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Showing content with the highest reputation on 06/10/22 in all areas
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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.9 points
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8 points
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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.7 points
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I have no idea when release day is, but Talk Like a Pirate Day would be sooooooooooo cool 😄6 points
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Bit dissapointed, but babyswimming with my son was a hoot and a holler, so I’m not complaining. ☺️ @Toymafia88, hope you didn’t miss the wedding for this.6 points
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OK, in an unprecedented showing of customer service, the JavaScript has been minified and embedded into the web page. If it still doesn't work... well, all the kids use phones these days anyway.4 points
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4 points
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An opinion I can’t get behind because the correct answer is “the four map pieces,” but warms my heart all the same.4 points
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While I was initially disappointed that there was no trailer, in many ways, I wouldn't have it any other way with this type of marketing. I have never really been so excited for a game where the only real updates come from the twitter of the creator, but I also love it because it's not only another Monkey Island game, but the Monkey Island game so many have been waiting for, so it makes perfect sense the marketing wouldn't cater to the typical model. I know there's been a lot of discussion on how this will not be the same game as it would've been 30 years ago, but it's still the game made by Ron that will begin right at that Carnival again. So in that regard, it was always the game I wanted and everything else, especially Ron and Dave having decades more experience as game designers and writers, will make it even better. I sorta love not knowing the release date or almost anything about this game. It helps me live in blissful ignorance that it could release at any time lol. Even though Ron and Dave say they wouldn't do this in an interview, I still wouldn't put it past them to reveal a trailer and then say "oh and it comes out next week." Ron has been pretty blunt and honest in his ambition to not market the hell out of this game, even reposting that rule in his "When I Made Another Monkey Island" Grumpy Gamer blog, as it's a much more personal one for him. Honestly, the fact that he isn't marketing the game in a traditional way a lot I think proves that Disney and Devolver Digital are fully letting Ron do what he always wanted to do. The way it was even so casually teased on Ron's blog is also pretty indicative of that as well. It wasn't the usual way to promote a game, but it was exactly how Ron had dreamed of doing it for years for this game, so I'm happy he is able to do it the way he wants; the guy deserves it. The fans of the series are pretty much hooked at this point. While Ron and Dave both expressed that they still want to appeal to the wider masses, I think the post-release coverage will do just that just as well. I also think that, if Ron doesn't make another Monkey Island after this, he will still be content in finally making the game he wanted to make. I'm also going to play this game with that expectation in mind and I think I'll be happy just knowing we not only had 6 Monkey Island games, all made from various talented and brilliant people and teams, but we finally got the Monkey Island game. What can I say, I think that even after two months, I'm still on a high, and in a little disbelief, knowing we're finally getting this game.4 points
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Yeah, you can be pretty sure that DREAMM won't introduce such changes. 😂 But that aside, I've seen maybe one ribbon on a real book (late 1800's) that was attached to the bottom. In some ways, it's more practical - the end doesn't get creased under the book, and it's slightly easier to remove it from the pages if the book is large (downwards rather than upwards). 😋 However, as far as I'm aware, book ribbons weren't even a thing in the 1700's anyway (not making an appearance until around 1850). But then, neither were grog machines or audio books-on-parrot.3 points
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The strange thing isn't just that there was no trailer. It's also that Ron and Dave were apparently very aware of how the hardcore fanbase was sitting at their screens around the globe expecting a trailer, and they never mentioned a reason for the no-show, not before, not afterwards. Dave even retweeted Majus' Trailer Reaction Simulation (MTRS™), still not a word (well, technically, there was a word, but it was "dededeledeleldeldelele"*). Something is afoot here. Maybe good things are simply right around the corner. 🤔 * which is even wrong. It should clearly be "dedededelededededeledeledede". And, yes, I spent almost 15 minutes checking this one. See what the absence of a trailer has done to me?3 points
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I think the perfect gameplay trailer would be Guybrush doing wrong solutions on a puzzle so we only get to hear Dominic say three lines: “I’m not picking that up” ”I can’t use it” ”hmm no”3 points
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“Fate of Atlantis is a good game” is in fact a widely-held, dare I say popular opinion. You’re safe. (And correct 😎) Love how spicy this thread is though.3 points
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Wow, multiple people dumping on Fate of Atlantis. This thread isn't messing around.3 points
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3 points
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3 points
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What the heck, a personal Mojole record. 👕 I beat #Mojole #80 and all I got was this stupid t-shirt. 2/6 🖤💚💚💚🖤 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/3 points
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Replying to my own post, I seem to have found it: They look absolutely gorgeous and very much coherent with the three MI2 maps that came with the Limited Run MI Anthology3 points
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Wow! It's so long since I saw that screen! I completely forgot about the 3D acceleration joke! 😄2 points
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Ha, I just arrived here from my COMI playthrough, (finally arrived at Blood Island), so I actually read this in your voice! Oh, how my head likes to play games. On topic, I kinda love the activity in the forum lately because of the announcement of TOMI, so maybe I don't want it to come out, so we can keep speculating... FOREVER!! (That might be one for the unpopular opinions thread though.)2 points
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Nothing says Indiana Jones and adventure like hearing dialogue like “Kerner! What a slimy toad!” 🤣 (Also your walkthrough got me through the tough spots in the game, so I have to give credit where it’s due)2 points
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I was tempted to fuel the fire by saying something outlandish like "Night Shift is the crown jewel of the LucasArts catalog," but I realized everyone would see through this puckish provocation because we all know in our hearts the studio peaked with Ballblazer.2 points
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The good news is that it seems to run nicely on Mac using Parallels, even on an ARM Mac (M1, etc). Someone still needs to try CrossOver, which is more like (well, is) WINE rather than running the entire Windows OS like Parallels does. I haven’t been able to bring myself to fork out for that too… yet.2 points
