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  1. Hello everyone. I cannot not do Monkey Island art while waiting for ReMI, so I made this. Please enjoy. Marius
    19 points
  2. Hi all, If you read my recent interview here, you may have caught on that I've been working hard on a new emulator that is specifically designed to run all the classic SCUMM games (DOS versions, plus Curse of Monkey Island). Well, the time has come for me to reveal more. The emulator is called "DREAMM", which is a backronym for "DOS Retro-Emulation Arena for Maniac Mansion (and other LucasArts SCUMM Games)". It's been in private beta for a couple of months and is looking pretty solid at this point. You can download the latest release and read all the documentation on the project here: https://aarongiles.com/dreamm/ At the moment, the project is Windows-only (sorry!), but it runs all the DOS versions of the games (plus CoMI) quite reliably. Give it a try, and let me know how it works for you! I'll keep an eye on this thread, plus my twitter feed (@aaronsgiles) and the official email address dreamm@aarongiles.com for feedback. Important note: you will need a complete install of the games you want to run, including the original DOS executable files. This is similar to what's needed when running the games in DOSBox. Some of the GOG versions of the games include them (DREAMM can detect this), some don't. None of the Steam releases do, sadly. But DREAMM can help you install everything from original media if you still have them! Have fun! Aaron Giles
    19 points
  3. Playing around with ESRGAN a bit, I noticed how cleanly the HTR backgrounds could be upscaled, so I went the extra mile and added stuff like paper textures and brush strokes to them. The results could almost pass for scans of original background paintings (or remastered backgrounds), even though you can also see the limits of this technique on smaller details and stuff that's been meticulously pixeled in (especially text). Still, with a bit of manual work on each background, these could probably work as "Special Edition" backgrounds. A few samples (Note: These aren't aspect ratio-corrected yet):
    13 points
  4. Sorry I'm late! Y'all are some crazy bastards. Some beautiful, crazy bastards. Love this thread. Which I have spent half of today reading. (Well... skimming. And sometimes reading. There's a lot.) Mostly jumping in at the moment to send apologies for not responding to the request for VO for the stump joke. I'm usually pretty good about answering people, so the most likely scenario is that I either first got it on the run and totally forgot to respond, or it fell into the gap when Facebook and Instagram started filtering craptons of incoming messages into a "message requests" folder that I had no idea existed. When I finally found those, some of them were literally years old. Either way, I suck. Copious apologies. Though performing Guybrush in an unofficial capacity probably isn't something I could have done anyway, so no harm done. Except for the non-responsive rudeness Anyway, do carry on. Please keep being awesome. There are, like, twenty threads in here I'd love to revive but I don't want to sow chaos. (Not yet.) -Dom
    13 points
  5. Not to resurrect a contentious issue that appears to have died down, but imma just say that I wouldn't get too hung up on trying to precisely nail down numbering/timeline/etc. I think it is elegantly handled.
    12 points
  6. Turns out, guy posted two unfinished Full Throttle 2 cutscenes back in January and no one noticed Spoilers for a cancelled game Intro: Cutscene:
    12 points
  7. Hey all, thanks for giving DREAMM and try and for the great feedback so far! I've just released a new beta (1.0b3). Give it a play and let me know if it fixes any issues you encountered. Changes: • Added Hercules mode support for Maniac/Zak/SoMI. • Add integral scaling (Alt+I), on by default, which only stretches game screens horizontally by integral amounts. • Improved scaling logic to support 3x and 4x scaling in software to reduce jaggies and improve smoothness. • Improve overall smoothness of video updates. • The most recent configuration settings are now used for new games. • Report missing EXE files even when running from the command line. • Fix problems locating munt DLL when running from the frontend. • Fix long hangs/crashes in Sam & Max CD version. • Fix mouse wrapping at far edges of the screen. • Fix Unicode error when asking if you want to remove an entry. New beta here (it's linked above but links are pretty subtle here): https://aarongiles.com/dreamm/
    12 points
  8. Yeeting Guybrush will be the title of my memoirs.
    11 points
  9. One of my pandemic efforts. I had a really good surge of creative energy back in 2020. But, alas, didn't finish much. Back when I showed it around, one of the most common comments was "That's not Guybrush Threepwood!". I mean, I can't taylor the outcome that much to what's in my brain, but this one is coming pretty close to how I imagined high res Guybrush in the original The Secret of Monkey Island. Hope you guys like it ... ... because I have tons of that stuff back from 2020, especially Swordmaster sketches ... I have so, so many Swordmaster sketches ...
