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Showing content with the highest reputation since 08/07/20 in Posts

  1. Hello everyone. I cannot not do Monkey Island art while waiting for ReMI, so I made this. Please enjoy. Marius
    20 points
  2. 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 Giles
    19 points
  3. A couple of last minute fixes, and I'm officially releasing DREAMM 1.0. DREAMM provides a simple way to run your original DOS or FM Towns SCUMM games on a modern Windows system with high fidelity to the originals. Download it here: https://aarongiles.com/dreamm/ At this point, DREAMM will run all the known DOS and FM Towns versions of the SCUMM games, along with the Windows-only The Curse of Monkey Island. This includes: Maniac Mansion (both low and high resolution versions) Zak McKracken & the Alien Mindbenders (both low and high resolution versions, plus FM Towns version) Indiana Jones and the Last Crusade: The Graphic Adventure (both EGA and VGA versions, plus FM Towns version) Loom (both EGA and VGA versions, including CD-ROM talkie, plus FM Towns version) The Secret of Monkey Island (both EGA and VGA versions, including CD-ROM music, plus FM Towns version) Monkey Island 2: LeChuck’s Revenge (including FM Towns version) Indiana Jones and the Fate of Atlantis (both floppy and CD-ROM talkie versions, plus FM Towns version) Day of the Tentacle (both floppy and CD-ROM talkie versions) Sam & Max Hit the Road (both floppy and CD-ROM talkie versions) Full Throttle (CD-ROM) The Dig (CD-ROM) The Curse of Monkey Island (CD-ROM) How Is DREAMM Different From ScummVM? ScummVM is a modern reinterpretation of the original SPUTM game engine. It has a modern(-ish) interface, and runs lots and lots of games, but its fidelity to the original games is limited to the accuracy of the reverse engineering efforts, combined with how closely the ScummVM developers choose to mimic precise behaviors and details. In general, it does an excellent job at this, but may not achieve 100% fidelity to the original code, due to the fact that it is not actually running the original code. DREAMM, on the other hand, runs the original SPUTM game engine code in an x86 emulator. This means that fidelity to the original depends largely on how accurately DREAMM emulates the well-documented x86 architecture. Further, it means that you get all the original “chrome” (such as the save/load screens) and behaviors of the original game. Finally, DREAMM provides a streamlined, simple user interface that is customized for running the SCUMM games. In the end, for most people, the two are probably equivalent for running most games. But if you’d like to experience the games closer to their original form, complete with original bugs and user interface, DREAMM might be closer to what you want. Try them both! How Is DREAMM Different From DOSBox? DOSBox is a generic DOS emulator, and has a lot of similarities to DREAMM in how it is constructed. Both DOSBox and DREAMM emulate an x86 machine and all attached peripherals, and offer a fake implementation of DOS to service requests from the games. But DREAMM takes this concept further by optimizing its experience and interface specifically around the SCUMM games. This means that mouse cursor control is integrated, video updates are done without tearing, and idle time is given back to your system. It also means that DREAMM will help you install your old games into its environment, and will handle all the configuration of video and sound devices. Finally, DREAMM has the advantage of including a miniature 32-bit Windows implementation as well that allows it to run The Curse of Monkey Island, plus a miniature FM Towns layer that allows it to run the original FM Towns versions of the games that were released for that system!
    16 points
  4. Hi all. I'm new to this site but just want to say how pleased I am to have found it. It's such a relief to find somewhere on the internet full of thoughtful, interesting discussion about the new game. I think I'm going to like it here.
