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  1. Hi all, It's been a long time coming, but I'm finally ready to open up broader testing of DREAMM 2.0. Grab the latest beta here: https://aarongiles.com/dreamm/beta/ This release supports both Windows and MacOS (Catalina+), and both x86 and ARM64 architectures. Compared to 1.0, this release adds: Support for GRiME games (Grim Fandango, Escape from Monkey Island) Support for Afterlife and several mid-90s Star Wars games: Dark Forces, Rebel Assault I/II, X-Wing, and TIE Fighter Support for Windows releases of SCUMM games (including my own ports plus DIG95) A new frontend and in-game UI (accessible via Alt+M) Better support for GOG releases and special installers Faster x86 emulation core Improved VGA emulation, including SVGA Basic joystick support Feel free to report issues in this thread, or directly to me at dreamm@aarongiles.com
    7 points
  2. 🎙️ Check out my conversation with LucasArts alumni & emulation wiz Aaron Giles!
    7 points
  3. Sorry!! I used the wrong word here! I meant “badly edited”, in dutch the word for text editing is “redactie” or “redigeren”. That’s where the mistake came from. 😅 I’m referring to the Monkey Island anthology where they put the logo’s in the wrong order and, if I remember correctly, delivered a book which had some questionable spelling and grammar.
    6 points
  4. James Woodcock of Pixel Refresh interviewed me about the poster project, and for the first time I'll show a more in-depth look at my restoration processes. Also, this was my first appearance on a podcast, so I stumble over the English languange a lot. Still, I hope it's enjoyable! https://www.pixelrefresh.com/game-gadget-podcast-25-restoring-retro-game-posters-with-jan-hofmeister/
    6 points
  5. I asked Ron and Dave about this on Twitter, and turns out the violinist was made solely for the teaser trailer.
    6 points
  6. https://nypost.com/2023/01/06/terminator-actor-earl-boen-dead-at-81/ Sad to hear of the death of Earl Boen, a.k.a. the fantastic voice of LeChuck. He gave life to a dead character, which is an incredible accomplishment. Appearantly he was diagnosed with phase 4 lung cancer last year, which probably explains his absence from Return to Monkey Island. Rest in peace, Earl. You’ll be lovingly remembered.
    6 points
  7. Already 6 people interested? 🤩 That should be enough to get started, and late comers can of course always catch up. So I think we can set a starting date, so everyone who doesn't have the book yet and is interested has a chance to get it. Here's my suggestion: * New chapters unlock Thursdays * Treat later chapters as spoilers, in case you already know the book * Reading is not mandatory to participate in the discussion, as long as it's on topic Everone who joins late can just catch up to the current chapter. I'll try to keep track of the current state in the top post. Prologue and first chapter are unlocked next Thursday, Feb. 2. All in favor say aye! 😁
    5 points
  8. Replaying Grim Fandango in order to do my part in beta-testing DREAMM was an interesting experience. I loved it, and I remain as convinced as ever that the game is such an amazing achievement in the overall that its issues can’t do it fatal damage. But I’ve never appreciated just how major those issues are. The Petrified Forest stood out to me. It’s not a huge segment in the grand scheme of things, but it makes time stop. It’s a fairly uninteresting location in such a cool world, and the puzzles are of a sort you would expect from a more routine adventure game. I have similar complaints about Year 3 – the machinery puzzles that populate it are such a drag. Figuring out anchor controls, reversing conveyer belts, unfurling chains, operating cranes, aligning tumblers…isn’t this the kind of thing we turn to LucasArts in retreat from? If the Petrified Forest is worse, it’s due to its placement. From a pacing standpoint, it’s exactly the wrong time for padding. If there were a Casual Mode, it would be a no-brainer excision. I wonder how many players gave up on this game because they were manipulating a fucking wheelbarrow over hoses in order to reason through some dumb timing puzzle, when the game’s best stuff was right on the other side of it? Not even worth thinking about. I’m actually in the minority on the tank controls. They are undeniably clunkier than point ‘n click, but the “drive the character” conceit is a tradeoff in order for the game to fully exploit the cinematic possibilities of its explicitly film-inspired 3D world. It’s a little creaky, but more or less justifies itself. But it’s one component of a bigger agenda of Grim’s presentation: getting rid