Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About Ash735

  • Rank
    Forum Commander


  • Steam Community Tag/URL
  • PSN Tag
  • Display Backer Tags
  • URL
  • Location
    Manchester, UK

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, apparently this was sent out whilst I was on holiday, so when I got back I had the delivery failed note and by that point it had been over a week, so the package was sent back to where it came from, who do I get in contact with to resolve this issue?
  2. And before any console bashing starts, keep in mind it was Sony providing a lot of support and talks with Disney to get these off the ground for DoubleFine!
  3. Imuse and the soundtrack was one of the biggest strengths of MI2. If they didn't do that properly, then they missed a lot of the game, unfortunately. Space was an issue, at the time XBLA had a 2GB limit, so the choice was made to keep as much static as possible with OGG transitions. To perfectly recreate iMuse style, they'd have to have each music layer as it's own track and have multiple transitions at parts when specific insyruments changed, etc, which would have increased the audio size by a huge amount.
  4. Ash735

    RIP Lemmy!

    Sad to hear the news but it did remind me of Brutal Legend and then made me wonder about a Sequel, with a lot of the stars of the first game now sadly approaching that age where things arn't certain, I mean even Tim Curry isn't in great shape at the moment , IF DoubleFine ever did get around to a new Brutal Legend, would Tim & Co have already thought about this and perhaps structured the stry to take place in a different era?
  5. Ahh but the thing is that's still YouTube Quality, what those tools do is simply request the highest bitrate and resolution for the videos and then encodes on the fly for a file dump, that's different than (from what i assume) VHX does which is a properly mastered file that has a streaming option but the ability to download said mastered uploaded original. I know he didn't mention quality, but that's what most people usually want when they are willing to pay for something, better quality.
  6. PSYCHONAUTS ABRIDGED!! Have the voice actors record a quick 15/20 minute recap of the events from the first game in an Abridged style for the $4 Million Stretchgoal!
  7. No, unless it's a Netflix series so I don't have to pirate it. Which reminds me, Timmmm, Netflix are interested in investing in childrens/teens animated shows at the moment!
  8. Whilst true here I always thought S&M was more Clint Bajakian's work with additional input from Peter and Michael. Art wise Steve Purcell was always the main on that game for obviously reasons in both concept backgrounds and character designs. Game design wise too, Steve Purcell is now with PIXAR still I believe and Michael Stemmle is at TellTale Games. There's a handful of people at Double Fine in that case who helped on the game but unlike Grim Fandango, DOTT and Full Throttle, it was never a main game associated with Tim Schafer and his band of devs, and it would seem unfair for Double Fine to take these games on as then you'd get people thinking Tim was involved with these originally and was the creator behind them, etc, those kind of games, I would like to see get a modern releases, but I do think it would be weird for Double Fine to do, it wouldn't feel as personal.
  9. Well seeing as Sony funded the development of this spin off, I doubt you'll see it on rival consoles anytime soon, but odds are up in the air for a PC Oculus version? Sony seem to be gunning for Console Exclusive this generation and have been happy to allow other projects they've funded to make their way onto PC.
  10. The ONLY thing I don't like about this new age pixel-art is that most indie devs seem to miss the point of how graphics were designed to work in specific ways back then, many games on the NES/SNES/Genesis/Neo-Geo, etc, were designed to take scanlines and CRT bloom to their advantage, most "retro" games these days tend to look a bit flat, a bit too clean perhaps, for example that image above, it does look great, but if taken a step further to portray how it would actually look if it was on an old school "retro" system it would be closer to this: http://i.imgur.com/31UKOy2.png Now that might be a bit too much for some people, but I'm always surprised when these Retro devs don't at least offer the option of Scanlines and CRT effects, or even take up the challenge of designing their artwork to take advantage of these effects.
  11. That fan art, damn, it still looks way too good and anything less will be a let down to me sadly, luisimage did a super amazing job on that, it pains that the actual remaster won't look anything like that, and a gaming website posting that image is just setting people up for a let down.
  12. Yes, SOMI was bad, but MI2 was a vast improvement and IMO to this day features THE best interface for a point & click game, the click and slide wheel just felt so natural and actually translated well to controllers too! Plus the music was done really well and the background art was great, even incorporating some Bill Tiller vibes in the clouds. Voice Acting flowed much better in MI2 as well. Really it felt like SOMI was a test run for them to actually invest for the next game, pretty much most things wrong in SOMI were fixed in MI2. Plus, no offence, but I don't really want Double Fine to touch Curse (or Sam & Max: HTR for that matter), they wern't Tim's games, no one at Double Fine actually had any input on those titles if I recall. It would be great to see Curse get a modern release (and trust me I would buy it for like everyone on my Steam friend's list, I loved the game THAT much) but I don't really see what they could do with it unless they stored the art assets away or get Bill Tiller involved to re-draw the backgrounds (which he said he'd do at one point).
  13. The problem here is that Game Developers just DON'T pay attention to sound anymore and tie it to the lowest resource possible, ever since graphics became the go to thing, sound design and tricks with Audio have just become one of the last things to focus on. I can only think of very few developers who have put effort into dynamic multi-track layers. Woodtick could be done if each track was actually broken down and mixed dynamically instead, no crossfading of the main parts that are re-used through each variations but instead fading out the drums that get added in one section, fading in the flute that gets added in another, etc, the tech IS there for it, hell, even licence free as Multi OGG's (.mogg), it just requires that extra bit of effort and power in an area that sadly isn't a focus anymore. To give a modern example of it being used, look at Grand Theft Auto V, specifically one of my favorite dynamic tracks in the game being the flying music, the score for Grand Theft Auto V uses multi tracks and is mixed by the game dynamically, in this instance, depending on where the player is flying on the map, instruments will get added into the mix or removed, downtown will have the horns creeping in, moving over the hood/urban areas will have the shakers come in louder, etc. And of course because the tracks can be extracted, people have done their own fan edits of the music: And here's how it sounds when mixed by DJ Shadows for the official soundtrack: That's using the same strands as the flying music above, and here is the track mixed in to a mission for the game (Warning, strong language, etc, etc, it's GTA): The game is full of dynamic tracks being used and it's the only big game I can think of that has done it in recent years. Again, sadly people don't pay attention to sound anymore unlike the 80s and 90s where sound in video games was pushed to compensate for graphics, most people are just happy with cross fading entire tracks now to keep overheads low and sound usage at a minimum, but the techniques ARE there to be used if developers wanted to do so, just depends if the trade off with the extra time needed is worth it compared to the amount of people who would even notice it.
  14. Posting just to say how much that staff run down at the end of the credits really hit home how projects can split and end up, soo many faces from the early days who are no longer with DoubleFine and then a few have also left, including Oliver!! I know he's still on as remote and working on DOTT, but wow, he's literally been here with us these past few years slaving away to get Broken Age working across as many platforms as possible, and now he's not at the studio. But that's the way things are in game dev, once the contract is up, anyone can go, recently happened at a studio I'm with, with people being let go and some long standing members, talking around 15 to 20 years here, also leaving.
  • Create New...