    16 points
  5. I wanted my hand at EGA-palettised version of new Guybrush.
    15 points
  6. Man, reading this just made me feel impossibly old and sad. I cannot relate to this at all, and it just shows how much the world of gaming has changed in the last twenty years or so. When I grew up it was normal for games to receive changes. All of the early LucasArts games were changed multiple times. Maniac Mansion and Zak McKracken were both replaced, during their original lifespan, by different versions. Loom has more versions than I can even count without a reference. The Secret of Monkey Island was released in EGA, then a few months later a VGA version came out with completely new art assets throughout. They released the same game on CD a few years later and made changes to it. They made a further edition of it in 2009 which had further changes. None of this was considered sinister or oppressive. It was a company taking an existing product and trying to give new buyers a reason to purchase it. I guess we all have one specific version of a game that is the one we played first. That's the "correct" one in our own little subjective world. For me and Monkey Island, it's the EGA PC version with the internal speaker soundtrack. That's not the "best" version or the "canonical" version or any of that guff, it's just the one I experienced first, it's the one I'm nostalgic for. The existence of all those other versions doesn't invalidate it. If I want to revisit it, I can revisit it. But that EGA version I played also had an adlib soundtrack that I didn't get to hear the first time I played it. I heard that music later, and it's objectively "better" than the PC speaker equivalent. I enjoy that version of the theme music too. If we're going to talk about re-releasing old games then it's important to ask the question of whether the company should cater to me. There's an EGA version of this game with a PC speaker soundtrack, so surely it's no real work or effort on their part to add a toggle for those modes, is there? Well, setting aside the obvious fallacy that anything in game development is "easy" or involves "no real work", why should those modes necessarily be supported? Is the objective of a re-release to simply emulate the original? Which version of Monkey Island 1 is the original in this scenario, anyway? I mean, EGA was released first, but LucasArts themselves replaced it with a VGA version. So which one is the "original"? If you first played the VGA version, you might make the argument that the VGA version is "obviously better" because it has more colours. But that's a subjective opinion! The simple reality is that the game I'm nostalgic for still exists. I can still play it. I don't need them to re-release it, I already own it. And where does the nostalgia end? Is it still true to the original experience if I don't have to type DOS prompts in to start the game? Is it really the same without the copy protection? My opinion is that the objective of a re-release should be to bring something new or to update the art and the music in a way that might appeal to gamers who weren't lucky enough to be there the first time around. It's never to "replace the original". Fans of the original version(s) might love a re-release or they might hate it, but so what? You said yourself that Skunkape has done a "fantastic" job "on a technical level". Skunkape has also made the original versions of the games available. If this isn't enough for you, I wonder what is? It almost sounds like what you want is a version of the game that keeps the graphical improvements, because you've deemed those to be acceptable, but that also lets you choose which other aspects of the game are "original" or "updated". That's fine if that's what you want, but let's not pretend that's an objective desire for "the original". That's what YOU want. And again, it's okay to want that. But why do you expect to find it in anything except your original version that you fell in love with? I guess the above is the part that makes me feel so old. The part that makes me feel sad is the words you use here. "Backlash, less sales, an army of trolls review bombing and warning people". This is INSANITY. It's a video game. The people who made it are real human beings with feelings just like the rest of us, and I'm fairly sure they are doing this as a labour of love, a genuine good faith effort to re-release an old game to a new community, and they want everyone to be free to enjoy it in the most inclusive way possible. How are these things seen as negative? Some of the other things you have said allude to the problems in this discourse. "The Voodoo Lady's voice actor is a white lady in that game so she obviously has to go." "people calling each other racists or nazis in the community just because some people happen to prefer the old voice actor". These are not rational video game points of discussion. It's just a sad reflection on how successful the white supremacist propagandists have been in the last ten years. I'm not saying this about you, here, I just mean broadly across society. I think a lot of kids get introduced to concepts like this by extremely malicious individuals with a nihilistic bent who enjoy watching good people start to spout divisive rhetoric, because they've found a way to sell these concepts that is prima facie reasonable. Of course, it doesn't hold up to any real scrutiny. But this isn't the place for that debate, and if anyone tries to take it there they can expect to find this discussion diverted back on track quite sharply. We're all tired of these arguments. You said it yourself - "I saw that once, it was really stupid, I'd rather not watch the rerun thank you very much." I honestly think that this kind of comment is something people only really say when they're immune from the real-world negative consequences. When they are so hard-up for actual oppression, so far away from being a victim, that the only place they can find it is in a video game. I'm not trying to say anything bad about you, this isn't personal. Like I said, I'm just old, and I'm really, really sad.