    11 points
  10. He's, uh... heh... also in his mid-40s these days, which might have as much to do with it as anything
    10 points
  11. Distracting Monkey fans from the lack of trailers with a little animation would make me really happy. I can't wait for you all to see it, I put a ton of love into it. It's decades of my Monkey Island passion compressed into 5+ minutes.
    10 points
  12. Since the announcement of Return to Monkey Island I worked on the Monkey Island 2 Flash Film!! I just announced it with a little trailer, and will release the whole movie on monday.
    10 points
  13. Oh yeah, the original menu is there too! I still have to implement the thumbnails, but other than that I managed to get every remaining feature to work as expected.
    10 points
  14. I made a fanimation of @Marius's video!
    10 points
  15. This is an awful take! It’s a huge part of what’s wrong with the modern internet. tl;dr instead of jumping straight to complaining to someone’s face, first you could have just asked about your specific issue, but you felt entitled, and complaining to someone’s face feels way better when you’re worked up, so you decided to be rude instead. This is an archaic web forum so I’ll just indulge here and use the archaic word “netiquette,” the unspoken rules of civility that one is supposed to ostensibly follow when online. One crucial element of netiquette is you should lurk a place sufficiently before jumping into a subject. In the case of this particular site, one could learn from lurking that Andy, a regular, is also a frequent contributor to scummvm. Two conclusions should be drawn from this: 1. It’s his home as much as yours so be respectful of his space, 2. You have casual and personal access to a developer of scummvm on this board, so instead of entitled complaining into the air about something (for example, what’s the deal with Escape’s lackluster support in ScummVM), you could just ask. Unfortunately you chose to burn that opportunity to be civil and inquisitive by talking over his head to his face. I can’t see that choice being more effective in getting the outcome you desire. Your dichotomy of “I could shut up or I could complain” is a false one because it conveniently removed being a normal, civil, inquisitive person, which was definitely an opportunity given you in this context.
    10 points
  16. Howdy, fellow Monkey Island fans! I've been lurking this thread since page one and have thoroughly enjoyed all the discussion and speculation. Thanks for the fun. I just want to say that I am so unbelievably happy that we are getting another Monkey Island game. I've grown up with the series and they're my comfort games. I'm preaching to the choir here, but there's something so incredibly enchanting about every single aspect -- the writing, the voice acting, the music, the locations... I plan to retire to Plunder Island. I'm currently working my way back through the games (for the umpteenth time) and they never get old. There's always something new to discover or appreciate. I love them all. Yes, even Escape! And the fact that we're getting another entry in the series? Helmed by some of the original creators? It's honestly a dream come true. My heart was literally racing when I saw the announcement. I never thought this would happen. I cannot wait to play Return. It's a shining light in a maddening world. It makes me so sad to see that Ron isn't going to post about the game anymore and that he and the team are being personally attacked. What an ugly situation. I don't think anything is perfect, and there will be things I like and dislike about Return (hopefully much more to like!), but there's a way to kindly express your opinions. Or to just... not. Some things you can keep to yourself and/or not direct at the people creating the game. It reminds me of the pathetic 'outrage' following the Sam & Max remaster. Anyway, I'm just another internet rando, but if any of the team happen to read this, know that I appreciate all your hard work, I'm so excited to play Return, and thank you for keeping Monkey Island alive. Please don't let the vitriolic vocal minority get to you (easier said than done, I know). My life is greatly enriched because of the series and you are responsible for hours upon hours of joy. And now back to lurking!
    9 points
  17. What more could you want, man?
    9 points
  18. Oh, I knew exactly what I was doing, and it didn't take a voice director to guide me I mean, cheap, fun, dumb, goofy, sleazy, whatever. Take it up with whoever wrote the line. But as an actor, there's only one way to read that line responsibly.
