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  1. I think I found(and bought) an original Zak shirt. Comparing the shirt branding with photos of the official one, it looks right. The only difference is that it looks like this shirt has been modified at some point, unless there were some bleach dyed shirts out there. Thankfully, I don't think it's completely ruined, though I don't think I'll ever wear it.
    4 points
  2. I think you're right. Pure marketing talk. Hmm... Maybe I'll send an email to Lucasfilm once a month too, so I can say I'm regularly involved with Lucas and Spielberg. "Hey guys, playing Fate of Atlantis again. Here's a picture of me playing the game. Still waiting for your reply. Love."
    3 points
  3. With a little help from his friends, @Remi illuminated some Monkey 2 esoterica on the main site today.
    2 points
  4. Here you go: https://drive.google.com/file/d/1BknKMY_nouaA4d6fWP021GtNuT8pcP5w/view?usp=sharing
    2 points
  5. I've been thinking for a while how much I'd love to have a framed print of some Monkey Island 2 background art. I was looking through the collection of what's been released - which we're lucky to have - but I was sad that some of my favorite backgrounds are not among them. Like Woodtick, or the exterior of the International House of Mojo. We do have a very low res scan of the interior, and I thought, what if I tried using one of these new AI tools to upres that and see if I can get something print-worthy? But then I wondered... what would happen if I put the original pixel art backgrounds through it? I thought the results were interesting enough to share: Then I wondered, why not try some Monkey 1 backgrounds too? Perhaps not quite as successful since they weren't originally hand drawn, but I thought it was still interesting. I know these are all poor mans attempts at getting something we don't have, but people more talented than me could probably turn these into something pretty nice.
    2 points
  6. Interview with Craig Derrick https://www.lucasfilm.com/news/craig-derrick-great-circle/ I do like the fact he sees it as a spiritual successor to Fate of Atlantis
    2 points
  7. With regards to how slow Adventure games can be, what I always loved in MI and others were those puzzles where you were basically stuck in a limited space and your options/solutions were also limited, but you were comforted in the fact that everything you needed is there. On the smallest scale, it would be the Phatt Island jail or LeChuck's torture chamber and on the larger side, you have LeChuck's ship from Return, a relatively smaller space when compared to the rest of the game. Those help break up the game a bit and reward the players with a different type of difficulty. When the game truly opens up with multiple islands, I really feel a sense of epicness and cinematic action, but one that I control as go from island to island and explore. So much better and more immersive than a huge cutscene or a quick time event in my opinion. Even as I get stuck, there is still so much to try and places to go, npcs to meet with funny dialogue, etc. For me, when you were limited to a smaller but still big space like an entire island, that's when my frustration can start churning up if I get stuck because I'm constantly going through the same island and characters. I think for this reason, LeChuck's Revenge and Return struck a near perfect balance for me. One last thing to note for smaller scenarios is a shout-out to Tales, because I loved the puzzle/sequence of fighting Morgan at the start of episode 2. It was a puzzle, but wrapped in an action sequence that I never tired of watching, which was also partially because just having a genuine swordfight and seeing Guybrush being an actual badass was awesome as well. I love that type of puzzle format as well. The crazy escalation in episodes 4 and 5, with twist upon twist, was also peak MI storytelling for me and I became so invested, that I didn't care if I got stuck on a puzzle. And of course the brilliance of Return, in that there is this large, overarching story, but also all these details that are there for you to connect the dots. A story not dictated to you, but partially told with the rest of the puzzles scattered for you to put together. It makes the environment and characters another puzzle/piece of the story for you to connect. This also increases replayability as you go through again and pick up on additional details you didn't notice before because you didn't have the context of the ending or other story beats and sequences throughout the game. So, for me, I think the amount of locations open to the player, as well as those more limited scenarios, along with how dynamic the story beats are, always went a long way to make me feel like I was still progressing even when stuck because I was still moving through various locations or going through different scenarios.
    2 points
  8. All three parts of the track (0:00 to 0:16, 0:17 to 0:45, 0:46 to end) can be heard in that sequence when Jones and Sophia first look at the Hermocrates manuscript in Jones' office, immediately before choosing a path. Starts at minute 43:00 in this youtube walkthrough.