    15 points
  7. Playing around with ESRGAN a bit, I noticed how cleanly the HTR backgrounds could be upscaled, so I went the extra mile and added stuff like paper textures and brush strokes to them. The results could almost pass for scans of original background paintings (or remastered backgrounds), even though you can also see the limits of this technique on smaller details and stuff that's been meticulously pixeled in (especially text). Still, with a bit of manual work on each background, these could probably work as "Special Edition" backgrounds. A few samples (Note: These aren't aspect ratio-corrected yet):
    13 points
  8. Sorry I'm late! Y'all are some crazy bastards. Some beautiful, crazy bastards. Love this thread. Which I have spent half of today reading. (Well... skimming. And sometimes reading. There's a lot.) Mostly jumping in at the moment to send apologies for not responding to the request for VO for the stump joke. I'm usually pretty good about answering people, so the most likely scenario is that I either first got it on the run and totally forgot to respond, or it fell into the gap when Facebook and Instagram started filtering craptons of incoming messages into a "message requests" folder that I had no idea existed. When I finally found those, some of them were literally years old. Either way, I suck. Copious apologies. Though performing Guybrush in an unofficial capacity probably isn't something I could have done anyway, so no harm done. Except for the non-responsive rudeness Anyway, do carry on. Please keep being awesome. There are, like, twenty threads in here I'd love to revive but I don't want to sow chaos. (Not yet.) -Dom
    13 points
  9. The new game absolutely has to be pixel art and if it's not it will be totally ruined! Oh no, wait... The new art looks really cool and is making me even more excited to play the game. Now that's a plot twist I wasn't expecting considering what a nostalgia-loving-change-o-phobe I am In other news... I've never been keen on Escape but your comments have made me look forward to playing it again and being open to enjoying it even more this time! Also, hello everyone I'm new and I've just read through this whole thread. Right, back to your interesting discussions.
    12 points
  10. 12 points
  11. Not to resurrect a contentious issue that appears to have died down, but imma just say that I wouldn't get too hung up on trying to precisely nail down numbering/timeline/etc. I think it is elegantly handled.
    12 points
  12. Turns out, guy posted two unfinished Full Throttle 2 cutscenes back in January and no one noticed Spoilers for a cancelled game Intro: Cutscene:
    12 points
  13. One of my pandemic efforts. I had a really good surge of creative energy back in 2020. But, alas, didn't finish much. Back when I showed it around, one of the most common comments was "That's not Guybrush Threepwood!". I mean, I can't taylor the outcome that much to what's in my brain, but this one is coming pretty close to how I imagined high res Guybrush in the original The Secret of Monkey Island. Hope you guys like it ... ... because I have tons of that stuff back from 2020, especially Swordmaster sketches ... I have so, so many Swordmaster sketches ...
    12 points
  14. Hey all, thanks for giving DREAMM and try and for the great feedback so far! I've just released a new beta (1.0b3). Give it a play and let me know if it fixes any issues you encountered. Changes: • Added Hercules mode support for Maniac/Zak/SoMI. • Add integral scaling (Alt+I), on by default, which only stretches game screens horizontally by integral amounts. • Improved scaling logic to support 3x and 4x scaling in software to reduce jaggies and improve smoothness. • Improve overall smoothness of video updates. • The most recent configuration settings are now used for new games. • Report missing EXE files even when running from the command line. • Fix problems locating munt DLL when running from the frontend. • Fix long hangs/crashes in Sam & Max CD version. • Fix mouse wrapping at far edges of the screen. • Fix Unicode error when asking if you want to remove an entry. New beta here (it's linked above but links are pretty subtle here): https://aarongiles.com/dreamm/
    12 points
  15. It's finished, but since Limited Run Games are using it somewhere in their Collector's Edition (probably the book), I'll hold it off for now. Once pre-orders are through, I'll add it to the thread. I've cleaned it up quite a bit and extended it with all the sources I could find:
    12 points
  16. Yeeting Guybrush will be the title of my memoirs.
    11 points
  17. Since the announcement of Return to Monkey Island I worked on the Monkey Island 2 Flash Film!! I just announced it with a little trailer, and will release the whole movie on monday.
    11 points
  18. Just a little heads up: The UK magazine Retro Gamer interviewed me for their latest issue, so be sure to check it out!
    11 points
  19. Thanks to a VERY generous collector, more stuff is in the works. Behold:
    11 points
  20. So, thanks to Laserschwert's wonderful efforts, I decided to print the poster art for the first two Monkey Island games and have them framed in old, piratey-looking frames I found in thrift-shops. This is the result:
    11 points
  21. Boy, it sure is good that there's a new Monkey Island game by Ron Gilbert and Dave Grossman coming out. Golly gee
    10 points
  22. Thank you so much for sharing this!! I also hope the kids move on to shouting "Spit on the candle!" soon. And thanks everyone for reacting to my last post. Generally I know that I am not responsible for their behaviour, and don't need to feel a burden to "convince them to change their minds" bla bla. Right now, I chose not to remove those comments, since they are only few, and they are not blatantly rude... ... ... Hmm, but to be honest, I mostly don't throw them out because I still suffer from worrying what others think, and my head spirals into the thought of them noticing how I remove their comments and eventually I get flooded by more angry comments about censorship... You know, the kind of overthinking fear. But it's ok, like I said, I don't feel pressure to do anything right now. Also, I downvoted their comments, which I am seriously proud of, because even that took a bit of courage. Anyway. What I wanted to say is: Thank you for this platform here, where I can just share my feelings and feel heard. That alone makes my day much better. Also, while the views are steadily rising, these comments are still in the minority. So, all is great right now.
