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Blondebeard

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Posts posted by Blondebeard

  1. 2 hours ago, Laserschwert said:

    Oh yeah, the separators were added in November... not sure if they help or hinder clarity. And obviously most games are still missing them.

     

    I haven't touched the CMI ad in ages. The current hurdles are a) matching the colors of all sources and b) somehow reconstructing the shoreline. Fun-fact: It was painted my Michael Köelsch, the artist who went on to paint the EfMI cover artwork.

    6OgcXWP.jpeg

     

    My sources are the French, English and German version of the ad:

    rZ7zgrM.jpeg

     


    This is awesome! For some reason I always thought it was from Bill Tiller, but now that you mention it, it does match the EMI box drawing style. Can’t wait to see the final result. 
     

    The image works very nicely as a profile banner.

  2.  

    2 hours ago, Udvarnoky said:

    Those pencil lines are such an elemental part of CMI's overall art style that it seems heretical to smooth them out. It's why I found Bill Tiller's proof of concept for a hi-def CMI a little threatening. Independently it looks lovely, but it doesn't really feel like CMI.

    You can find the high resolution version here. He actually created 2 versions. I prefer the dark one as it's more similar to the original. I kinda like it, it just takes a bit to get use to it.

  3.  

    2 hours ago, Rum Rogers said:

    As a matter of fact, all the Humongous games weren't pixel art. I think Ron made an exception with Thimbleweed Park as a nostalgic tribute, but his normal attitude is to embrace innovation imo.

    That is true, but I was I referring to proper point and click adventure games. Humongous Entertainment games were made for kids :)

     

    Ron also mentioned several times that if he were to make a new Monkey Island it would be a pixel art game. In addition the unannounced new game was originally intended to be a pixel art game (or so it seems based on the first job opening), hence my comment.

    • Like 1
  4. 20 hours ago, Jake said:

    If their animator request is to be taken literally, they’re using Spine, which is not a pixel art tool but is used for a hybrid of 2D animation and tween-style deformation of illustrations. It’s used by Size Five games (the latest Ben & Dan game for example) and can produce output similar to the animation in Broken Age. 
     

    I’ll be clear here that I’ve never used Spine and don’t know all the contexts in which it’s used, but it’s definitely a general purpose 2D animation tool. 

    Sounds like they changed their mind then. Looking at Spine examples I believe you are absolutely right as the tool would not work well for pixel art.

     

    I am quite happy Ron is now evolving his style instead of relying only on the old Pixel Art. Don’t take me wrong, I did enjoy Thimbleweed Park and I like Pixel Art but it is nice to see Ron trying something different.

  5. It seems they no longer mention pixel art like the first job opening but “2d illustrated”. 

    Quote

    “Terrible Toybox (the creator, developer, and publisher of Thimbleweed Park) is looking for an experienced, versatile full-time full-time background or environment artist to work on an unannounced 2D illustrated point-and-click adventure game.“

    I am curious to know if that means they are shifting art style. I would love to see cell shaded style coming out from Ron.

  6. 8 hours ago, Jake said:

    This looks great. Laserschwert I’m

    glad they used a colored MI logo as opposed to the foil - a colored logo goes better with Purcell’s art in my opinion. But it’s neither here nor there, this all looks nice and I’m sure it’ll look great in print. 

     

    Interesting to see a completely different view :) That’s why when I am designing something (not that I am good at it) I tend not to ask too many people as each person will answer something different. You can’t please everyone. However, when it comes to design I would take your word over mine as you are way more experienced on this topic.

     

    When I was younger (20 years ago?) I remember I used to annoy you a lot on ICQ asking about design, but you were quite pacient.

  7.  

    23 minutes ago, ATMachine said:

    I think that bit in the original game may be bugged in ScummVM - when I tried it I got an error message in the backend window about "can't play sound, too many ports".

     

    EDIT: is it a stock sound clip of a screaming woman? I think I remember hearing that among the sound effects in DOTT or Sam & Max Hit the Road also.

    That’s weird, it works fine for me. I tried in ScummVM and I got the women screaming. Not sure where the sound clip if from but it does sound like a stock sound.

  8. 1 minute ago, ATMachine said:

    Is there supposed to be a special sound, like a tiger roaring or something? Otherwise I have no idea what the jungle Easter Egg is. Unless you're just referring to the cannonballs disappearing into the foliage without a boom or splash.

    Yes, close enough, but not a tiger. It’s randomised so you need to try a couple of times.

  9. 3 hours ago, ATMachine said:

    Another thing I recall from the original game is that the complaining skeleton pirates have different voices, depending on whose boat your cannon shot is nearest to. That doesn't seem to be implemented here.

    Good catch! There’s actually 5 or 6 different voices (not just one per boat). Since I don’t show the subtitles I decided I didn’t need it. Also the logic they use is a bit complex. Besides being randomised is also based on the cannonball proximity to the boats.

    • Like 2
  10. Interesting, I actually didn’t know about the SHIFT+V short cut.
     

    Regarding the aforementioned secret Easter egg I only found it after I looked into the disassembly code. I checked the World of Monkey Island and it’s not there. I think I saw it before somewhere on the web, but I am not 100% sure.

  11.  

    2 hours ago, ThunderPeel2001 said:

    Obligatory attempt at flexing...

     

    Screenshot 2020-10-04 at 20.55.42.png

     

    That’s a really good score which means you already know that if you destroy 2 turrets will give you more points. You can get close to 400 if you get it in less than 30 seconds and only use 6 shots.

     

    The game also includes another small easter egg (also included on the original mini-game). Only one person found it so far but he did it by looking at the source code. It’s the kind of easter egg that only ATMachine would know. Besides these easter eggs, it also includes some other minor details like leaving holes on the fort. Most of the game should be a pretty good copy of the original with a few exceptions. For instance, the pirates don’t cheer as long as they do in the original game when you hit the fort, but I couldn’t be bothered to fix it.

     

    And the proudest moment of publishing the game was Jonathan Ackley sharing it on Facebook. He was most likely the one who did the coding of this part on the original game.

    • Like 2
  12. Also sharing mine. He actually sent me two versions: one just saying Monkey Island and the other with “The Legend of Monkey Island”.

    6870217E-32C0-4E94-8CD0-135FFA454C3A.gif4114D594-FDB3-4E5D-B05D-E37DBD0C3CC5.gif

     

    I believe the old SCUMM bar logo was also done by him which was also cool.

    8EC54F1C-FCA4-485C-A736-94CB0D10EA32.gif

     

    • Like 1
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