of UI altogether to maximize immersion*. Tim’s vision of that is a noble one, but I think an aesthetic choice that comes at the expense of gameplay clarity is a liability. Using Manny’s head as a purely visual substitute for traditional hotspotting is an elegant solution, but it’s imperfect in practice. It’s way too easy to misapprehend what Manny is looking at, which can lead to you thinking you’ve ruled something out when you haven’t. The issue is exacerbated when you have a puzzle that requires you to “use” what Manny is holding by itself (like biting the mouthpiece). He needs to otherwise be looking at nothing, which isn’t always obvious. It’s exactly the sort of ambiguity that I imagine some design dictum would contend must be avoided at all costs. I understand why EMI restored the sentence line even if it made things more “cluttered.” If the player thought they tried to spike Naranja’s drink but were actually interacting with the tattoo book, and Manny’s “I can’t do that” response was too generic to have alerted them to the mistake, and they only found out what the disconnect was after looking up the solution in frustration, that’s an F minus. I’ve never understood the people who would argue that Grim Fandango is a great movie trapped in the structure of an adventure game. It’s a wonderful fit as an adventure game. I just wish it had been a more merciful one. It’s sort of amazing to look back on, because everything about the game’s presentation represents this big, forward-facing gambit to take the genre to a new frontier – we can make graphic adventures competitive in the AAA arena! – and yet it didn’t occur to anybody that, while they were boldly jettisoning so many old standbys in their embrace of their shiny, ILM-abetted new engine, that like, maybe forklift puzzles are just as expendable as a visible cursor? From today’s vantage point especially, it’s so clear where they could have taken it easy without really betraying the essence or scale of the experience. So many more people should have gotten to visit this world and meet these characters. Why we gotta dare them not to with Myst puzzles? Anyway: Happy 25th, Grim! *Ironically, the Remaster kind of destroys this, at least on the Switch. Those gigantic overlays the screen gets slapped with when the game is auto-saving – including during in-engine cinematics – are hilariously disruptive.
    5 points
  9. Spammer trying to sell these fine leather jackets. To us! 😏 Thought I'd share in this... related topic 😂
    5 points
  10. If you're interested, Terminator 2 - Judgement Day is just about the best action/sci-fi movie with emotional depth that is out there. Boen's minor antagonist role is that of a psychiatrist stunted by decades of seeing the worst, and he skillfully walks on a tightrope between scientific interest turned sadistic impulse and halfway well meaning treatment of his patient. One minute you just want to punch his face, the very next you'd like to tell the protagonist to not treat him that brutally. A small role, but a perfect performance in a perfect movie.
    5 points
  11. I hope it has an excerpt from Guybrush’s memoirs on the back of the box!
    4 points
  12. Ok, after a lot of trial, error, and testing (thanks for all your help, Blondebeard!), I can finally say that loading, playing, and saving sounds now works, both from Thimbleweed Park .ogg files and RtMI .assets.bank soundbanks, on Windows, Mac, and Linux. I've also fixed an error with saving RtMI's ktxb images, and I made the 'filter' field case-insensitive for all platforms, not just Windows. Plus, there's now a pre-built executable for MacOS too. Download version 0.1.3 here!
    4 points
  13. It’s a really hit or miss game in that regard. It has some of the most well made sets in the series and also some where you can literally see through holes in the building models without doing anything but walking around the scene. Some really nice handmade textures and design, and some photographs of dirt stuck on a wall. And it was all held together with some really sturdy lighting, color grading, and telltale’s best and most apparent cinematography at the time (and great writing and music, if we’re getting outside the visuals). The remaster is more about bringing the more chunky and ramshackle parts of the season up to par with the really nice stuff, than anything else. Sometimes that does involve replacing or redoing textures that appear across the whole season and those are still in progress. (eg I think the finished game will look dirtier than what’s in the teaser, but it will be accomplished a way other than the original, which relied on photosourced dirt textures to achieve it).