    10 points
  23. Oh, gads, no, that would never happen. This baby's coming and ain't nothing stopping it Now, if we're talking about any potential for Ron's future involvement or the likelihood of other things happening with Monkey Island after RMI... that's a completely different story, and that DOES concern me. But I'd be a lot more worried if this game weren't so stinking good. I don't want to set myself up for disappointment, but I have a hunch the reaction is going to be magnificent to behold.
    10 points
  24. He's, uh... heh... also in his mid-40s these days, which might have as much to do with it as anything
    10 points
  25. Distracting Monkey fans from the lack of trailers with a little animation would make me really happy. I can't wait for you all to see it, I put a ton of love into it. It's decades of my Monkey Island passion compressed into 5+ minutes.
    10 points
  26. Oh yeah, the original menu is there too! I still have to implement the thumbnails, but other than that I managed to get every remaining feature to work as expected.
    10 points
  27. Throwing my hat into the Elaine discussion, while I have loved every single one of her appearances, I always enjoyed her character the most when her being a competent badass also did not take too much away from LeChuck's credibility as a legitimate threat. While the end of Secret was great because it took what was the typical damsel in distress trope and turned it on its head, it also made LeChuck look like a buffoon, which perhaps was the point. That being said, I think the real payoff was LeChuck's character in the sequel; the fact that not only does he not seem to care about Elaine, but the fact that he doesn't even mention or reference her, not even indirectly, once is actually really disturbing. There is something so disturbing and personal going on just beneath the surface of LeChuck's Revenge, that the ending truly feels earned. LeChuck being Guybrush's brother always felt more than just a blatant Star Wars ripoff, because of the personal nature their battle became during the course of that game. Going back to Elaine though, I think I loved her portrayal in Tales the most because of how it weighed her intelligence and resourcefulness against LeChuck's malice, and Guybrush's effectiveness as the protagonist, a little more evenly. While Elaine was always still partially two steps ahead, I always found it made sense that she would never believe a human LeChuck was good because she also knew him before he became undead; he was evil even back then. Despite that though, LeChuck still gained the upper hand and we later learn it partially had to do with a voodoo trust charm he was using. It was oddly satisfying to see LeChuck become such a credible threat to the point that the entire world and the afterlife were at stake by the end. Tales did so much right from a story and character perspective in my opinion, but I truly loved what it also did for LeChuck as a villain. It showed his ambitions extended far beyond Elaine and revenge; he also wanted power, riches, and to conquer everything. He was just despicable in the last chapter of that game. How he so overtly abused Elaine just showed his obsession for her was nothing more than an extension of his need to control everything and everyone he lusts for. I loved the crazy escalation in Tales; the stakes have never been so high to the point that everything was burning and LeChuck was even taking over the spiritual dimension. It made perfect sense that Elaine just by herself couldn't stop him. She was far from helpless, but it took everyone in the end to finally take down LeChuck. I found that a perfect balance for everyone's character. The fact that Dave helmed the project with Ron's input really validated it for me. Sorry, that was a little bit of a tangent for my love of Tales. Going to Elaine's relationship with Guybrush, it actually always made a lot of sense to me. I think to call Guybrush just a dork misses the entire point of his character. Yes, he's a dork but he also has a razor sharp wit that enables him to overcome impossible odds. Him managing to infiltrate Elaine's mansion and go toe-to-toe with a disguised LeChuck probably really made him stand out to Elaine, along with the mutual physical attraction. One of the reasons Guybrush is such a great character is that when he does have a moment of badass, it's so disarming and satisfying. Maybe that's what Elaine sees in him lol.
    10 points
  28. I made a fanimation of @Marius's video!
    10 points
  29. 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.
    10 points
  30. Didn't develop the idea any further than this ... maybe I should have.
    10 points
  31. After a bit more tinkering, I've replaced my old version of the Edison painting with a much more detailed one. To whoever wants to put this beauty up on their walls, enjoy! EDIT: I couldn't fully let it go yet, and added a few more oil paint strokes to the image. Now it's as beautiful as these people can get.
