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Showing content with the highest reputation on 05/22/22 in all areas

  1. Working with a rip of the map from the Geographicus site, I've come up with this approximation to the coloring of the map seen on the box and manual.
    5 points
  2. I edited loop points into a few tracks using Wavosaur, then put them into XACT with the rest of the tracks, built the Wavebank, and BOOM! It works! We are cooking with Rapp Scallion's gas burners now people! Still gotta edited the files which will take some time but at least now it'll ensure infinite looping
    4 points
  3. He'll ask you for help (with several lines) if you're down the stairs but haven't talked to him yet. It has even been dubbed in the Special Edition, although nothing triggers that script. I think they just forgot to completely cut it (since Guybrush will still "discover" that it's Wally once you get closer to the cell, and his "lost" lines are pretty uninteresting), and the Special Edition just dubbed every line, even if unused. It also appears to use an earlier costume for Wally behind held there. Well, the palette bug was there in the Amiga dump from Limited Run Games. Maybe there was a later Amiga version which fixed it.
    2 points
  4. I'm too old for this insane technology ๐Ÿคฏ ๐Ÿ˜†
    2 points
  5. I haven't read this before, but I'm not sure how much I like it. I agree in principle that polarising media can be the most stimulating and there's maybe a loose rule of thumb that if you make something some love and some hate you might be doing something creatively daring. But here it almost sounds like the GOAL is to be polarising, rather than... being polarising as a possible side effect of being creatively daring. I'm not sure I love the idea of rubbing hands in glee at the idea that you'll irritate a large portion of the audience, that feels a bit like the tail wagging the dog.
    1 point
  6. THIMBLEWEED PARK ENDING SPOILERS
    1 point
  7. We have been pretty much active on SCUMM lately thanks to the fact that the number of maintainers for this engine has grown up to four/five concurrent devs, so please send your bug reports and don't be scared to do so! Yes, the enhancements are on by default!
    1 point
  8. Thanks for your work on this! And for your comments about reporting bugs. It used to be very disheartening when youโ€™d report them, so I gave up back in the day. It does seem much better these days though. Question: Are the enhancements enabled by default? (I hope so!)
    1 point
  9. This is exactly the stuff I wish you could try! Please do feel free to also PM me here or on Discord so while you wait for access we can at least experiment together. I have a feeling this stuff could really help with your posters project!
    1 point
  10. Woah, this might come in handy, thanks! Generally Dall-E could really make a few things easier when cleaning up or extending artworks. I don't even know how it's used though. Does it have a GUI? What are the limits regarding image resolution? How long does computing these variations or paint-outs take? EDIT I've got another request: can you try removing the logo from the Zak McKracken poster? Does it offer variations for object removal too?
    1 point
  11. Here's the first one! It gets quite weird if we keep part of the text: Edit 1: Edit 2: Edit 3: It won't let me upload EMI's cover art due to not specified possible violations of terms. ๐Ÿค” Looks like even Dall-E hates it (I don't). This'll have to do: Edit 4:
    1 point
  12. Idk if anyone follows Aaron Giles on Twitter, but he's recently been tweeting about his progress creating a native intepeter for the Lucasarts games called DREAMM (I believe this was mentioned in Mojo's interview). It seems to be going well, and he recently posted that he got CMI to work, which was the one game he thought wasn't possible to het running!
    1 point
  13. Thank you for setting up this list! I've just fixed this particular point in ScummVM development version. ScummVM is much more open about fixing/improving this kind of things, nowadays. There's quite a lot of work going into that direction, lately, and there's also a new toggle option that lets you choose between fixing original SCUMM bugs vs. keeping the original behavior, whenever this is possible (I'm also working on improving this part a bit more). Of course, this is a volunteer project, so improvements and fixes will always come from someone's spare time and work, in the end. And developers also need access to legitimate copies of the games: Zak is the only LucasArts title where the FM-Towns version can be bought at a sane price (on GOG), for example ๐Ÿ˜• Anyway, I know that some original bug reports were closed quite abruptly, years ago, but nowadays it's worth it to report things again, in my opinion. Not that reporting things mean that they get immediately fixed (you still need someone's skills, time and motivation), but at least having them tracked somewhere (with enough context to reproduce/compare things) will always be helpful if someone is motivated in contributing a fix, at some point Anyway, thanks again for this list! I can't do much in the graphics, UI or sound area for example, but for some SCUMM script issues I'm always glad to help when I can.