    4 points
  14. EMI is a night and day difference on my machine with the latest beta. Acknowledged issues with some of the water effects aside, I got through the whole first half without any weirdness [that isn’t inherit to the game]. It took until the LUA Bar for me to hit a problem – for the puzzle where you have to meddle with the boat system to get the chef out of the kitchen, he gets stuck in front of the little bridge, blocking my way. I seem to vaguely recall that the potential for an NPC’s route to get foiled by an obstacle was always a thing in EMI, but in DREAMM this situation happened consistently. It would have blocked me from any further progress, but I was eventually able to brute force my way past the chef, somehow. After finishing the second Melee Island segment, the game crashed on me upon reaching Jambalaya Island on the map. A bunch of reloads confirmed that it happens ten times out of ten, so that was it for EMI. I don’t know if it has any relevance, but this was the disc-switching moment of the game back in the day. I decided to keep things GrimE-y and turned to Grim Fandango next. This was my first time playing the as-shipped-in-1998 version of the game since the Remaster came out, so I had some nostalgic fights with those elevators. DREAMM, though, seems to emulate the game near flawlessly. The one significant issue I encountered was a strange one. The original Grim automatically resumes you when you relaunch the game, and this feature is messed up -- it restores Manny geographically where I left him, but his inventory is wiped (just the scythe) and the game otherwise seems to have no awareness of my progress, complete with dialog trees being reset. It’s as if the only part of the game’s state that got remembered was the location, and in all other respects its awareness reverts back to the start. When I manually reload my actual saved game, all is well. I only picked up on a single visual glitch: Jepito’s lantern not being illuminated during the scene where you meet him underwater. That was all. Got through it start to finish. Any other rickety stuff I observed was all the same stuff I recall it having shipped with, complete with the legendary “can’t talk to Domino in Year 3” bug. This is a very stable beta. I encourage anyone with some free time to check it out with some of the newly supported games.
    3 points
  15. You thought I'd forgotten about Mojole today Remi?? 👕 I beat #Mojole #309 and all I got was this stupid t-shirt. 1/6 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    3 points
  16. Just posted DREAMM 2.0b9 with a bunch of fixes. Thanks for the feedback so far! Release: https://aarongiles.com/dreamm/beta/ Readme: https://aarongiles.com/dreamm/releases/dreamm-2.0b9-readme.txt Changes since 2.0b8 =================== * Frontend can now toggle fullscreen and grow/shrink via Alt+Plus/Minus * Window position saved independently for frontend/games * Added support for ZIP files; use ZIP for files internally * Fixed detection of Dark Forces and Monkey Island CD variants * Added many new variants reported by users * Fix missing pixels at bottom in aspect ratio corrected modes * Fixed crash with bad CUE files * Show active SDL version in about box * MacOS: Fix about box crash * MacOS: Fix hang when using Cmd-Q * MacOS: Update to SDL 2.26.2 * ARM64: Fix crash in FXAM opcode (hit in Escape from Monkey Island)
    3 points
  17. I've finally implemented all the changes and additions I wanted, and ThimbleMonkey now supports all the most important files (except ReMI .yack and .dinky parsing isn't complete yet). ThimbleMonkey feels complete enough now to declare this new release version 1.0.0! This release has more save options (current tab, open tabs, filtered files, all files), it shows a progress bar while saving, and it supports drag-and-dropping folders to load. It also has bugfixes for loading some file types, and it fixes a possible freeze when loading certain images. I still have some ideas for things to add, but I feel ThimbleMonkey's file extracting features are complete now. Feelin' pretty proud of this project
    3 points
  18. Have been dreading the news of Earl's passing for a while and was very upset to see it confirmed last week. His casting and performance as LeChuck was absolute perfection, and it blew my mind years later to find out that he was in the Terminator movies as well. The reveal of his absence from Return near the games' announcement did put a damper on my excitement for the game, which speaks volumes about how impactful he was in the role, but in the back of my mind I did have the worry that even considering the fact that he was retired, he may not have been physically able to deliver the performance to the standard he felt LeChuck should be, hence his blessing to recast the role. I was happy with Harnell's performance in the end, and I presume he'll become LeChuck's definitive new voice actor in potential future instalments which I wouldn't be opposed to, but Earl was so iconic and his voice so naturally lent itself to LeChuck. He'll be greatly missed. P.S. Wishful thinking, but I was always hoping that @Dmnkly and Earl would just randomly meet in the street one day, Dom would take a picture with him and post it to social media captioned "All friends in the end!"