    9 points
  19. That would be me To be fair I didn’t come up with most of them. I asked for help on Twitter and people sent a lot of suggestions, but most of those are actually suggested by people that commented on the YouTube videos.
    9 points
  20. Throwing my hat into the Elaine discussion, while I have loved every single one of her appearances, I always enjoyed her character the most when her being a competent badass also did not take too much away from LeChuck's credibility as a legitimate threat. While the end of Secret was great because it took what was the typical damsel in distress trope and turned it on its head, it also made LeChuck look like a buffoon, which perhaps was the point. That being said, I think the real payoff was LeChuck's character in the sequel; the fact that not only does he not seem to care about Elaine, but the fact that he doesn't even mention or reference her, not even indirectly, once is actually really disturbing. There is something so disturbing and personal going on just beneath the surface of LeChuck's Revenge, that the ending truly feels earned. LeChuck being Guybrush's brother always felt more than just a blatant Star Wars ripoff, because of the personal nature their battle became during the course of that game. Going back to Elaine though, I think I loved her portrayal in Tales the most because of how it weighed her intelligence and resourcefulness against LeChuck's malice, and Guybrush's effectiveness as the protagonist, a little more evenly. While Elaine was always still partially two steps ahead, I always found it made sense that she would never believe a human LeChuck was good because she also knew him before he became undead; he was evil even back then. Despite that though, LeChuck still gained the upper hand and we later learn it partially had to do with a voodoo trust charm he was using. It was oddly satisfying to see LeChuck become such a credible threat to the point that the entire world and the afterlife were at stake by the end. Tales did so much right from a story and character perspective in my opinion, but I truly loved what it also did for LeChuck as a villain. It showed his ambitions extended far beyond Elaine and revenge; he also wanted power, riches, and to conquer everything. He was just despicable in the last chapter of that game. How he so overtly abused Elaine just showed his obsession for her was nothing more than an extension of his need to control everything and everyone he lusts for. I loved the crazy escalation in Tales; the stakes have never been so high to the point that everything was burning and LeChuck was even taking over the spiritual dimension. It made perfect sense that Elaine just by herself couldn't stop him. She was far from helpless, but it took everyone in the end to finally take down LeChuck. I found that a perfect balance for everyone's character. The fact that Dave helmed the project with Ron's input really validated it for me. Sorry, that was a little bit of a tangent for my love of Tales. Going to Elaine's relationship with Guybrush, it actually always made a lot of sense to me. I think to call Guybrush just a dork misses the entire point of his character. Yes, he's a dork but he also has a razor sharp wit that enables him to overcome impossible odds. Him managing to infiltrate Elaine's mansion and go toe-to-toe with a disguised LeChuck probably really made him stand out to Elaine, along with the mutual physical attraction. One of the reasons Guybrush is such a great character is that when he does have a moment of badass, it's so disarming and satisfying. Maybe that's what Elaine sees in him lol.
    9 points
  21. TEH HUEG NEWS There's a galley, and a ship, and a lamp, and a soup, perhaps even a vichyssoise, and and and ... a Guybrush! Seriously folks, interactive lighting effects in a Monkey Island game, I feel good about this. Might help Mr. Brush to reveal all those pirate symbols on that dozen islands that we're going to visit. Also! Dave tweeted that roughly half are Dominic's lines, and of course hilarity ensued. So, 8,357 dialog lines in CMI, and about 5,000 of those were LeChuck explaining his evil plan. Sounds better and better for Return to Monkey Island.
    9 points
  22. I always forget there is this special perspective, and I LOVE it. It's one of these many elements of SoMI that feel handcrafted. Aah, it's hard for me to explain... As a developer, I look at this and think "Today, someone would say we can't produce this room. It's too expensive for for just that. Either have more top-down rooms or change the perspective so we can re-use the standard sprites.". In the Unpopular Opinions thread it was mentioned that the parts after Mêlée Island are kind of "less" than what's going on in Part 1, but the vibe this specific room gives me is the reason I find the whole game exciting. The "emptyness" on Monkey Island doesn't feel like "less developer work", but actually like a relatively empty and lonely place. Aah! I love SoMI so much
    9 points
  23. FWIW, I have no knowledge of whether or not a trailer exists and when said theoretical trailer will or will not be released (as evidenced by my erroneous prediction that we'd see one yesterday!). But that said, I am reasonably certain that the only reason there was no trailer yesterday is because they didn't want to show one yet. Whether it's a timing thing, they prefer a different presentation format, whatever, I have no idea. But speaking broadly, things like the audio mastering definitely wouldn't be an impediment.
