052
>>
>>3394021
well im a fucking idiot
>>
Will these old Win3.1 games run on modern OSes?
>>
>>3398467
They will run in 32 bit Windows but not 64 bit versions.
>>
>>3398467
it depends. If they are pure 16-bit games, they will not run on x64 Versions of Windows 7 (8?) or higher. If they are 32-bit games, they should still run, though old libraries and drivers (like an old DirectX, Glide or Quicktime) can still fuck you over. In some cases the game itself is a 32-bit program and would work, but its installer is a 16-bit application, and will not work. In these cases one could try to install in a VM, then move the result over to the host, but results are unreliable.
>>
>>3398467
64-bit OS installs wont be able to run them, but 32-bit installs will.

If you have a 64-bit OS, just download VMware Player (it's free) and install XP in it. Its how I do most all of my 90s Windows gaming.
>>
>>3398493
with XP being fully EOL'd now, have the pirates produced fully patched final versions, that you can just install and know Windows Update will never ever pop up anything useful any longer?
>>
>>3398495
Considering that it's an encapsulated in a virtual machine, who cares if it's EoL or not?

If you're really paranoid you can just turn off networking to the VM and just drag and drop your files in to the VM to use since that will transport the files directly to the VM thru the install of VMware Tools on it.
>>
>>3398596
>who cares if it's EoL or not?
ocd-me. It probably won't even need a network, but it just feels right to have it up to date
>>
File: starcom_000.png (47KB, 640x480px) Image search: [Google]
starcom_000.png
47KB, 640x480px
I vaguely remembered Star Command: Revolution to have native interface; it does not…
>>
File: starcom_000.png (62KB, 640x480px) Image search: [Google]
starcom_000.png
62KB, 640x480px
>>3400039
But I found out who did the awful translation of the rip on my noname bootleg CD.

And they seem to have made A LOT back in the days: http://siberian-studio.ru/loc_search.php?localizer=GSC
>>
>>3400039

Stars!
>>3379642
is the one I had in mind.
>>
Yes, ultimate comfy
>>
>>3378136
These games tend to run poorly, even by the standards of their era. Only simulation games use widget.

DirectDraw and windows widget simply didn't work together back then. I think they still don't work together these days, even though now the basic desktop is drawn through Direct3D.
>>
Are any Windows3.1 games 3D or were they all limited to 2D?
>>
>>3401182
There was no point in trying to make a fast renderer and then kill its performance by directing output to unoptimized general purpose graphic subsystem. Using DOS mode for heavy games continued through Windows 95 (and ocassionally 98) era until Microsoft had to pull itself together and, after multiple DirectX releases, invent a working solution for interoperability of software and hardware in the wake of 3D accelerators. Note that first accelerators were individual cards hijacking the video signal when it was needed, the program sent data to them, and the picture appeared on the monitor, while operating system and other programs had no idea what happens, how to control it, and how to access that data.
>>
>>3401182
>Are any Windows3.1 games 3D or were they all limited to 2D?
This piece of brilliance. But you have to understand that the fillrate on Windows 3.1 is unbelievably slow. The graphics drivers had to go via DOS, adding massive round-trip times to calls.
>>
File: pc-48073-101463377725.png (101KB, 480x361px) Image search: [Google]
pc-48073-101463377725.png
101KB, 480x361px
>>3402007
forgot pic
>>
>>3401167
>DirectDraw and windows widget simply didn't work together back then.
Couldn't you have a DirectDraw surface inside a normal window in Win9x with DirectX 3 or so?
>>
>>3378167
Has anyone ever managed to import custom player sprites into castle of the winds?

I tried several times over the years and created icons with the exact resolution and bitrate but it still didn't work.

Do the custom sprites need to have a certain filetype extension?

Do I need to use a resource extraction/modification program on the game EXE?
>>
File: 1461807420912.gif (2MB, 503x266px) Image search: [Google]
1461807420912.gif
2MB, 503x266px
>>3401989
boot strap's boot-straps.
>>
>>3401989
pass-through sounds far more positive than hijacking
>>
>>3402339
>Do I need to use a resource extraction/modification program on the game EXE?
Maybe. Try poking at the game with ResHacker and see what's inside. Report your success/failure here.
>>
>>3391024
>installer,

>midi,
sc200 just has some shitty songs anyway

>speed
not really a version issues, its just that in DOS emulation you can change virtual cpu speed

and african swallow simulates at maximum CPU speed, so you just need to Disable auto-budget if you want to skip year by year, or you can quickly press the hotkeys for A.Swallow and then for Pause to advance 2-5 years instantly depending on CPU

>and networking
WAT?