    10 points
  32. Hi guys, title says it all. I just came from the cancer that is the steam forums and if anything it just made me appreciate this community so much more. Thank you for all the things that all of you do to keep the presence up during even the down times. Thank you for years of content. Thank you for giving me endless hrs of content to read for so many years. Thank you just for so much. Yeah okay I clearly have been on a nostalgia trip which has led to my resurgence and posting way too much on everything, this time is different though as its a nostalgia for this community and what its been over the years. I promise my next post will be less gushy and more directly game related, sorry about that. I think I just really missed this. not that it went anywhere I'm glad life finally brought me back to it. Oh and if anyone knows contact info for Freddie @ lucasartsmuseum can you fire him a message to approve my account all my old collection threads died with the old vbulletin software and I really need to fix and update that
    10 points
  33. I guess one of the bigger things I did (literally) was using some machine learning models (via ESRGAN) to upscale all the CoMI backgrounds to 4x their size. All backgrounds can be found HERE, while I've posted several comparisons to the originals HERE. This is more of a proof of concept, because currently there's no way to use these inside the game (via ScummVM), plus all the sprites would need to be upscaled as well, which would be an enormous task on its own. Maybe I'll combine these with an offspring of the poster thread, in case someone wants to hang CoMI's backgrounds on their wall. And in the same vein I've also used ESRGAN (and further manual work) to clean-up and upscale the CoMI intro to HD resolution (while rebuilding the logo and credits): A side-by-side with the original cutscene can be found here:
    10 points
  34. As the guy who did the header image for that article, I think ReMI looks great! Its art feels very much like work of an accomplished and technically competent artist going for a particular style (and it is - looking at Rex Crowle's previous works they're jawdroppingly good. Knights and Bikes in particular, you can really tell it was his passion project). No one's wrong to dislike it or disagree with it stylistically, but half the fun in appreciating art is engaging with stuff you don't like, wouldn't you agree
    9 points
  35. Howdy, fellow Monkey Island fans! I've been lurking this thread since page one and have thoroughly enjoyed all the discussion and speculation. Thanks for the fun. I just want to say that I am so unbelievably happy that we are getting another Monkey Island game. I've grown up with the series and they're my comfort games. I'm preaching to the choir here, but there's something so incredibly enchanting about every single aspect -- the writing, the voice acting, the music, the locations... I plan to retire to Plunder Island. I'm currently working my way back through the games (for the umpteenth time) and they never get old. There's always something new to discover or appreciate. I love them all. Yes, even Escape! And the fact that we're getting another entry in the series? Helmed by some of the original creators? It's honestly a dream come true. My heart was literally racing when I saw the announcement. I never thought this would happen. I cannot wait to play Return. It's a shining light in a maddening world. It makes me so sad to see that Ron isn't going to post about the game anymore and that he and the team are being personally attacked. What an ugly situation. I don't think anything is perfect, and there will be things I like and dislike about Return (hopefully much more to like!), but there's a way to kindly express your opinions. Or to just... not. Some things you can keep to yourself and/or not direct at the people creating the game. It reminds me of the pathetic 'outrage' following the Sam & Max remaster. Anyway, I'm just another internet rando, but if any of the team happen to read this, know that I appreciate all your hard work, I'm so excited to play Return, and thank you for keeping Monkey Island alive. Please don't let the vitriolic vocal minority get to you (easier said than done, I know). My life is greatly enriched because of the series and you are responsible for hours upon hours of joy. And now back to lurking!
    9 points
  36. What more could you want, man?
    9 points
  37. Oh, I knew exactly what I was doing, and it didn't take a voice director to guide me I mean, cheap, fun, dumb, goofy, sleazy, whatever. Take it up with whoever wrote the line. But as an actor, there's only one way to read that line responsibly.
    9 points
  38. That would be me To be fair I didn’t come up with most of them. I asked for help on Twitter and people sent a lot of suggestions, but most of those are actually suggested by people that commented on the YouTube videos.