    9 points
  24. Oh I forgot to point out, obviously I was right all those pages ago.
    8 points
  25. Just dropped the last beta of DREAMM 1.0 for final testing: https://aarongiles.com/dreamm/ At this point, all the key functionality is in. If there are any remaining issues you'd like to see fixed before 1.0 is final, this is your last chance! Version:1.0b6 • Add increase/decrease video size menu items and key shortcuts (Alt-+/-). • Display selection dialog if multiple games are detected. • Always hide mouse in full screen mode, even outside of game area. • Added support for Curse of Monkey Island demos. • Allow selection of Standard/Practice/Expert modes in Loom FM Towns. • Fix audio looping in FM Towns playback (specifically Indy Crusade water pouring). • FM Towns games now exit cleanly via Ctrl+C. • Reduced target MIPS and RAM size for earlier games; fixed FM Towns at 2MB. • Fix window sizing behavior when target size is larger than the monitor size.
    8 points
  26. Keyart in UHD: EDIT And in portrait orientation:
    8 points
  27. I thought about making this into an article but it somehow seemed like less work better as a thread. The Lucasfilm learning division, particularly the early days of it, has always been a somewhat murky part of the company’s history. It wasn’t until the late 90s that the division emerged as the more recognized spinoff company “Lucas Learning,” which helped create the impression that it didn’t exist until then. But on Lucasfilm.com, the following entries appear in the company history timeline: The explanation for why the division was so invisible for ten years seems to be that they functioned more like an R&D laboratory than a game studio, and their main product in the early days was edutainment targeted at classrooms. They were making multimedia primarily for schools and organizations, not shelf-sold games for retail consumers. This software was of the then cutting-edge interactive CD-ROM/LaserDisc variety that anyone who grew up in the 90s was probably exposed to at some point. Most of what is publicly known about this era of the learning division comes from a series of contemporary articles that @Jenni helpfully collated here, and it comes across that the work done during this period could be pretty pioneering, experiment stuff. This video montage of Paul Parkranger and the Case of the Disappearing Ducks, a collaboration between the division and the National Audubon Society circa 1991, probably gives a decent idea of the kind of products they were developing: We know of a few recognizable LucasArts developers who served stints at the learning division. Husband-and-wife Jonathan Ackley and Casey Ackley did a spell there at the beginning of their careers. Most notably, Brian Moriarty hopped there to work on a Young Indiana Jones game between shipping Loom and his return for the ill-fated attempt at The Dig. The Young Indy game (putatively called Young Indiana Jones at the World’s Fair) was obviously a tie-in for the ABC television show, The Young Indiana Jones Chronicles, and its planned existence explains the following reference at the end of Indiana Jones and the Fate of Atlantis: Indy seems to have been a pretty big part of George Lucas’s grand plans for the division. In this article, he even claims that Young Indy was an educational software idea first, but one he concluded he would never have gotten funded in that form. So he came up with a show, which would produce hours of story content (on a television network’s dime) that his interactive concept could ultimately exploit. What’s described is pretty ambitious, ahead-of-its-time stuff: Ultimately, none of this software actually materialized, probably in part because the show got cancelled midway through its second season. In any case, the money dried up before Lucas could really take things as far as he envisioned. Young Indy still ended up being something of a hotbed for emerging technology. It is said that the series was used as sort of an incubator for some of the post-production tools that Lucas would use to make the Star Wars prequels. Digital editing, set-extending CGI effects, and other tech that would eventually become institutional in the entertainment business used Young Indy as a proving ground. When he got around to putting the series on DVD, Lucas drastically recut the show into 22 features and revisited the idea of the series as an educational tool. This included preparing 90 supplemental documentaries and approving a pretty serious initiative to produce companion curriculum. You can check out the still-functional http://www.indyintheclassroom.com/ for more. As for the learning division, it continued to exist in various forms, and was probably responsible for a few things sold under the LucasArts banner before “Lucas Learning” became a formal brand. For example, Mortimer and the Riddles of the Medallion seems like a shoo-in for a Lucas Learning title had the label existed at that time, and it would surprise me if Star Wars: Behind the Magic, an interactive encyclopedia for the franchise, wasn’t a product built in that building as well. In the developer commentary for Full Throttle Remastered, Tim asks Casey Ackley about a “library archive project” she was involved with at the learning division that he cites for its innovative use of a pop-out interface similar to Full Throttle’s. Something along the lines of Behind the Magic isn’t the craziest interpretation of what that could be referring to. It could also refer to the Indiana Jones thing. It could also refer to one of the several projects that actually got released that I simply wouldn’t know anything about. Anyway, there are still plenty of gaps, but it’s always fun to hear a bit more about this somewhat unsung arm of the Lucas empire. They were up to some wild stuff.