    3 points
  19. I firmly expect some key-less Collector's Editions to show up on eBay after they've been shipped.
    3 points
  20. Yes!! Back in the game 👕 I beat #Mojole #298 and all I got was this stupid t-shirt. 1/6 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    3 points
  21. I was thunderstruck by the ending as well, but after attempting to jot down my feelings several times, decided to take a step back and just let the thing sink in. Now I think that I should have seen it coming. Of course Ron would double down on the bewildering ending of LeChuck's Revenge. There was no other way. And it's more complex than I thought at first. We're not switching from the reality of the Monkey Island stories back to the frame story. We're switching to kind of an interlude reality, with which Guybrush trolls his son in the same way that Ron trolled us all those years ago. Boybrush becomes the fans, the fans become Boybrush; and Ron becomes Guybrush just like Guybrush becomes Ron. All too fittingly, Guybrush-Ron would hastily concoct an alternative one sentence ending after Guybrush/the fans tell him what they would have liked to see. But that is of course no kind of "satisfying" ending within the self contained reality of the Monkey Island series. Like many others, when I hear fans lamenting how the ending of Return destroyed the Monkey Island series, I have to think of the same criticism voiced about LeChuck's Revenge. It's actually true: The Monkey Island series was destroyed back in 1991. The hole that Ron tore into the fabric of his creation's reality could not possibly be closed. LeChuck's Revenge made a sequel impossible, and more than that, even undesirable. ... ... it's still the best game of the series and has spawned no less than four sequels. 😎 Maybe it's not so much the ending of Monkey Island 2 that Ron wanted to recreate, maybe it's what happened to the series after that final and all breaking ending. A new tree arising from salted earth. The new steward of the Monkey Island series will have to honor the series' spirit yet they will be utterly forced to completely ignore the authoritative ending of Monkey Island 6, the final word of its original creator. What a delicious irony. Whoever takes up the baton to conduct these characters in the future, I'll definitely be in the audience. The monkeys are listening.
    3 points
  22. Hi everyone! I'm still playing catch-up so forgive me if this was mentioned earlier. I have 25 pages left to read in this thread. Something I haven't seen mentioned anywhere else yet: The END OF THE GAME is what they used to PROMOTE THE GAME. They created an actual Melee Island set for Gamescom, and everyone was playing around, taking photos and enjoying the whimsy and excitement of a new Monkey Island game, completely unaware that they were walking around in the final room. That must have been super surreal for the people who knew! Ok. Back to playing catch up...excited to read everyone's theories!
