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Is a MI2:SE possible at all?


Laserschwert

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Posted
But doesn't it go with the "half ass" joke picture?

 

i didn't mean that in the picture

in the picture "this is a half ass joke" i am talking about making guybrush like this

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Posted
Great!

 

BUT: You do realize that the low-res Guybrush is squashed, right? (the game was at 320x200, but stretched to a 4:3 resolution when displayed) If you use him as a guide you have to stretch him by 120% vertically. Other than that: Fantastic!

 

How's this? I stretched him 120%

qs3z8y.png

Posted
It would be the exact same if you stretch the original sprite.

Yeah, well, but the pixel do not really define CLEARLY where his chinline is placed... uhm... yeah. And no, I'm not making up excuses.

Posted

Laserschwert: Just a quick question: I played DOTT last night again and there is a pretty good reference for a perfect circle in it (a good way to see if your aspect ratio is off)

It's the hamster wheel generator screen.

So I did what I always do before playing: I hit FULLSCREEN and activated the 640x400->640x480 aspect ratio correction but now the hamster wheel was too thin! It only made a perfect circle when I didn't use the correction.

I played on a laptop with 1280x800 resolution so I think AR correction should be on, but still. It looked wrong.

So either the artists back in the day screwed up or something is wrong here.

Posted

But 320x200 is a 16:10 format (which should fill your 16:10 laptop at 1280x800). Back then though monitors were all 4:3... so 320x200 had to be stretched (technically to 320x240).

Posted

I thought it was backwards: The pixels on the screens were rectangular so 320x200 on an Amiga screen in 1990 looked like 320x240 on a 1:1 pixel screen of today.

So in order to get the correct aspect ratio I still have to activate the 640x400->640x480 correction. At least in the Monkey Island games I can definitely notice the characters being too fat without it. I just got curious when i noticed that DOTT looked wrong with it activated. Maybe i can get a screen up.

Posted

I'd just assume that they didn't think about the pixel aspect ratio when painting the backgrounds.

 

Or did they run with black bars back then? I honestly don't remember...

Posted

here is a quick screenshot comparison:

I checked this on a 1280x800 and 1920x1200 LCD. Both seem to have square pixel ARs 1:1

So it should be stretched to 640x480 but it just doesn't look right.

dottaspectratiomystery.jpg

Posted

Looks very good! For not an animator at least. :p No really, very nice work. Hopefully we will see something similar in action in a MI2: SE. :D

Posted
I think they' try a Maniac Mansion SE, Zak and Loom first and in the meantime start selling a new MI collection including the SE.

 

It's a bit like with Sierra VGA remakes from the early 90s.

 

There is already a deluxe wich is basicly there se. Check out the differences.

 

Maniac Mansion:

 

maniac-mansion-dungeon1.jpg

 

Maniac%

 

Maniac Mansion Deluxe:

 

maniac20mansion20deluxexa7.png

 

0_maniac_mansion_deluxe_01.JPG

Posted

It's the same way for The Dig, though. The moon in the introduction is oval shaped and the LucasArts logo is noticeably stretched vertically when using aspect ratio correction. I think at some point (perhaps DOTT?) LucasArts game designers decided that 320x200 was now a square-pixel 16:10 ratio with black bars on the top and bottom instead of a 4:3 non-square pixel aspect ratio.

Posted

CRTs monitors can stretch and squish the image vertically and horizontally. That's how. This was before LCD monitors were in wide-spread use. I actually still use a CRT monitor. I like my pixels sharp in whatever resolution I'm running in!

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