    8 points
  28. Let's bring a more positive note to this thread So, about the original COMI GUI not being in ScummVM...
    8 points
  29. Hoping that this can count as a detail, a very hidden one: COMI has a hidden old-style main menu in the code (I had to patch the executable to make it work). I guess that the kinda out of place palette for the "Are you sure you want to overwrite this game?" banner makes sense now
    8 points
  30. They're fighting with crates in their hands, one could say they're....boxing
    8 points
  31. It's not as if anyone has forgotten the game exists, but someone has to do the work. A lot of game engines have very few active developers. What's most likely to produce results: Complaining, or offering to help?
    8 points
  32. It's always weird and surreal right up until I start reading the first few lines, and then it suddenly feels like the most natural thing in the world (Hopefully it sounds that way, too. Fingers crossed.)
    8 points
  33. (ReMI Trailer spoiler inside)
    7 points
  34. Ok, FM Towns support is ready enough to play with. Still a couple of rough edges and uncertainties, but we'll call it 1.0b4. If you have or know someone with a real FM Towns, please help connect me. Particularly unsure of the anemic music in MI2/Indy4. Check out the 1.0b4 release here: https://aarongiles.com/dreamm/ Version:1.0b4 • Added FM Towns support for Zak/Loom/Monkey/Monkey2/Indy3/Indy4. • Improved i386 emulator to support paging (needed for FMTowns). • Added YM2612 and RF5C68 sound emulation (needed for FMTowns). • Support IMA as a file extension for floppy images. • Fix some cases where games would fail when writing save files.
    7 points
  35. Ron was finally the brave enough one to click the "Enable 3D Acceleration" option on Curse of Monkey Island preferences.
    7 points
  36. So during the pandemic I took up playing Planet Coaster (I’m a bit of a theme park fan on the side) and I put together this obligatory boat ride. It’s not the most polished it could be, but I enjoyed putting this together. https://youtu.be/OxIZSr0dSYA
    7 points
  37. I'm constantly surprised by how funny this is: Write a sarcastic back of the box blurb for Return to Monkey Island: "What do you get when you cross the fourth wall, a talking pirate monkey, and Tim Schafer? The answer is: a whole lot of nothing. That's right, in Return to Monkey Island, you play as Guybrush Threepwood, a washed-up pirate who has to save his wife from a bunch of monkeys. With gameplay that consists of picking up bananas and saying 'Argh!' a lot, this game is sure to provide hours upon hours of mind-numbing fun."
    7 points
  38. Saw this at the store today and couldn’t help but think of this thread
    7 points
  39. I don't remember this one verbatim, but if you have interacted with Spiffy in the SCUMM Bar, Guybrush will say "it's the dog from the bar" if you Look At the painting in the Governor's Mansion. Otherwise, he'll say "it's a man and a dog." (Paraphrased.)