literally no reason not to view your entire city (4000x4000 map) in a 4k monitor or just play on ur regular fullHD computer display instead of hassling thru the dosbox version in 640x480
>>
>>3391024
>installer

i forgot to add that you just need an installed copy, or was it just unzipping it... anyway, you can grab the WIN95 folder from the original CDrom avaiable on archive.org and use a custom 32bit installer someone made (just altavista "sc2000 installer windows 7")

but im fairly sure i just keep using a zipped version i have on whatever computer without any installing
>>
>>3378139
Yoda Stories was actually the successor to an Indiana Jones game that appears to use the same engine.
>>
>>3383846
>>3378136
That "comfy" thing is one of the worst memes I've encountered. It's just another word for nostalgia but we don't use that because it's a normie word.
>>
>>3405920
>normie
Say it like you mean it, say normalfag. Normie isn't insulting enough, that's why we are overwrought with them nowadays
>>
>>3379058
where does that screenshot come from?

is that version on Micropolis still java-based ?
>>
>>3379058
>>3405941


nevermind, found it

it's web-based.. neat!
http://lo-th.github.io/3d.city/
>>
Here are some simple games for windows 3.0 or 3.1:
https://mega.nz/#!sc0EzYBD!bmZ5P8sH1GqDDMVAXLZpq82_WF5AzqQYLKDm4tUR_9I
>>
>>3405941
>is that version on Micropolis still java-based ?
Micropolis itself is a C(++?) program, with plenty of python bindings. Java ports may exist, but the "original" is not in Java
>>
>>3406106
I hope you found an exotic Win16 virus to bundle with some of the games for authenticity.
>>
>>3406793
I read this erotic, lol.

Where there any retro viruses that displayed porn on your monitor?
>>
>>3405920
no, not really, relax and stop being autistic
>>
File: GGOLF11.png (17KB, 320x240px) Image search: [Google]
GGOLF11.png
17KB, 320x240px
Here is a game like that for you.

https://archive.org/details/GGOLF11

It's my favorite minigolf video game.
>>
>>3408570
Not a virus, but you could use GIF2EXE on a porn gif and then put the result in your friend's AUTOEXEC.BAT.
>>
File: metal slug 7.png (40KB, 640x480px) Image search: [Google]
metal slug 7.png
40KB, 640x480px
Looks like Maxis were using native widgets in general at first
>>
>>3412940
>at first
yeah, no
>>
File: 28hq6a8.png (38KB, 642x482px) Image search: [Google]
28hq6a8.png
38KB, 642x482px
>>3412952
Are you gonna elaborate (maybe about the C64 version of Simcity or whatever you're thinking of) or are you just verbally masturbating?
>>
Do any of these games run on modern OSes and if so, what do they look like?

Would love to see a game like this on OS X El Capitan.
>>
File: gettysburgosx.jpg (1MB, 1216x947px)
gettysburgosx.jpg
1MB, 1216x947px
>>3413574
There's this one. Not sure if it's any good.
>>
File: apps.png (58KB, 850x517px) Image search: [Google]
apps.png
58KB, 850x517px
>>3413574
WineSkin allows you to convert PC software into self-contained Mac Apps -- http://wineskin.urgesoftware.com/tiki-index.php

There's a complete example step-by-step guide here: http://camendesign.com/gaming/wineskin_guide
>>
File: DILBERT's Desktop Games.png (23KB, 680x520px) Image search: [Google]
DILBERT's Desktop Games.png
23KB, 680x520px
Do Desktop Toys/Dilbert's Desktop Games count? Funnily, the best DDG minigame wasn't much of "desktop game"; it was a side-scrolling stealth thing.
>>
>>3417314
what's the native/OS UI there?
>>
File: dilbert02.png (66KB, 856x553px) Image search: [Google]
dilbert02.png
66KB, 856x553px
Most games take place on (a screenshot of) your actual desktop. Here's what the menu looks like. You can download the ISO from https://archive.org/details/dilberts-desktop-games
>>
>>3417340
I'm not sure you understand the thread subject
>>
>>3417351
see
>>3417314
>Do ... count?
>>
>>3417340
You reminded me of Operation Inner Space. Some shooter thing about protecting your computers icons.
Amazingly they still sell it for $25 even though it won't run on 64 bit Windows.
http://www.sdispace.com/
>>
>>3417354
that you ask, kind of makes me lean towards "no", you don't seem to understand it
>>
>>3417376
https://www.youtube.com/watch?v=TxfHtwd8Ke0
Oh, that's pretty neat. I wonder why they can't port it to 64-bit Windows if it still sells. Lost the source code or the knowledge how to compile it, maybe?
>>
>>3417376
great game, bullshit price. Sure about the 64-bit thing? Is it not a Win32s application? Usually the installers are the obstacle, not the game. Even then though, Win 3.x in DOSBox is a thing, and so is Win 9x in a VM. Any idea where to find it for a more reasonable price?
>>
>>3417398
>Sure about the 64-bit thing?