    3 points
  23. Earl Boen's LeChuck was always one of my favorites performances in the series. Possibly my favorite, period. In fact, finding out that he was not to be involved in Return put a non-insignificant damper on my expectations. One of those rare, lightning-in-a-bottle casting choices that almost makes it impossible to think that the character wasn't written for him in the first place. He switched effortlessly between LeChuck's goofy, foolish side and his creepy, sadistic side. His take was so perfect and so unique that he's basically irreplaceable. Because even if you hire very talented actors (as they did), inevitably you end up either with someone who kind of sounds like he's imitating the previous performance (Adam Harrington in Tales), or someone who sounds like an entirely different character (Jess Harnell in Return). I would love to hear some day the specific behind-the-scenes circumstances that led to his returning for the first Special Edition but initially not for Tales, despite both games being developed simultaneously. And then his return for the last stretch of Tales. I can only assume, perhaps mistakenly, that had he been involved with Tales since the beginning, he might as well had voiced human LeChuck too, so that would have been a very significant role. He will be sorely missed.
    3 points
  24. Sorry for the confusion! I haven't been widely advertising the beta because it still has a bunch of rough edges, but feel free to check it out. I've only worked with disc images so far, and haven't yet taught DREAMM about the GOG/Steam releases of newly-supported games. In the case of EFMI, I suspect the digital version has the updated EXE, which was not on the disc images. Should be an easy enough thing to support in the future. Aaron P.S. If you *DO* try out the beta, feel free to let me know of major issues (or minor ones), especially if you're on a Mac, as this is my first attempt to package up a MacOS X application.
    3 points
  25. Gutting news. Jess Harnell did an admirable job in return but boen was absolutely unbeatable. I’ve never seen anything else he’s ever done (not even terminator 😮) but just based on this one role alone, he’ll be sorely missed by me.
    3 points
  26. Tempted to get this - it's one of my favorite adventure games, and I've never owned it outside of Steam. Will also pretend that this is heralding Forge and Fold, because of RtMI happening after LRG's MI collection.
    3 points
  27. Yes, in the top left here:
    3 points
  28. Christmas break means time for programming, so I've finally finalized an update for ThimbleMonkey! The major additions are support for Thimbleweed Park and Delores (mostly), and support for opening the soundbanks ('.assets.bank' files in ReMI, they contain the music and the voiceclips). A more detailed list of additions: - Support for opening Thimbleweed Park and Delores files - Opening file entries is now done with a single click instead of a double click, saving quite a lot of clicking - Expanded Dink script parsing, now the script is partially decompiled. Navigating the script view is now easier too - Better error handling, now an error message popup is shown when something goes wrong - Added commandline argument 'filter' where you can specify a file filter on start (Mainly useful for me during development, but maybe it's useful for other people too) - Renamed the 'Export current tab data' menu entry to 'Convert and save tab data', to make differentiate it more clearly from just saving - Support for opening the '.assets.bank' soundbanks in Return To Monkey Island, and for playing the sounds in Thimbleweed Park - Various bugfixes and small improvements Download the Windows version here, or get the code for other OSes here. Enjoy!
    3 points
  29. Let's read On Stranger Tides together, new chapter every week! * New chapters unlock Thursdays * Treat later chapters as spoilers, in case you already know the book * Reading is not mandatory to participate in the discussion, as long as it's on topic Everone who joins late can just catch up to the current chapter. Prologue and first chapter are unlocked next Thursday, Feb. 2. Original Post: Mojole recently featured On Stranger Tides, a book that notably influenced Monkey Island. Many here may have read it, some may never have but were interested. I'm in the camp of those who have read it a long time ago and forgot a lot of it again. I thought it might be fun to have some sort of a book club where a few of us come together and enjoy the book chapter by chapter, as if it were an episodic series. For example: every week a new chapter is "unlocked", we can discuss, speculate, draw parallels to MI and try to treat the rest of the book as spoilers within the thread. Basically a new regular activity besides the great Mojole with as little commitment as reading one chapter of a good book per week Would anybody be interested at all, or in a similar concept with another book or game?