    9 points
  39. TEH HUEG NEWS There's a galley, and a ship, and a lamp, and a soup, perhaps even a vichyssoise, and and and ... a Guybrush! Seriously folks, interactive lighting effects in a Monkey Island game, I feel good about this. Might help Mr. Brush to reveal all those pirate symbols on that dozen islands that we're going to visit. Also! Dave tweeted that roughly half are Dominic's lines, and of course hilarity ensued. So, 8,357 dialog lines in CMI, and about 5,000 of those were LeChuck explaining his evil plan. Sounds better and better for Return to Monkey Island.
    9 points
  40. I always forget there is this special perspective, and I LOVE it. It's one of these many elements of SoMI that feel handcrafted. Aah, it's hard for me to explain... As a developer, I look at this and think "Today, someone would say we can't produce this room. It's too expensive for for just that. Either have more top-down rooms or change the perspective so we can re-use the standard sprites.". In the Unpopular Opinions thread it was mentioned that the parts after Mêlée Island are kind of "less" than what's going on in Part 1, but the vibe this specific room gives me is the reason I find the whole game exciting. The "emptyness" on Monkey Island doesn't feel like "less developer work", but actually like a relatively empty and lonely place. Aah! I love SoMI so much
    9 points
  41. 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.
    9 points
  42. I posted this sketch before but thought I'd share it here too. I tried to predict what Guybrush would look like based on Rex's previous art. I'm probably way off, but fun to guess.
    9 points
  43. During my lunch break i thought i do some quick sketches on how I think Guybrush might look in Return. Sorry they are pretty rough looking.
    9 points
  44. Hi there, Long time Lurker checking in. Firstly major respect to Laserschwert, thank you for your perseverance and especially thank you for the work on the new Monkey Island posters, it's literally made a dream come true! How can I buy you a beer? The talk about the background maps on S&M made me want to try and use my google-fu and I think I may have found something, at least the publisher, if not the year of the map used. I think it's from a Gousha Interstate Road Atlas. Now I can only see the first couple of pages on an Archive.org version (it's some silly PDF rental thing!?); but looking at the fonts, colours of lettering, the highway number logos etc I'm pretty convinced it's probably the source. WDYT? Crumb
    9 points
  45. I've worked it out:
    9 points
  46. (Putting the CMI art in there made me further realise how good this new art actually is. The details are just so exquisite.)
    9 points
  47. I’m expecting ReMI to not only fail to concretely clarify anything about the deeper lore of MI1&2, but actually make it even more ambiguous, driving fans mad for another 30 years. The mystery and feeling of there being something else there that you can’t quite grasp is such a fundamental part of the original two games’ atmosphere that I think a spiritual sequel to them would be robbing both those and itself if it gave everything up and tried to play the explain game. I will thoroughly enjoy a ReMI that continues to play with those themes in a non-commital manner, rather than trying to make literal sense of them like Curse. Creating ambiguity around what has and hasn’t happened canonically in the series will only enhance this wonderful effect.
    9 points
  48. Hi! Some of you may know the ScummTR, ScummRP, ScummFont and FontXY tools. They were created almost 20 years ago, in order to let people make their own (re)translations of most LucasArts SCUMM games. The Ultimate Talkie Edition used this set of tools, for example. Oh, they can also be used to read the complete script of the games, in order to make sure that you didn't miss a joke. Or maybe just to fix a typo. Or translate it to a language that LucasArts never provided. I also remember someone using it to do his marriage proposal by revisiting that dialogue between Guybrush and Elaine on the Mêlée docks… Anyway, here's a good news: its original author, Thomas Combeleran, kindly gave me access to the original source code, and accepted my suggestion of making these tools open-source, now. Thanks to him! So here's a new release, after many many years: https://github.com/dwatteau/scummtr/releases There's still the same tools (with their known limitations, such as very limited support for non-Western-European languages), but I they're now available on Mac, Linux, and even DOS! I fixed a couple of bugs, too. I've also set up a FAQ, and added some manuals. More documentation and howtos to come. I've been using these tools for many years, and I think that what people want the most, is some proper documentation. So I'm working on improving this, too. Note that I'm just a maintainer and an old user of the ScummTR tools, most of all. So, I'm not a developper, and as such, I won't be able to make all your dreams come true. But since the code is now publicly available, contributors are definitively welcome!
    9 points
  49. Thanks to the AMAZING contribution by @kiddomanteca we now have a high quality scan of the MI2 poster from "The One" magazine. This is by far the highest quality version we have of the artwork (brush strokes and canvas texture included), and after cleaning it up, I'll try to use some AI trickery to add the missing parts to this scan to create a textless version of it as well. Behold this incredible beauty:
    9 points
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