>Works on every 16 or 32-bit version of Windows (Win 3.1, 98, 2000, Me, NT, XP, Vista, Win 7, but not 64-bit Win 7 or 8)

>>3417397
>Lost the source code or the knowledge how to compile it, maybe?
probably more hassle than it's worth to build again. The original runs fine on plenty platforms
>>
>>3417398
They said they tried to sell it for a lower price and it didn't work.

Virtual machines don't make much sense for the game since you'd have to clone your drives to get the proper environment.
>>
>>3417408
>They said they tried to sell it for a lower price and it didn't work.
yeah, bullshit

>Virtual machines don't make much sense for the game since you'd have to clone your drives to get the proper environment
or you just get a proper VM environment
>>
>>3417396
For your benefit I'll explain it in an autism-friendly manner.

"Does X count?" is often a rhetorical question. It actually means something like "I know what I'm posting is only tangentially related but people who enjoy the actual subject of the thread will probably be interested, so I'll post it anyway".
>>
Most Chess engines and "serious" board game simulators are like this.
>>
File: timdemo2.gif (37KB, 800x600px) Image search: [Google]
timdemo2.gif
37KB, 800x600px
Commencing dump.
>>
File: barrow1.jpg (48KB, 800x600px) Image search: [Google]
barrow1.jpg
48KB, 800x600px
>>
File: SimCity_2000_for_OS2.png (274KB, 1026x747px) Image search: [Google]
SimCity_2000_for_OS2.png
274KB, 1026x747px
>>
File: Charlie_II.png (10KB, 648x446px)
Charlie_II.png
10KB, 648x446px
>>
File: WinTrek.png (5KB, 640x480px)
WinTrek.png
5KB, 640x480px
>>
>>
File: Sonic_CD.png (6KB, 322x265px)
Sonic_CD.png
6KB, 322x265px
>>
File: WinFish.png (93KB, 628x487px) Image search: [Google]
WinFish.png
93KB, 628x487px
>>
File: Prairie_Dog_Hunt_for_Windows.png (75KB, 649x490px) Image search: [Google]
Prairie_Dog_Hunt_for_Windows.png
75KB, 649x490px
>>
File: Prairie_Dog_Hunt_2_Judgment_Day.png (49KB, 623x441px) Image search: [Google]
Prairie_Dog_Hunt_2_Judgment_Day.png
49KB, 623x441px
>>
>>
File: Nitemare-3D_for_Windows.png (17KB, 328x292px) Image search: [Google]
Nitemare-3D_for_Windows.png
17KB, 328x292px
Here is a crap game if I've played one.
>>
The Win32 version of this game lost some of its charm with how its tiles were reworked.
>>
File: Ballistic.png (4KB, 394x449px)
Ballistic.png
4KB, 394x449px
>>3419326 should not be confused with the recent PC port, by the way.
>>
File: Laser!.png (19KB, 1152x864px) Image search: [Google]
Laser!.png
19KB, 1152x864px
>>
>>
File: Dare_to_Dream.png (19KB, 640x480px) Image search: [Google]
Dare_to_Dream.png
19KB, 640x480px
This style of adventure game UI was once common on the Mac.
>>
File: shadowgate-mac3.png (20KB, 512x342px) Image search: [Google]
shadowgate-mac3.png
20KB, 512x342px
>>3419369
For comparison.
>>
File: Bang!_Bang!.png (3KB, 514x449px)
Bang!_Bang!.png
3KB, 514x449px
>>
Dump over.
>>
>>3419312
better quality
>>
File: combat tank.png (10KB, 585x507px)
combat tank.png
10KB, 585x507px
>>
File: winant.png (6KB, 800x573px) Image search: [Google]
winant.png
6KB, 800x573px
>>
File: blobfact.png (11KB, 800x600px)
blobfact.png
11KB, 800x600px
http://cd.textfiles.com/swextrav8/swextrav8-3/wingame1/blobft11.zip
>>
I've archived the screenshots that have been posted ITT so far. You can get the archive from https://mega.nz/#!iYE1EDiD!OYVJlH3AyMHMRu12SfjjaoL0BgDimcitj_eXGaG_Gnw
>>
>>3420954
Is this a new kind of virus/spambot? I can't find it posted anywhere else.
>>
>>3420967
I've saved these screenshots out of my own interest. (I don't think anyone archives /vr/ with full-sized images.) Unless there's some sort of cyberpunk Neuromancer shit going on here, I'm not a spambot.
>>
Is there anyone making new games for Windows 3.x or old Macs or Amigas?
>>
>>3378136
UI was nicer back in the day, it's way too overdone now
Thread posts: 240
Thread images: 104


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