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Showing content with the highest reputation on 08/16/23 in all areas

  1. Let’s see those single greens roll in! Monkey Island Heardle #329 🔊🟩⬜️⬜️⬜️⬜️⬜️ #MonkeyIslandHeardle
    2 points
  2. Monkey Island Heardle #329 🔊🟩⬜️⬜️⬜️⬜️⬜️ #MonkeyIslandHeardle Aaah, I can stop playing this game now.
    1 point
  3. Another quick example today - not 100% annotated, some scripts and verbs are still unnamed. But to show the flexibility of SCUMM, here's the "logo" room from Last Crusade. This room, like in many of the other games, also contains the boot script as well as the global scripts that handle input, default responses, global scripts for room entry/exit etc. (And yeah, the script from the intro cutscene is also there, even if it takes place in the college halls). It's these scripts that allow a game like Loom to have a completely different interface. The SCUMM sentence building interface with verbs and inventory isn't a SCUMM feature as such - it's implemented *in* SCUMM. The setup concepts in this boot script would pretty much be the same all the way up to CMI. The scripts ending in "build-sentence" are the ones that handle key presses, clicking on verbs or the rest of the screen etc. - in different contexts. The term "verb" in SCUMM has two different meanings, and both meanings are not necessarily what you'd think: In their "visual" meaning, verbs are just text or graphics on screen that can (mostly) be clicked. This means that the inventory items are also "verbs" - as are the arrows to scroll through the inventory, and the sentence line itself. And - as discussed earlier - the dialog choices. In their "non-visual" meaning, verbs are scripts that are owned by a specific game object. They may (and often do) contain scripts that respond to a specific verb used on an object ("open door"). But they can be anything relating to that object. Which is why the choice of inventory icon for objects in later games is also chosen by implementing a verb on the object. Another "verb" sets the "quick-verb" - the verb that's used when right-clicking an object. Verb scripts are also used to define the response when the actor cannot reach an object. Etc. In a way, they allow simple "object oriented programming". The important thing is that they're not restricted to being responses to open/close/talk etc. https://scumm.jither.net/?Jither/036e506282f14a7932d85808e13c7fcc Note that the boot script has a few "special" string assignments for the save/load dialog and error messages. These use string format tokens (%c etc.) that don't follow the standard SCUMM syntax of %token%. I've finally updated the syntax highlighting to support this special case. So if much of the script just displays grey text (because it thinks a string token never ends), clear your cache and reload it. 🙂
    1 point
  4. If you're still in Florence, you can actually see Michelangelo's Dawn for yourself, since it's in the Medici Chapel there. For my money it's not Michelangelo's finest work by a long shot - his knowledge of female anatomy was evidently much less detailed (and probably less personal) than his familiarity with the intricacies of the male body.
    1 point
  5. Pretty sure it's a "made up" sculpture. Douglas Crockford famously wrote that while making the NES version, they claimed to Nintendo that it was a Michelangelo. Michelangelo only made a couple of female nudes, and they got lucky, and one of them (Dawn) looks somewhat like it. If you squint your eyes and turn your head 30 degrees. And you're partially blind. According to Crockford, it was Winnick who looked through an art book to find the Michelangelo "reference". Surely Winnick would have known if it was originally based on a closer reference. 🙂 (It was still removed from the NES version).
    1 point
  6. Guybrush's back! Monkey Island 8 confirmed
    1 point
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