    2 points
  30. Late night release of DREAMM 2.0b10! https://aarongiles.com/dreamm/beta/ Changes since 2.0b9 =================== * Added more game variants * Added proper 3D clipping to fix shadows and water effects in EFMI * Improved exception handling from assembly emulation cores * Minimal support for Windows structured exception generation * Fixed bad behavior when double-playing a sound buffer (might help EFMI delays) * Disabled code that might have enabled floating-point exceptions on Intel machines * Fixed twitchy screen resolution handling in some FM Towns games * MacOS: Fixed handling of files with trailing periods * MacOS: Prettified the DMG
    2 points
  31. Yes! So true. It's somewhat ironic because Tim has shared a story about how the producer on the game tried to force him to cut that part. She said there's wasn't any money for it, but Tim got the art team to start producing it without her knowledge and by then it was too late. (Something along those lines.) It's ironic because it just stops the story dead... the puzzles aren't great and personally I hate having to deal with the fire beavers (having to wait for them to trundle into the right position...!). I LOVE Grim Fandango. LOVE LOVE LOVE. For me it's probably the pinnacle of LucasArts's adventure games, but I can't help but feel the game would be better without that section. Rubacava is so much more enjoyable (well, it's the best section of the game to be honest). Again, I 100% agree. Yep, I'm with you on this one, too. The original game used "." to switch Manny's head between objects (a feature that was left out of the Remaster for some weird reason) but although I think you're right, I've never found it too much of an issue because the world isn't too cluttered -- and I just used "." when it was. I've always found it pretty clear what Manny is looking at despite the shortcomings of the system. And really, re: the tank controls, they never bothered me either. They worked fine... that is, until I played the Remaster. The new controls are such a wonderful improvement that it's very hard to go back. They keep the 3D immersion while making them far more intuitive. (Playing through with Tank Controls is the one achievement I'll never get on the Remaster -- sorry, Tim!) They were forging new territory! Some great advances were made, and some mistakes, too. Alas. There's a few things that the Remaster missteps on (to anyone who hasn't played it: they're very minor, don't let them put you off -- the Remaster is great!). As someone who loves the game so much, it's a bit painful at times. I did my best on the forums to get them to fix the niggles, but my comments seemed largely met with bewilderment. (Felt like: "Why would anyone care about the game so much??") Or maybe they were just exhausted. Tim didn't do me any favours by promising that Grim Fandango Remastered would be a "Criterion Edition" of the game. (Aside: For those who don't know, Criterion try to release the "perfect" version of a film for movie lovers. They invented the audio commentary, make loads of unique content and documentaries, but more importantly than all that: They make sure the presentation of the film is absolutely flawless. They re-scan the negatives themselves and bring in the original Director of Photography and Director to work with them ensuring the colour timing is perfect. They really go to the nth degree so you can trust that what they release is absolutely the best presentation of the film possible, and they rarely (if ever) get it wrong.) Tim talked specifically about how tiny details would be addressed by the original team in the Remaster, something only Double Fine could do. He mentioned the tiny symbol on Velaco's cap (I think, it's been a while) as an example of something only his team would know what the original intention was. Obviously as a fan I gobbled all that up, but really it was what Tim had to say to get Sony to trust them with the IP. Of course, there's SO many things they got right: The controls, the updated music, the new lighting, the reduced compression on the videos... The fact that it exists at all. The Remaster IS wonderful. But there's still things that still irk, if you're wanting the "Criterion" edition. Here's a list of tiny quibbles off the top of my head (for anyone who cares -- most of this list won't bother a new player): For a game as big and sprawling as GF, you need a ton of saves if you want to go back and try different things out. (And we adventure fans often like doing that.) Unfortunately there was a limitation with the save space on the PS4, so they had to limit the number of saves on that platform to 8 slots... and Sony (of course) wouldn't allow any other