Jump to content

Home

Leaderboard

Popular Content

Showing content with the highest reputation on 06/29/23 in all areas

  1. Ok, this thing may have existed for nine months already, but I haven't heard(le) anyone talking about it so it's time for that to change. Think of it as time spent gestating this thread before I unleashed it upon the world. You're welcome. It's Monkey Island Heardle, a loving tribute to the bought-by-Spotify-and-then-killed music guessing game Heardle, produced by our own Mintopia (formerly of #monkey-island on IRC and probably the forums, which is more than enough for us to be able to claim someone). I've played it at least three times and it's good! Good, but hard. Sure, I've heard that piece of music a thousand times, but I can I remember where? And what it might be called? No, but I can have 5 seconds of enjoyment in trying. So, feel free to use this thread to post your Monkey Island Heardle results, as a companion and possible replacement to the Mojole thread which will surely die once Remi inevitably gets cancelled. Today's effort from me: Monkey Island Heardle #281 πŸ”‡β¬›οΈβ¬›οΈβ¬›οΈβ¬›οΈβ¬›οΈβ¬›οΈ #MonkeyIslandHeardle Oh no. A failure.
    2 points
  2. Monkey Island Heardle #282 πŸ”ŠπŸŸ©β¬œοΈβ¬œοΈβ¬œοΈβ¬œοΈβ¬œοΈ #MonkeyIslandHeardle I've listened to Monkey Island 2 music far too much
    2 points
  3. I became fixated on Stan haggling last year. I think the current speedrun record went with: Walk away, reject 6 extras, offer 2000, offer 5000. BUT he could have gone with: Walk away, reject 6 extras, offer 5000. Of course, skipping that one click for the 2000 offer probably doesn't save much time. You could also: Reject 5 extras, offer 2000, offer 5000, offer 5000 again. That lets you avoid the "walking away" animation. I'm not sure if that would save time or not. Disclaimer: rejecting or accepting the first extra (porthole defoggers) is irrelevant because of a bug, but I imagine it's easier/faster to just reject everything. EDIT: The insult swordfighting stuff is fascinating. If you're playing Special Edition, Carla will never use "I've got a long, sharp lesson for you to learn today". So you'll never successfully use the "And I've got a little TIP for you, get the POINT" response against her. But these guys aren't on the Special Edition.
    2 points
  4. DREAMM 2.1b6 is now available: https://aarongiles.com/dreamm/beta This will be the last release for the next couple weeks, as I'll be busy with travel and other activities. Expect the next beta in mid-July! New in 2.1b6 ============ * Added warning when attempting to access Steam client rather than crashing * Fixed radio button behavior in Windows dialogs * Fixed music in GOG versions of Jedi Knight/Mysteries of the Sith * Fixed occasional crash when scanning with removable media present * Added support for Dark Forces control configuration (requires reinstall) * Added Outlaws option for bilinear filtering in Direct3D mode
    2 points
  5. Well, didn't join you TODAY, but can't wait to watch this one in particular. One bit I randomly stumbled upon because I did skip around a bit to give myself a teaser... Aric not being able to answer how the dialogue trees worked is totally fair, because indeed, the SCUMM tools, compilers etc. knew nothing about it. All of it was implemented for Last Crusade mostly (almost exclusively) using functionality that was there already in Zak McKracken and Maniac Mansion on PC - a lot of it was even there in Maniac Mansion C64, before the tools and language really became portable. The short version is: Dialogue lines are just verbs repurposed - Maniac Mansion could already clear the verbs and replace them with entirely new verbs placed anywhere on the screen (as far as I recall, that was only added after the C64 version). The intricacies of doing the setup were hidden inside a few scripts and macros (like Aric mentions), which made it look like "not verbs at all" - macros which pushed the existing verbs on a stack, cleared them, created new custom verbs, placed them on screen based on their number, and set up the actions each verb would trigger. This combined with using the existing case ... of (similar to the typical switch ... case statement) for the choices. But since macros allow literally adding to the syntax of the language, this turned into something like (EDIT: using the real syntax, since that's already visible in the VGHF interview with Ron Gilbert): start-dialog set-dialog 1 "I want to be a pirate!" set-dialog 2 "I want to be a fireman!" set-dialog 3 "I mean to kill you all!" ; "wait-for-dialog" is what replaced the "case" keyword - in practice it worked like built-in "wait" commands - ; allowed other scripts to run while waiting for the player to pick a dialogue line. wait-for-dialog { of dialog-1 { jump dialogue-about-three-trials } of dialog-2 { jump beat-it-kid } of dialog-3 { jump beat-it-kid } } dialog-about-three-trials: ; SCUMM code for this