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Curse of Monkey Island (Classic Edition)


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  • 2 weeks later...
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Posted

yeah i am just taking some time to tweak what i already have done on the current version

i am planning on making the updates monthly or bi-monthly so i'm not killing myself on releasing updates

i am also starting on the outside of the ship background.

  • 2 weeks later...
  • 1 month later...
Posted

I think this game looks very interesting. If you manage to put the entire game together, I'd very much enjoy playing it through! Hope you can get some more help when the demo is finished!

 

best of luck!

 

:thmbup1:

Posted

i have just gotten a little sidetracked with other things

i am still working on it

just not as vigorously as i was before

but i am still planning on getting the demo done and then trying to get some serious help to finish out the entire game

Posted

Good to hear that the project is still going. By the way, if you're looking for some assistance with this project, then might I suggest creating a thread for it over at the Telltale Forums? There's usually a little more action over there than here.

Posted
I'd advise against posting such a copyright infringing product on a real game developer's forum. They usually frown on that sort of thing.

 

Ooh, come to think of it, yeah, that's a good point. I remember a similar project to this was closed down immediately after it was posted in the TTG forums. It was like this project, but it was a 2D, 'old-school' version of Launch of the Screaming Narwhal.

Posted

I spent the last half hour reading all the posts in this thread and this is pure win. I just wish I would have played the original CMI more than 4 times....and I still owned it.

  • 2 weeks later...
Posted

One method you can use to get that MI2 background feel is 'Posterizing' the CMI backgrounds, then adjusting the colours to give it a more saturated, painted feel. It's not perfect, but it's pretty easy to accomplish.

 

For example:

 

scummbarcmipost.jpg

Posted
One method you can use to get that MI2 background feel is 'Posterizing' the CMI backgrounds, then adjusting the colours to give it a more saturated, painted feel. It's not perfect, but it's pretty easy to accomplish.

 

For example:

 

scummbarcmipost.jpg

 

For one thing, that would require either stretching or cropping, and that wouldn't look quite right; and Lucasarts probably wouldn't be too happy with us if we just used their original backgrounds.

Plus, it gives a better feeling of accomplishment to do it ourselves, but I'm not sure how much I speak for everybody else when I say that. Or for myself, for that matter, considering how little I've actually done. I should probably get to those music arrangements...

Posted
For one thing, that would require either stretching or cropping, and that wouldn't look quite right; and Lucasarts probably wouldn't be too happy with us if we just used their original backgrounds.

Plus, it gives a better feeling of accomplishment to do it ourselves, but I'm not sure how much I speak for everybody else when I say that. Or for myself, for that matter, considering how little I've actually done. I should probably get to those music arrangements...

 

Absolutely, it's totally a question of whether the group wants to redraw the backgrounds, or just focus on recreating the game in a SCUMM interface. Cropping the backgrounds wouldn't really be an issue, since more SCUMM games incorporated scrolling backgrounds that were larger than the viewable window.

 

Although, I'm not sure the biggest concern with this project is whether Lucasarts would be mad about cropping their background art. (The Guybrush sprites I've seen are combinations of their existing artwork anyway.) If they're going to say no to this project, it'll be at an intellectual property level, not a 'draw your own scumm bar' level.

Posted

Scaling the original artwork was already brought up, but the whole point was to make it feel like classic SCUMM. That includes art style. The exaggerated cartoon look, for instance, is one of the things I'd like to see go in a remake like this.

Posted

 

Although, I'm not sure the biggest concern with this project is whether Lucasarts would be mad about cropping their background art. (The Guybrush sprites I've seen are combinations of their existing artwork anyway.) If they're going to say no to this project, it'll be at an intellectual property level, not a 'draw your own scumm bar' level.

 

I didn't say that they would be mad about cropping their background art, I said they would be mad if we used their background art. Anyway, the easiest way to avoid potential C&Ding is if we do everything for ourselves. Background art, sprites, music, all that stuff.

  • 2 weeks later...
Posted

Okay i know that it has been a really long time since an update

but i finally got to a point where i feel comfortable with what i have accomplished to upload it

so here you go

version 0.0.1

there are several aesthetic changes and a new room

as of now murry and the skeletal arm are automatically outside the ship

because there is no cannon game

but i plan on incorporating it into the next version

which i hope will be out sooner than the last one

gemme some feedback

http://www.mediafire.com/?nw3sjkozcyevrsv

 

the screen and list of changes are on the first post

here

Posted

Ooh! A new screen, awesome! I'm going to download now, even if it is 11:00 at night :).

 

Edit: Well, after playing, I can honestly say that it was worth the slightly longer wait. The exterior of the ship looks nice, you've done a great job of Murray, and there are some good little pieces of dialogue that weren't in the original game. Only a couple of little niggles, though:

 

- 'Guards' is still spelled 'gaurds'

- After going outside, and then coming back in, Wally is standing up again. I'm guessing this wasn't intentional?

 

Apart from these, I have nothing bad to say. Great job and keep up the good work.

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