    1 point
  9. Meanwhile, I've added two more tracks from the soundtrack. The first one being the rather straightforward theme for the map screen: Indiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. Land The second, and most recent one, though, is the jazzy theme that plays on the New York street and when talking to Biff, the Doorman: Indiana Jones and the Fate of Atlantis (fan soundtrack) by Clint Bajakian, Peter McConnell, Michael Z. Land Furthermore, I'm looking for one specific track that's part of the soundtrack rip made back then by Quest Studio's Tom Lewandowski. Maybe I can't see the forest for the trees, but I simply can't find this piece in the raw rip of the MIDIs: https://www.youtube.com/watch?v=i8CzKunMqyU I'm not even sure why it's called "The Hermocrates Manuscript", as I don't think the book itself has its own theme when looking at it in the game? Correct me if I'm wrong. Plus, the second half of that track is actually heard in the game when being backstage at the New York theater. Any pointers regarding the first part would be appreciated.
    1 point
  10. Thought you could be interested to see: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MI2LeChucksRevenge https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FateOfMonkeyIsland
    1 point
  11. The movie posters can be easily bought, so there's no reason to offer them for download.
    1 point
  12. πŸ‘• I beat #MojoleXtremiest #921 and all I got was this stupid t-shirt. 1/6 πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ it was worth the shot
    1 point
  13. Ooh, that seems like it'd be one of the tougher ones to do, given the variety of licenses. Would be very neat though.
    1 point
  14. Ah yeah, probably not. This remastering process has been very straightforward and drama free, and was done by a very small team (4-8 people at the max), all working remotely, so a doc would be pretty boring. We might do a stream at some point and show some things, but I don’t think there’s an audience for a GDC talk unfortunately.
    1 point
  15. Legal battles, creative fallings out, torrid love affairs, a race to rescue the Telltale hard drives before the building they were stored in got demolished... Seriously, though, I guess what I was hoping would surface at some point would be a Double Fine style 10-20 min making of vid or a post-mortem GDC talk or something like that.
    1 point
  16. What sort of juicy stuff are you looking for? I’m happy to dish out any dirt as a Mojo Forums exclusive.
    1 point
  17. That is pretty neat. Nice to know that they do intend to update more games, and it seems like that'll just come down to which licenses they can get their hands on. I'm still picturing Strong Bad being an early one because there's no giant corporation to deal with, just a couple of guys
    1 point
  18. A "new" interview with Skunkape that touches on some of the topics we brought up here.
    1 point
  19. πŸ‘• I beat #MojoleXtremiest #917 and all I got was this stupid t-shirt. 5/6 πŸ–€πŸ–€πŸ–€πŸ–€πŸ’›πŸ’šπŸ’š πŸ’›πŸ’›πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ’šπŸ–€πŸ’›πŸ–€πŸ’›πŸ–€πŸ’› πŸ’šπŸ’›πŸ–€πŸ–€πŸ–€πŸ’šπŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ That had no right to be so hard
    1 point
  20. 'The trick, William Potter, is not minding that it hurts' I've seen plenty of box replacements for SNES or PSX on Etsy and Ebay. As of yet, there isn't much for pc retro era. If you own a proper scanner (1200 dpi, rescan all images 4 times with 90 degrees diff to get rid of dot matrix), clean it up in Affinity Photo and Lightroom. Boom! Would it be nice to share it with others... right? Well... that's where the grey area comes in. That's not exactly legal even with a NON PROFIT FAIR USE intensions. And, that's not all. It's also the community - people still want to make money. Doom Shareware box almost as new? Β£600 pounds please. I personally don't care if I have original poster sold 40 years ago from Alien 1979 in my room or if it was reprinted for a Β£10 on a nice glossy or matt paper by a seller on ebay. From loads of feedback people still are 'naaahh' about having a replacement. For now, I'm preparing a Shareware Project to recreate some of the smaller boxes of the 90s. 300grm silk board, gloss laminate. Just need to prepare all the outlines for the creases and cuts. Have to read more about legality of sharing such material. The main issues I'm facing - lack of source materials. Not many people care about it / have scanner / or / want to share their treasures. MobyGames has resolutions around 1200x1200 which is only good for reference or Topaz AI upscale. Some of these old logos are pain in the arse to recreate. Thank god for whatTheFont as it recognises the fonts from images, so you can recreate writing in vector. It it were up to me, I would like for any fan to be able to reprint those boxes in any local printer shop... and put on their shelf... makes one feel nice - 'been there done that'... was good to be playing those titles back in the day.
    1 point
  21. I think it's well worth the addition. Its style is the same as the Famicon hintbook artwork (which I still have to start working on):
    1 point
  22. Eep ook ack! I failed at #Mojole #913. πŸ–€πŸ’šπŸ–€πŸ–€πŸ–€πŸ’›πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ’›πŸ’› πŸ’›πŸ’šπŸ–€πŸ–€πŸ’›πŸ’›πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ’š πŸ–€πŸ’›πŸ’šπŸ–€πŸ’›πŸ’›πŸ–€ πŸ’›πŸ’šπŸ’šπŸ–€πŸ–€πŸ–€πŸ’š https://funzone.mixnmojo.com/Mojole/ Guesses included Scottish town AIRDRIE and the evergreen classic BUMHOLE. It really is hard if you don't play the right words!
