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Showing content with the highest reputation on 06/30/23 in all areas

  1. 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
  2. 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 🔇⬛️⬛️⬛️⬛️⬛️⬛️ #MonkeyIslandHeardle Oh no. A failure.
    1 point
  3. Monkey Island Heardle #282 🔊🟩⬜️⬜️⬜️⬜️⬜️ #MonkeyIslandHeardle
    1 point
  4. Oh yeah, I didn't take it as dismissive, it's all good I did briefly check the SoMI manual, but because the original game doesn't have voices, it doesn't have or list a button to toggle between text and voice. And if Ultimate Talkie added that toggle, I'd expect it to be listed in the readme, since it does list a lot of other keyboard shortcuts it adds. And i haven't played any of the voiced LucasArts games natively, always through ScummVM, so I didn't even know about the shortcut. So, in short and in conclusion, I should play more of the LucasArts Talkie games Thanks for the help! That's exactly why I want to use DREAMM actually, to play these games closer to how they originally played. ScummVM is amazing, but it's by design a recreation.
    1 point
  5. 👕 I beat #MojoleXtreme #465 and all I got was this stupid t-shirt. 5/6 🖤🖤🖤🖤🖤🖤 🖤🖤🖤🖤🖤💛 🖤🖤🖤🖤💛🖤 💛🖤🖤🖤🖤🖤 💚💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/ I want my money back
    1 point
  6. Mojo's review: https://mixnmojo.com/news/Mojo-reviews-Indiana-Jones-and-the-Dial-of-Destiny
    1 point
  7. I'm in Japan Standard Time - Tokyo!
    1 point
  8. 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
  9. 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.
    1 point
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