    1 point
  14. I had a look at that missing Elaine line, within ScummVM. Thanks to Serge for this wonderful analysis, by the way! Can anyone else owning that Amiga version confirm that the problem actually doesn't show up with ScummVM? (I have that version from the Limited Run Games set). Because it's fine here. Which is strange, because I can't see any intentional fix for that in ScummVM code; it looks like it work there because of some implementation difference, side effect, speed difference, luck, or whatever I fixed that Amiga palette bug last month, though: https://www.youtube.com/watch?v=lennSAcOqag (and if you want the original bug to be preserved, there's a new "Enable game enhancements" toggle for that in ScummVM UI). As for comparing the scripts of various Monkey2 variants, the ScummTR/ScummRP tools may be of some help, here (e.g. scummtr -g monkey2 -cw -h -of text.txt). I didn't really explore the Amiga version yet, but for example the Macintosh version fixes some original typos, and yeah, it looks like the legal team got involved in the Special Editions too (see LogicDeluxe's comments here; the Ultimate Talkie version lets you choose between the original and errโ€ฆ "updated" text). And there's also some untriggered text in the game (either because of a script error, or because they forgot to completely remove some ideas that they chose not to keep for the final game; in the case of Monkey2 I think it's often the latter). For example, type script 201 run in the ScummVM debugger just before you walk down the stairs to see Wally in LeChuck's fortress; you'll have some extra lines from Wally.
    1 point
  15. I really like Thimbleweed Park. Itโ€™s one of the few games Iโ€™ve played since Monkey 1 and 2 that have the same nebulous feeling of โ€œsomething dark and unknowable lies beneath the surface,โ€ that slowly seeps into the game the more I played, which I guess means thatโ€™s a Ron thing.
    1 point
  16. Of course, the bit that's always in my head (while I agree with most of this) is how much will we miss the lack of Tim's voice. I mean Ron's said in the past he would give Dave certain characters, Tim others, and keep some for himself and generally knew how to portion that out based on the character. If Ron is all instinct and Dave is all positivity, then I wonder how Tim used to complete the set, and how much we will miss that. I think, just looking at Tim's worlds he created after Monkey Island, he is really good at evoking a vibe. If you think about the world of Full Throttle, and how it felt like this vaguely post apocalyptic, sort of futuristic but sort of old fashioned, but never completely defined world, and then the writing in Grim Fandango and how good the writing of that was at layering in detail without feeling the need to spell everything out. He's an excellent vibesmith, creating and maintaining an atmosphere in a game, usually one where there's a bit of lurking darkness as an undercurrent. I often wonder how much he had to do with how CREEPY LeChuck is in MI2, for example. There's something a little bit ...I don't know, metal? about his portrayal in that game. If Ron is the impulse and creativity, and Dave is a positive, intellectual force, maybe Tim is the grit that gives the thing texture and depth, and I hope they find a way of bridging that gap.
    1 point
  17. In the endโ€ฆ I gave up and just wrote FARTSโ€ฆ Thatโ€™s the low, low level Iโ€™ve now sunk to, Remiโ€ฆ I want you to know that. Eep ook ack! I failed at #Mojole. ๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’›๐Ÿ–ค ๐Ÿ’š๐Ÿ’š๐Ÿ–ค๐Ÿ’›๐Ÿ–ค ๐Ÿ–ค๐Ÿ’š๐Ÿ–ค๐Ÿ–ค๐Ÿ’š ๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’›๐Ÿ’š ๐Ÿ–ค๐Ÿ’›๐Ÿ–ค๐Ÿ–ค๐Ÿ’š ๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ–ค https://funzone.mixnmojo.com/Mojole/
    1 point
  18. There is one person and one person alone whoโ€™s got the right mind for this, and heโ€™s the one writing them.
    1 point
  19. I read it. I havenโ€™t played the game yet. I added the spoiler tags. ๐Ÿฅฒ
    0 points
  20. The book arrived today and it is utter crap. It is LITERALLY a printed version of a shitty archive.org scan. Money down the drain.
    0 points
  21. Seeing as this is Japan, they might have just changed it for cultural reasons. The Japanese have always viewed themselves as a homogeneous country, with very little ethnic diversity. It's not true, but most of the immigrants in Japan are Asian, so the myth has always permeated. Because of that, some of the immigrants from other Asian countries still do pretend to be completely Japanese to avoid bullying. There's a xenophobic atmosphere, especially for African-descended people, where they actually face fear similar to Western nations prior to the mid to end of the 20th century. A lot of Japanese people there actually think that they are lesser, or even dirty because of the color of their skin. In addition, there has always been a view that ivory white skin is a goal to achieve, especially for women. So, even now, you have a huge market for skin bleach and you still can see women cover up on beaches because they don't want to get a tan. This too is improving somewhat, but the Japanese media and culture in general still enforce the toxic notion that only the women with an ivory complexion are desirable. It's getting better this century, as the first Japanese and African-American-descended woman won a beauty contest for the first time in 2015. Although, she still faces discrimination where even though she was born in Japan and speaks Japanese fluently with a Kansai accent, she still has to deal with reporters asking her what she feels about the Japanese, as though she isn't Japanese herself.
    0 points
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