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Bluddy

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Posts posted by Bluddy


  1. This is very cool, and it eliminates the biggest cost factor for the remasters, which is redoing the backgrounds. Had the artists had these to start with, we would have had much better (and cheaper) remasters coming out.

    It doesn't take care of the character animations though. Most of the characters were originally designed as pixel art, and upscaling them using this algorithm would therefore create unwanted artifacts. I'd swap out the DOTT and especially the FT remastered backgrounds for these ones though.


  2. @TimeGentleman I hear that, but I'd like more information from Double Fine. Are they using Google's Anti-piracy feature?

     

    Each of their games says it sold 10k-50k units on the Play store. Admittedly that's low for their high-selling titles, but maybe the price point is too low to recoup the costs? Perhaps supporting only newer devices will reduce their support costs?


  3. It would definitely make sense that a filter was appiled to the backgrounds first. It might have been applied to everything first, and they never got around to fixing the backgrounds fully. This remaster demanded a lot of work, and I'm guessing they didn't get a lot more money for it than they did for DOTT. In fact, having seen how Double Fine operates (in the videos), I would guess that they gave Disney about the same price tag as for DOTT, assuming that the fact that this is their 3rd remaster would allow them to make it more easily. And yet, in addition to the work DOTT needed (hi-res backgrounds, recreate audio, hi-res characters, record music), they needed to completely redo the 3d models, paint every video scene over, and expand the backgrounds to widescreen. They probably prioritized the background updates with the lowest priority -- to do only if they had money/time left. Seems like they ran out of resources before the backgrounds were fully done.


  4. 1 hour ago, MusicallyInspired said:

    Regarding the missing background animations, I can't picture them offhand so I can't say for sure but what are the chances those are 8-bit palette cycling effects? That would make it a little more difficult to replicate in a modern day remaster.

    Yeah I just started up in ScummVM, and that's exactly what it is. They put in a few rows that rotate using palette cycling e.g. in the clouds, giving a vague feeling of movement without the clouds ever shifting. No way to do that in higher res -- they'd have to actually animate the clouds.


  5. I fear that Full Throttle won't bring Double Fine as much acclaim as DOTT or Grim. First, it'll be really hard to remaster the graphics in a way that's faithful to all the different elements (2d scenes, videos, 3d models, video backgrounds). Whatever decisions they make will be controversial and turn off some people. Second, the game just isn't that great. The atmosphere is awesome, as is the lore, but the game itself is... meh. Too short, and too empty of characters (except the fights, which lack personality). Unless you make an additional mode where you lengthen the game and flesh it out, I just don't see it being worth the effort. Sorry for the negativity btw.


  6. There's also the theme while exploring LeChuck's lair. When played on Adlib/Soundblaster/Whatever the fuck it's called, you know what I mean, the ScummVM default, the one you grew up with that isn't MT-32), the tension of the theme builds and builds until the melody is loud, dramatic and utterly spine-tingling. The MT32, Special Edition and Buggered Up Classic Mode versions of the track just don't have anywhere near the same level of power, majesty and gravitas of the original.

    YES! I'm glad someone has mentioned this. I actually remember the Amiga version being the most haunting. To be honest I think that's something that the MI2:SE got wrong: The tone at the end of the original actually went really dark. LeChuck was genuinely scary in MI2, but the voice actors (and the music) were directed towards comedy, and lightening the tone.

    That's really interesting. The Monkey Islands were definitely not straight-up comedies and was a mix of genres. I also remember being terrified by Lechuck as a kid. MI3 went in the cartoony direction, and since that's where the voice actors come from, it makes sense that they tend to be more comical.

    Another tone deafness that comes to mind is the fan-made Maniac Mansion Deluxe. They used the fonts and music from DOTT, but it makes no sense -- MM was barely a comedy and was far more horror-ish, which is why I can't bring myself to play the fan remake despite the improved interface.


  7. This isn't my favorite game by far (that would be DOTT), but I'd be glad to help with pinpointing issues.

    Redoing the videos is going to be a huge pain, since you're going to have to redraw every single frame and there's quite a bit of it.

    I also don't envy your job in finding some way to replace the noisy SMUSH videos that is acceptable to fans. I'm guessing you'll want to do some proper 3d there instead.

    In other words, good luck! This game is going to be a challenge to remaster properly.


  8. The problem is the lighting. To get the shadows and lighting as they are in the picture, with his shoulder lit up like that, you have to do 3d modeling or some very advanced 3d tricks. That's not going to happen, since they're still using the Scumm engine underneath.

    Except for the lighting, I think this can (and should) be reproduced in the game.


  9. We were really only allowed to dig through the boxes for the projects we are working on. I saw boxes for some of those projects you mentioned, so I think it is totally possible. They are taking really good care of everything, so if they exist they are there for whoever takes on the task of digging through those boxes.

    That's too bad and yet potentially tantalizing. Those are treasures, and whether or not remakes are made for them, they need to be re-digitized. Just for the sake of obtaining another data point, did you guys re-sample the voices for Grim Fandango, or were the data files good enough?


  10. I think it's a good idea, because Full Throttle is going to be trickier than DOTT to get right. There are questionable elements in the original game (namely, the fighting), the whole steaming engine needs to be redone, 3d model integration is going to raise a lot of questions, and I'm not sure the same clean hi-res art approach will translate well to that domain. But it is still a cartoon, and one that also suffers from pixellitis, which is good.


  11. ThunderPeel, the thing is that the Peter Chan of today isn't exactly the Peter Chan of twenty years ago. See his attached guidelines. The washing machine was definitely blended in the original, but according to Peter's guidelines, wouldn't be for the new graphics. I do think the hamster tube would be a non-player-interactive foreground element, and so should have some blending according to the guidelines.

    Screen Shot 2016-04-06 at 3.03.09 PM.png

    578d00a6eaded_ScreenShot2016-04-06at3.03


  12. Thanks for doing a great job in general. I don't hate the tube, either.

    BTW, in general, I would always go with the assumption that everyone will notice everything in a remaster. I've played this game since I was 12 and it's pretty much my favorite game -- there are things I notice without knowing that I notice them :)

    Someone pointed out that the original hamster tube had a bit of translucency to it, as hinted by the dark internal circle on the left hand side. That's something I didn't notice originally, but I agree that the tube was supposed to be made of translucent plastic link. Also, the original has a mix of flat colors and blended colors that is similar to the effect Monkey Island 2 had for foreground objects: link.

    I do agree that much of the art in DOTT is hard to categorize though: was it trying to blend colors, or was it trying to use flat colors and just failed due to limitations of the pixels? The laundry room, however, is a more obvious example: link. Clearly there was blending in the washing machine, and I think some of the early shots for the remastered edition even had blending there, but then it was removed for the final version for some reason -- I guess to comply more strictly with Peter's guidelines. But why not follow what was there before in cases where it was an obvious decision?


  13. Interesting. If I have one niggle with the remaster (and I like 99.99% of it), it's that Peter Chan didn't seem to set the same guidelines he had when making the original. Things that were clearly filtered in the original, such as the foreground hamster tube in Ed's room, or the round window of the washing machine in the laundry room, have been turned into flat colors and don't look as good IMO. I saw in your 'making of' video that Peter made guidelines, and I paused it and read them, and I think they were a little too encouraging to make everything use flat colors rather than following the decisions that existed previously.

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