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Old 06-03-2010, 04:14 PM   #201
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yeah awesome!
thanx
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Old 06-15-2010, 02:03 PM   #202
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Hey boy, any news?
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Old 06-15-2010, 03:28 PM   #203
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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.
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Old 06-16-2010, 01:15 PM   #204
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It looks good, although make sure to proofread it as you go along (I've already seen one typo in "gaurds").
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Old 06-16-2010, 03:23 PM   #205
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Here's the rod and hook combination if you still need it.


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Old 06-18-2010, 09:09 AM   #206
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just updated to a newer version
here is the link
http://www.mediafire.com/?tmmyzykjdjv

Last edited by Jackpumpkinhead; 06-22-2010 at 10:25 AM.
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Old 07-02-2010, 04:50 PM   #207
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Just thought I would give a quick update to everyone, I should have a new version done soon!
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Old 08-05-2010, 10:51 AM   #208
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Just thought I would give a quick update to everyone, I should have a new version done soon!
So, soon as in when?
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Old 08-06-2010, 07:19 AM   #209
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I have a MT-32, which we could use to make MT-32 MIDIs, for the true 'old-school' feel. Plus if you get it to work natively in DOS, that would be great!


Currently got (complete in original Big-box format)
  • Maniac Mansion (seperate from DOTT)
  • Battle of Britain: Their Finest Hour (Want to sell, PM me)
  • Indiana Jones and the Last Crusade
  • MI1 VGA
  • MI2
  • Indiana Jones and the Fate of Atlantis
  • Sam and Max Hit The Road
  • CMI
  • EMI
  • Grim Fandango
  • Full Throttle
  • The Dig
To Get
  • Zak McKraken
  • DOTT
  • Loom
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Old 08-06-2010, 07:40 AM   #210
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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!

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Old 08-09-2010, 10:00 AM   #211
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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
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Old 08-09-2010, 10:27 AM   #212
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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.
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Old 08-09-2010, 11:05 AM   #213
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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.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 08-09-2010, 11:09 AM   #214
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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.
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Old 08-09-2010, 01:24 PM   #215
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Best keep these things on a fan forum, not a developer forum.
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Old 08-10-2010, 02:14 PM   #216
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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.


You wouldn't believe how many calls I get about that &#%^ing stump
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Old 08-19-2010, 12:30 AM   #217
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possible background technique

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:

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Old 08-19-2010, 01:56 AM   #218
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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:

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...

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Old 08-19-2010, 02:19 AM   #219
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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.
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Old 08-19-2010, 09:17 AM   #220
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No cannon game?


Regards,
Atle Ragnar Jarnæs Lerøy | Gamedeveloper

Runestone Entertainment

Stay tuned. Soon Launched.
Roger Foodbelly -.- Official Site
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Old 08-19-2010, 09:54 AM   #221
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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.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 08-19-2010, 07:54 PM   #222
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Originally Posted by brushfe View Post

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.

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Old 08-30-2010, 10:18 AM   #223
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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

Last edited by Jackpumpkinhead; 08-30-2010 at 10:23 AM.
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Old 08-30-2010, 11:05 AM   #224
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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.

Last edited by HaydenWCE; 08-30-2010 at 11:22 AM.
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Old 08-30-2010, 09:15 PM   #225
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Ooh, an update!

/Plays


:: Rose ::
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Old 08-31-2010, 12:59 AM   #226
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I'm currently working on some music for the demo. I've started with the theme song, but if you'd rather I wait to finish that and work on the room music, I could do that instead. I just figured I could start with the theme because I already know it pretty well, and can finish it fairly quickly, but I could switch to doing the music in the opening scene, and get back to the theme later.
What do you think I should do first?

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Old 08-31-2010, 10:04 AM   #227
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go ahead with the theme
i probably wont put music in until the end
or at least until you finish the music
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Old 08-31-2010, 10:05 AM   #228
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Quote:
Originally Posted by HaydenWCE View Post
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.
what had you completed when you noticed that wally was sanding up again?
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Old 09-01-2010, 10:06 AM   #229
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what had you completed when you noticed that wally was sanding up again?
I had:

1. Picked up the ramrod (this was the very first thing that I did)
2. Talked to Wally and made him cry
3. Picked up his hook
4. Walked outside
5. Used the hook on the ramrod
6. Used the gaff to pick up the skeleton arm
7. Walked back inside

And when I walked back in, he was standing up. When I tried to interact with him, Guybrush gave the normal responses that he would have if Wally was on the ground. The only difference was that Wally wasn't in the correct position (the correct position being on the ground, of course).
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Old 09-01-2010, 11:22 AM   #230
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i have since fixed this little glitch
so in the next version this will be fixed
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Old 09-01-2010, 11:23 AM   #231
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Originally Posted by Aububuh View Post
I'm currently working on some music for the demo. I've started with the theme song, but if you'd rather I wait to finish that and work on the room music, I could do that instead. I just figured I could start with the theme because I already know it pretty well, and can finish it fairly quickly, but I could switch to doing the music in the opening scene, and get back to the theme later.
What do you think I should do first?
i am really looking forward to hearing what you got
can't wait
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Old 09-02-2010, 04:08 AM   #232
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i have since fixed this little glitch
so in the next version this will be fixed
Cool. Am I officially a beta tester in this project now ?
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Old 09-17-2010, 05:48 PM   #233
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okay i am having trouble figuring out how i want to do the cannon mini game
any suggestions would be great
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Old 09-17-2010, 06:07 PM   #234
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Just get rid of it. I don't think MI 1 and 2 would have a minigame like that anyway.
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Old 09-17-2010, 06:41 PM   #235
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Just get rid of it. I don't think MI 1 and 2 would have a minigame like that anyway.
Agreed.

PS: Keep up the good work!
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Old 09-17-2010, 11:15 PM   #236
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Yeah, perhaps just put in an animation of Guybrush shooting the cannon 4 or 5 times.

However, if you've already drawn the scene/shot, then it would be a waste not to use it, and in which case you should probably find a way to make the cannon game work.

But, if not (if you haven't drawn up the shot yet), then I agree that you should probably just scrap it, and as I said, just put in an animation of Guybrush shooting the cannon from inside the ship.
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Old 09-18-2010, 06:41 PM   #237
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my thoughts were that i could still do it but instead of if being a first person thing, when you click on the cannon it shows an animation of guybrush pulling the rope to fire, then showing a side view animation outside the ship showing the cannon firing and depending on how many times you pull determines what happens.
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Old 09-18-2010, 09:37 PM   #238
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my thoughts were that i could still do it but instead of if being a first person thing, when you click on the cannon it shows an animation of guybrush pulling the rope to fire, then showing a side view animation outside the ship showing the cannon firing and depending on how many times you pull determines what happens.
Yeah, that would work fine. But make sure that you have Guybrush make a comment or something to let the player know that he is intending to shoot the skeletons in the longboats.
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Old 09-28-2010, 10:10 AM   #239
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so just as a little update
this is what i have so far for the cannon game
any help or suggestions would be appreciated
thanx
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Old 10-06-2010, 01:07 PM   #240
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Long ago, I made this:

http://vgbasement.altervista.org/danjercovemt32.mp3

Is it ok with the music style you're going to use?
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