version of the game to be "better" than the PS4 one, so that limit was artificially imposed on the PC version, too. One of the very rare times that the original (which had no limitation) was better. There's still quite a few shadow glitches and bugs in the controls in various places (but especially Year 3). And the animations that loop in the backgrounds of various scenes don't animate properly throughout the entire game. They're missing a few frames, so they don't animate their loop smoothly. Very minor: but some of the game textures weren't improved at all. (Most of the time you can't tell, but there's a few times when the game can still look uglier than it should -- like the ticket printing machine, etc.) Some sound files don't play properly or cut out (eg. the Cat Race announcer in Year 2 stops talking randomly, losing some of the funny dialogue, clues to solves puzzles, and atmosphere). The new scene that animates the poetry recital was very cool. A lovely little treat for fans. But I wish they'd fixed the hole in the base of Olivia's skull that allows you to see the other side of her head as the camera moves past. (Again, very minor.) How about this for a nit pick: The original game manual made it clear you're supposed to use the Num Pad to play the game, and it works really well. They used all the buttons around the that number pad keys to do everything you need... in the Remastered, they dropped this functionality. Possibly the worst thing was how the wonderful transition at the end of the game was altered. It's probably the only other moment where the original is better. A very odd choice. Oh, and they never fixed the "Gold Flakes" typo on the PS4... Boy, oh boy. The Golo Flakes debacle... Sucks if you're a first time player and a clue like that has been removed due to a typo. That really irritated me. And I can't see how Shafer, Tsacle or Chan could not care about it, either. Manny picks up a bottle of liqueur that contains metal flakes... an important clue for a tricky puzzle later in the game. But instead of letting the player know there's metal in the bottle, the Remaster tells them it's filled with flakes of "golo" instead of "gold". Imagine a Criterion edition of Casablanca... "Play it again... Pam". I knew the team were probably overwhelmed, so I even made them a replacement PNG to drop in, just to make it as easy as possible for them to fix (exact right dimensions and size and everything -- all they had to do was replace a single asset), but the response from the Remaster team on the DF forums was baffling. It was like, "really? who cares about that??". They even took the time to put a bottle of "Golo Flakes" in Day of the Tentacle Remastered. (And had plans to put one in Full Throttle Remastered, too, but it was nixed by someone before release.) Still, as a I say, these are all minor quibbles from a die hard (how much of a die hard? I had started my own Remaster project before DF announced theirs and they gracious thanked me in the Remaster credits, although I certainly didn't deserve it). Again, anyone who hasn't played GF before: The Remastered is still the best way, don't let these little moans put you off. And I remain grateful to DF for making it happen at all!
    2 points
  32. Thanks for the testing and great feedback! I'm hot on the trail of the water effects bugs, and have fixed the crasher on disk switch for the next beta. Basically, they were tearing everything down and then restarting it all after the disc switch, and there was a bug lurking on the teardown path. I'm hoping next time you'll be able to finish EMI. I'm pretty stumped on why the cook can't get over the bridge in the restaurant, but have some ideas for how to figure it out. As for the Grim inventory issue, that's very odd, and tops to look at once I get EMI working a bit more solidly.
    2 points
  33. Nicely done! 😜 Surely having ONE collectors set, the anthology upgrade kit, and the other three golden keys for a relatively lower price would’ve been a more enticing option than including an additional, and redundant, THREE copies of everything in the collectors editions!! At a push, include all four game platforms if they have to just to avoid having to make multiple listings, but we don’t need four copies of EVERYTHING in the gift sets!! I kindof hope this backfires and they reconsider that listing to a more reasonable alternative. I’ve gone for the stand-alone physical edition of the game on PS5 (I don’t have a PS5 yet but it’s next in line when my 4K Blu-ray player dies) and the anthology upgrade kit. I’ve also dropped LimitedRun an email to check if the games on the side of the box will be ordered correctly. Will post the response when/if it arrives.