    1 point
  23. I doubt they did any of that, that's what I'm saying!
    1 point
  24. Sorry to be a spoilsport, but I highly doubt Spielberg or Lucas have had an iota of creative input. https://www.theguardian.com/games/2024/sep/17/indiana-jones-and-the-great-circle-video-game-film-machinegames This is marketing speak for 'we sent some emails to a Lucasfilm address that never got passed on'.
    1 point
  25. I'd love a version of MI2 that looked like these original sketches!
    1 point
  26. Agreed it was probably the best Not surprisingly, upresing the actual low res art leads to better results:
    1 point
  27. @Laserschwert, I just bought a flyer for the Japanese Famicom version of Maniac Mansion and I'm waiting for it to arrive. It's a bit of a strange one, any interest in a scan of this for the poster project?
    1 point
  28. I'd like to point out an ongoing issue I've been having with the Spanish version of Jedi Knight. It's supposed to be localized, but under DREAMM it keeps showing English text, even if it is properly detected as the Spanish edition. Sorry if the issue has already bee reported, I just registered to mention this and I don't have the time to review all the previous posts. This is DREAMM verifying that I have the correct edition of the game. Yet as you can see, the in-game text is in English. The issue is not present on the expansion Mysteries of the Sith, which correctly shows text in Spanish:
    1 point
  29. I think you can have both good graphics and responsive and β€œclean” gameplay, just not by taking the path β€œcinematic” adventure games took. Changing the subject back to Broussard’s original post, I think Broken Age is an example of an adventure game made by one of the classic LucasArts designers that tried to be very forward looking in its content, and (in Part 1 at least) in its design ethos. That game doesn’t feel beholden to the past other than it being a graphic adventure game by Tim Schafer.
    1 point
  30. Sometimes even when I'm not stuck on a puzzle, it feels like everything stops! I was playing The Book of Unwritten Tales 2 recently and I think 90% of my time was spent waiting for characters to walk slowly across the screen, do a little turn, do a little side step to position themselves, then playback interaction animation or whatever. It's so infuriatingly slow I wanted to claw my own skin off. And yeah I agree with PnC adventure games not being very cinematic. I might have said that this genre is the best vehicle for storytelling in games at one point. I don't know if I believe that anymore. I'm sure some of it has to do with production values, but traditional PnC games are just tiny figures standing in still dioramas and I can hardly read their facial expression or body language. it's like watching a community theatre from the back row - it asks just too much of me and I've been thoroughly spoiled by more accessible forms that require less imagination on my part.
    1 point
  31. Just yesterday, this video popped up on my YouTube feed and it now looks like that custom levels can be made for Indiana Jones and the Infernal Machine. The guy who created the level apparently holds the speedrun records for both Infernal Machine and Emperors Tomb. The video showing off the level and also the download for the level with instructions on how to get mods to work on the game https://github.com/Jones3D-The-Infernal-Engine/Mods/tree/main/levels/sed
    1 point
  32. Here's a compilation of most of the logos and typography I've recreated in high-res over the years. It's always fun re-building these things or researching which fonts were used for taglines or subtitles.
    1 point
  33. Wait, why did I never realize that there are two versions of this painting?? And the first one looks final enough to be used. Did they just realize they needed a narrower aspect ratio? Why repaint it, though, instead of cropping it?
    1 point
  34. That guy looks like he's being forced to stand infront of the poster at gunpoint. πŸ˜’
    1 point
  35. πŸ‘• I beat #MojoleXtremiest #919 and all I got was this stupid t-shirt. 5/6 πŸ–€πŸ–€πŸ–€πŸ’šπŸ–€πŸ’šπŸ–€ πŸ’›πŸ’šπŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ’›πŸ’›πŸ–€ πŸ–€πŸ–€πŸ’šπŸ’šπŸ’›πŸ’šπŸ’› πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ Remember how Mojole used to be cool
    0 points
  36. πŸ‘• I beat #MojoleXtremiest #919 and all I got was this stupid t-shirt. 5/6 πŸ–€πŸ–€πŸ–€πŸ’šπŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ’›πŸ–€πŸ–€πŸ’šπŸ–€ πŸ’›πŸ–€πŸ’›πŸ’šπŸ–€πŸ’šπŸ’› πŸ’›πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
    0 points
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