    7 points
  40. I already love this ghost meme so much
    7 points
  41. Soooo, the last few days I've been working on the MI2 cover and I'm happy enough with the current state to share it with you guys: For the inside of the booklet, I actually decided against artwork from the game and for a parchment look. It's just easier to design with all the text - and looks quite nice too, I think. Depending on whether I should make covers for the others as well, I would adopt the parchment background for all of them and maybe add concept sketches from the respective game (like Rum Rogers cottage in this one). And on one page (and the back of the cover) there's still space for nice concept art (like here the big door in LeChuck's fortress). On the inside, I would like to always put the first screen from the game with the "Deep in the Caribbean" lettering. I thought this would be fitting, since the adventure starts when you open soundtrack case. To finish this layout, I'll need the exact tracklist you want to put on CD, @Romão (I worked with a tracklist of the double CD from CMI here). Depending on how long the tracklist is, there's still room for a small sketch. I really liked the concept art of LeChuck for this - unfortunately I haven't been able to convert it into a line drawing yet at it is a very different style. That's why I tried to trace it quickly. But since I'm not the world's gifted illustrator, it doesn't look thaaat nice. Maybe someone else here has more talent for it and feels like making one that fits better to the drawing of Rum Roger's Cottage? This is the original. As for the font of the tracklist inside, I'm not 100% sure yet. I didn't want to take a completely neutral one but rather something pirate-like. So far this is the only one in that direction that I halfway liked. But maybe someone here has a good idea. Overall, I'm glad for any feedback and comments on what could be done differently. Either way: It's a lot of work, but a lot of fun too! (My boyfriend already asked how long i want to keep working on this ... "Monkey Island thing". Oh the blasphemy! ) Here are the layouts without mockup:
    7 points
  42. Someone over on the Thimbleweed Park forums found a translation of that article. They highlighted one new thing of note, which is that they're going to include a "Catch-Me-Up" feature to recap important things from the other games. No idea what that's going to look like, would be weird (but awesome) to see a "Previously on Monkey Island" bit that has scenes from the other games in Rex's art style. Man...it'd be really interesting to play a remaster of MI1 and 2 with his art direction.
    7 points
  43. I have no idea when release day is, but Talk Like a Pirate Day would be sooooooooooo cool
    7 points
  44. Mine wasn't filmed but I sat down my wife on the couch, all seriously mind you, took her by the hands and said "Do you remember how excited I was for Spiderman with three Spidermen in it? That pales in comparison to what Ron just announced..." All the whole speaking calmly and containing my excitement. My wife just rolled her eyes and smiled at my goofiness.
    7 points
  45. Yeah, those were good times. I'm a completist, so no way Maniac Mansion wasn't coming to the Mac! I knew marketing would never go back and let me do Maniac and Zak as standalone releases for the Mac, but I figured I could at least slip Maniac in through the back door.
    7 points
  46. Truly nuclear unpopular opinion. This thread delivers. Unfortunately all my opinions are popular, universally beloved really.
    7 points
  47. Return to Monkey Island's first real trailer is likely to debut within the next 48 hours. Its existence was a laughable notion as recently as March, but, improbably, it's true: Ron Gilbert is helming a Monkey Island game, with many of the key players back. The announcement trailer showcased an art style different to what I'd have expected, foregoing 1991 with a respectful acknowledgement of the 31 years since and a hope to break new ground. Still, we're very much back, baby. Perhaps for the last time. At the height of my love affair with Doctor Who in 2010, I came across a sad forum whose users had made their dislike for anything the show'd done from ~1977 a personality trait. At heart, it was an unexamined fear of change. I'd seen that outlook on forum posts (for example) bemoaning adventure games' collective decision to no longer require months'-long, trance-like trips into designers' neuroses to progress—a decision that had left people stuck in place. Me, I moved on to different countries/cultures/ideas, and I'm richer for it. So I look forward to the trailer, knowing that Monkey Island fans appreciate iconoclasm and wouldn't squander the mind-boggling excitement of the moment by collectively soiling their trousers over Guybrush's new design (at least, I'm hoping he has a new design—maybe something in bottle green?) or spamming its creator in vain hopes of "saving" whatever version of Monkey 3a they hallucinated as teenagers. Because surely—surely—Monkey Island fans wouldn't be so insular and myopic they'd be stuck in their 1977, would they? Can't wait to meet this guy.
    7 points
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