    2 points
  34. $160 delivered for pc collectors edition where I live so naaah
    2 points
  35. Other than Monkey Island and Terminator ive seen Earl doing voices in other animated works, he was in the 3rd Naked Gun film and he had a great guest star appearance as the entity Negilum in an episode of Star Trek: The Next Generation in the 2nd season episode "Where Science has Lease"
    2 points
  36. Loved this guy. Truly sad that he's gone, but I'm glad he had a long and presumably happy retirement. Loved him in Terminator 2 but he was also a key part in Terminator 1. I'll even say that while his part in Terminator 3 wasn't especially well thought out, I'm still really glad he was there. Also a bummer he was already retired when they were making the Sarah Connor Chronicles tv series, since that had a much more interesting take on a post-T2 Silberman that would have been delightful to see Boen perform. I also wouldn't have objected if they had shoehorned him into Terminator Salvation. But alas. I agree he was also an irreplaceably perfect part of the cast of Curse of Monkey Island, and I'm glad they brought him back whenever they could. Jake mentioned in another thread that it seems like the two developers weren't really privy to the details of each other's projects until they were officially announced. My guess would be that the Tales team took for granted that Boen was fully retired so didn't ask, but the remake team went ahead and asked anyway.
    2 points
  37. Actually, don't install SDL just yet if you haven't. I think I have a fix. Please try this test release: https://aarongiles.com/dreamm/releases/dreamm-2.0b5-macos.dmg Thanks!
    2 points
  38. I've been a bit down since I heard the news... His LeChuck was something that immediately clicked with me, first when I played the demo of CMI. I remember the announcements of RtMI and constantly hoping he'd be returning as LeChuck! I was a bit bummed when I heard Jess Harnell took over the role. I like his take, but it's no Earl Boen... I'd like to give a special shout out to his role of the Butcher in Psychonauts! It's a pretty small part, but he's sooo brilliantly terrifying in it: (spoilers below)
    2 points
  39. I grew up with LeChuck's German voice, Reinhard Schulat-Rademacher, who did a terrific job already, but always read about Earl on fan sites. Then I heard him as LeChuck. Wow! Thanks for these great times!
    2 points
  40. Ah okay, I guess it's easier to just repaint the windows if I want to clean up that poster. Thanks for digging those out!
    2 points
  41. 2 points
  42. Only now have I stumbled upon the teaser. Telltale's actual swan song deserves just this. I'm pissing my pants with anticipation. An hour of additional JEJ music, finally the soundtrack release on bandcamp, a day one release on gog.com and of course a European tourist that actually looks like Marius would be great. 🥸 This should be discussed more ... ... it should have its own subforum dammit. Looking forward to laughing my butt off about the Aeroschwein and Weltraumliebewachzauberkrieg jokes again.
    2 points
  43. A new interview with Bill comes with the most substantial A Vampyre Story 2 update in...I'm gonna say a decade. He's currently working on a demo of the sequel to pitch out to financiers. No word on a Ghost Pirates sequel, to @Remi's regret.
    2 points
  44. Oh no Can you post a screenshot of what that folder looks like in Finder? Hopefully it's just a simple problem with filename case or something... Ok, this is because on MacOS, the games are packed into an .app executable folder. Luckily it wasn't too hard to fix, so I made a new release. The fix has the bonus side-effect that on Windows and Linux, you no longer have to remember to go into the 'Resources' subfolder for Thimbleweed Park. It also displays Delores .yack and .nut files, since I was messing around with that anyway so might as well release that while I'm at it. I should have caught this issue sooner, but I was testing on my MacOS VM with files copied over from Windows. Now I actually installed the games on MacOS, so my testing will be more accurate in the future.
    2 points
  45. Also, the packaging and posters will feature completely new clean-ups of the artworks by me.
    2 points
  46. LOL OKAY 👕 I beat #Mojole #289 and all I got was this stupid t-shirt. 1/6 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    2 points
  47. I'm curious to see what they do with this one because iirc at the time it took a big step up from the first two seasons in terms of visuals and probably still looks pretty nice.
    2 points
  48. Oh right, I completely forgot to add to the readme that you need libogg and libvorbis, sorry! I've updated it, there's now a section with how to get those libraries at the end of the 'Initial setup' section of the readme. I can't test it for MacOS but it should (hopefully) work, please let me know! And glad to hear you like ThimbleMonkey
    2 points
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