discussion beat-it-kid: ; SCUMM code for this discussion The wait-for-dialog macro, as mentioned, would wait for the player to pick a line - allowing other scripts to run in the meantime. When a verb was chosen, its number would be stored in a variable, choice. So, the end of the macro would just be case choice, leading into the following of dialog-1... lines. dialog-1, 2, 3... being constants also defined within the SCUMM scripts. So, the entire "system" was all done in SCUMM without needing to change the tooling. After that, it's basically "goto's" all the way down - and to my knowledge there was never any tooling to make it easier to follow complex dialogue trees. ETA: Of course, the jumps here could be replaced with the actual response being inside the of... clauses (and in this particular case, they were) - that's up to the SCUMMlet. But jumps back to the choices within a branch after a response was finished, or back to the initial dialog choices in the conversation, etc. - would be done using jump.
    2 points
  6. Sorry if I sounded flip/dismissive. Was really just asking if you'd tried that to toggle the state. The original games pretty universally used Ctrl-T to toggle between text/voice settings, and that shortcut works in DREAMM as well. I don't document it because it's outside the scope of the project (i.e., too much work, heh) to document original game keys/behaviors. 😁
    1 point
  7. Of course. Galactic Gallery (who are exhibiting most of his originals) posted a higher-res photo of it back then, which my current restoration is using.
    1 point
  8. @Laserschwert I know you follow Drew Struzan, so I'm sure you saw this: https://www.facebook.com/photo/?fbid=811214747030384&set=a.255811285904069
    1 point
  9. Wow, @anothercustardis living in the future! We don't get that problem with Mojole, thanks to the unique way it's implemented.
    1 point
  10. Saw it yesterday. No spoilers but overall had a good time. I did always have a worry leading up to the movie that this one, no matter how good it was, was inevitably going to feel β€œtacked on”. The first three movies were basically standalone and episodic. And the fourth, for all its faults, acted as a bookend for the series with the movies’ final scenes. And yeah, this one basically is an extension of the series without a huge amount of reason for being. In terms of visual effects and tone, the film works a lot better than Crystal Skull and better captures the spirit of Indiana Jones. It feels like the natural progression from the 80’s movies if they had more advanced CGI available. From a story point of view, however, it’s another Indy movie, and even Crystal Skull did more to further the main characters and world than this one (plus I did truthfully prefer the side characters in Crystal Skull as well. I think people are quick to forget that John Hurt, Jim Broadbent, Ray Winstone, etc. were all in that movie and did excellent jobs. I feel they get lost in the bashing of everything else!) Also it’s probably important to note that this is not Indiana Jones: Endgame, where every plot thread from earlier movies is paid off masterfully. It’s a movie in a series of relatively disconnected movies that just happens to be the last one. Treat it as a stand-alone movie and you’ll have a good time! I’d say of the three Lucas properties Disney has adapted, this one has fared the best overall (assuming this will indeed be the only movie like they’re promising). I was honestly enjoying the Star Wars revival a lot until The Rise of Skywalker, which lets the whole thing down for me. And Willow was just a dumpster fire with the occasional good moment buried in an avalanche of awfulness, and all things considered, honestly deserves to be buried. But yeah, Indy 5… good!
    1 point
  11. Which is why I simply refuse to learn anything from previous Mojoles!
    1 point
  12. Aha it works now, and I can finally post about a few older answers without spoiling.
    1 point
  13. As noted on the News page, the same channel that did the video I linked to in OP has done one for MI2: EDIT: ahh, this is the interview Ronzo was referring to when he dug out the LeChuck spawn code and posted it on his blog a while back (also reported on the News page at the time!): https://grumpygamer.com/speed_running_mi
    1 point
  14. "Ask, and you will receive, and your joy will be complete" - Thrik (or possibly Jesus)
    1 point
  15. Wow πŸ‘• I beat #MojoleXtreme #463 and all I got was this stupid t-shirt. 6/6 πŸ’›πŸ’›πŸ–€πŸ–€πŸ–€πŸ’› πŸ’›πŸ’›πŸ–€πŸ’›πŸ–€πŸ–€ πŸ’›πŸ–€πŸ–€πŸ–€πŸ’šπŸ’š πŸ’›πŸ–€πŸ–€πŸ’šπŸ’šπŸ’š πŸ–€πŸ’›πŸ’›πŸ’šπŸ’šπŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ (on desktop you can highlight the text you want to hide and click the "eyes" button. On mobile you have to use [ spoiler] tags [/ spoiler] without the spaces - unless the powers that be could add the spoiler button to the mobile view as well?)
    1 point
×
×
  • Create New...