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Oh man this is the best. Who needs the trailer?! We can make our own trailers!2 points
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Yeah, maybe Ron will just show up on this forum and post it here first, saying "Look, how about that?"2 points
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2 points
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EMI certainly throws a gauntlet down in terms of puzzle difficulty. Which is strange, given that it was the final LucasArts adventure game. While the progress wasn't exactly a straight line -- MI1 and DOTT arguably had more logical puzzle design than any game after, and Loom was truly ahead of its time -- there was a general evolution toward accessibility. No wonder EMI came packaged with a walkthrough. There are these contradictory tensions in EMI that I think make it fascinating. On the one hand it is aggressively pushing "forward" (moving to 3D, adopting console friendly controls) while arguably regressing to puzzle logic aimed at an older-school player. It's a game that's brash and bold and irreverent (including toward canon) in a way that pissed off lots of series fans, yet at the same time it's also the most desperately fan-serving, with a truly staggering volume of callbacks and reprisals that stands out even in an in-joke heavy series. It's something else!2 points
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@Lagomorph01Haha I went to wedding but I did have my eyes on the clock... 8pm " 3 more hours and we will finally see Guybrush!" We were heading back to the hotel at 11.08pm and i was desperately trying to watch the stream on my mobile in the car. But due to low battery I had to wait. When i got back I was excited to see our long wait rewarded. I couldn't wait to see all of your excited reactions. But... seems like we are all still stuck in the waiting room... 😐 So when is the next big event it could get announced at?2 points
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I love how Dave Grossman's twitter account now basically is a Marius retweet bot. 😆2 points
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Priest: If there be any man with reason why these two...er...people...should not be united in blissful matrimony, let him speak now or forever hold his peace @Toymafia88: NOT YET! I have to watch the Return to Monkey Island trailer! That would've been a rather unfortunate turn of events.2 points
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Awesome username and profile picture, Staple Remover! My life is complete now.2 points
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2 points
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I’ve split some posts in here out into a new thread. I don’t think it’s fair to bog this thread down in debate about what ScummVM should and shouldn’t do, its priorities, etc. Please keep this discussion focused on DREAMM, ideally taking into account its scope and goals which Aaron has very clearly laid out on the website.2 points
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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 Giles1 point
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1 point
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I remember asking myself the same question. Anyone want to contact Bill Tiller? 😉1 point
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I feel like a 2023 release alongside the movie is realistic, so we should see some trailer! But then again I said the same thing yesterday too with Devolver…1 point
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I don't know if I could wait that long, I already feel like I'm gonna burst 😂1 point
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1 point
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I agree. Memorization and maze type puzzles are way more off-putting to me in a Monkey Island game. While I understand why Monkey Kombat isn't a favorite of people (it seems to answer the question "What if we took insult sword fighting and stripped out the part that made it charming?"), it's really not the grind people make it out to be. As I recall, you only need four victories to be ready for Jojo Jr. So while it can definitely be tedious, it's really over with before it gets into truly objectionable territory. I am pretty sure the insult swordfight training sections in Monkey 1 and CMI last longer. The real issue with Monkey Kombat is that it doesn't have some sort of UI to track what you've learned, which is weak design (as is anything that requires you to write stuff down in an adventure game). I have always chalked that up to EMI's compressed production schedule. That the PS2 version addresses this is probably a sign that it's the sort of thing that would have been smoothed out on a project that had the luxury of lengthier polish time. The Mysts of Time Marsh segment is another example of this: you pretty much have to write those directions down or deal with the aggravation of making Guybrush bust out his inventory (which means waiting for a slow animation of Guybrush slamming his rowing stick into the marsh) every time you raft onto a new screen. There should have just been a key assigned to bring that up during this section. There are a few areas in EMI where it feels like the need to ship by Thanksgiving deprived it of that last little layer of user-friendliness that could have made a substantial difference.1 point
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Please tell me there's a way to get this map and there's a map of Melee Island done in the same style1 point
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1 point
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Hahaha what?! Tchaikovsky's music is what makes Loom Loom. Forget about the ballet. Swan Lake was totally written for that game; the composer just didn't know it yet when he wrote it.1 point
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I just watched it (three times) for the first time and literally had tears in my eyes – because it’s so beautiful and very similar of my (and probably many’s) reactions! 🥰1 point
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I had @Marius' reaction video and that simply made the day for me. April 4th, it was all sunshine and monkey wrenches.1 point
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I questioned an entire sentence ("Key personnel that we've grown fond of in the documentary was fired during development, which I think drove the backers of $6,000,000 up the walls.") for things that were definitely incorrect - it was $3mil, the staff were laid off not fired - and questionable interpretation (I would take 'drove backers up the wall' to mean it made them angry, not that it made them sad, and this was all framed as disappointment with Broken Age specifically). I agreed with many of your opinions, and disagreed with others, but I didn't see the value in listing that out. Regarding redistributing staff, I don't think that's a reasonable expectation - the $3million was being spent on Broken Age (which was near completion), I don't see how that could suddenly be used to pay 12 other people. Most game dev companies have to lay people off as projects end or get cancelled, it's pretty standard, and DF had a pretty low turnover rate comparatively over the years.1 point
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I don't recall any 'firings' happening as part of development. What I do recall was a massive torrent of misinformation happening around the announcement that they'd be splitting the game into two parts. It also coincided with the whole g*mergate thing, so what happened was a ton of people trying to manufacture controversy around how Double Fine was managing funds, while the overwhelmingly most common response from backers was that they were happy for DF to take whatever approach they thought was best in order to make the game they wanted to make.1 point