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Everything posted by Bluddy

  1. I had my doubts, but turns out they were all unfounded! You did a spectacular job on this one. Great graphics, *amazing* music fidelity, and having the recordings sound like they were made yesterday is just... man, so good. Best remaster I've played. Keep up the excellent work!
  2. Indeed: The source of the citation is sadly offline now. Good to know. So the FPS in DOTT is more like between 1 and 5. I quickly opened up ScummVM and tried to count Bernard's animation frames as he walked. I got around 4 per second (very rough, obviously). I then grabbed the flier at the bottom, and the whole animation is about 2 frames, giving around 1 fps. These animations are really abrupt for comic effect, so I get that trying to add frames would be difficult.
  3. I second Laserschwert's idea. :-) I also support this. Hope you don't mind, Laserschwert, but I just tried putting the untextured character sprites onto your textured background: Just to give an idea of what the characters would look like on Chuck Jones-esque textured backgrounds. To me, it gives the impression that the characters are drawn on cels, and I like that. This is amazing and SO much better! This is what our brains have been conditioned to see as 'proper' cartoons: very clean characters over a distinct background that's usually more detailed. I agree with whoever said that little circular shadows would also make them look more 'in the scene'.
  4. I'm trying to figure out why this would be the case, but I just can't. Our brains are used to seeing high-res cartoons in 24 or 30fps. Anything less looks inadequate. If you grew up in the 90s, you got used to seeing lower fps on pixel graphics, and that's why I think it seems fine to us. DOTT's animation is probably between 5 and 10 fps. (This is also why games like Metal Slug, that do 30fps on pixel graphics, seem so mind-blowingly good). How could adding frames to get closer to cartoon quality be bad? The intuitive strategy would be to use the 5-10 frames per second you have as key frames, and add tween frames. But you also need to account for the fact that animation is often a little jerky with sudden movements, so you can't just interpolate evenly between frames. Anyway, I'd love to hear from one of your animation guys why adding frames didn't work.
  5. These were edge cases but one that I distinctly recall is a vocal gibberish that Peter McConnell recorded at his desk. I'm actually still pushing to see if Peter wants to redo it himself Vocal gibberish.... vocal gibberish? Are we still talking about the same game? I can't remember anything like that in the game... Oh, by the way! If you're in charge of the sound, can you make sure that a bell ringing sound gets added when the fire alarm in the past goes off? For some reason there was no sound there in the original game. And how about the bird tweeting in the opening scene? It plays some midi note, which is very unsatisfying.
  6. If it's true that they didn't add any frames, I think you'll really notice it in a bad way. Even in MI1/2SE they had to add frames to the walk animation so they'll seem ok, and yet, every other animation in the game looked stiff, cheap, and odd. It's weird, but pixel graphics tolerate much lower fps animations than high-res graphics. If the animations haven't been enhanced, I fear that we'll all be very disappointed when we see the results. I really really hope they added frames. If they didn't, my personal preference would be the low-res graphics with the new sound recordings. EDIT: BTW, the reason why it's much easier to upscale the graphics than to add animation frames, is that you can reuse the Scumm interpreter, and just feed it high res graphics with the same original game code, but adding animation frames means redoing all the game code as well. This is why MI1/2SE didn't have more animation frames (except the walk animation, which is just a default loop), and why it's most likely that they didn't do it here either, unfortunately.
  7. I don't like doing this, but a quick steam search turned up [this](http://steamcommunity.com/app/225260/discussions/0/535152511350364539/), [this](http://steamcommunity.com/app/225260/discussions/0/615086038672410687/), and [this](http://steamcommunity.com/app/246070/discussions/0/523890681403391332/) and Iron Brigade is only available for windows, for example. Saying that having a DRM-free version is enough is unfortunately naive. New OSs arrive every year nowadays, and games need to be maintained to work on them as well as on new hardware. Nobody can maintain a closed-source program but the devs, whereas an open-source program like ScummVM is open for everyone to adapt to new hardware and software. After a certain point, maintaining old games just isn't financially viable for developers. I understand that Disney owns the DOTT IP, but Sam and Max Hit the Road and Indy and the Fate of Atlantis, both games from the same generation as DOTT, are sold on GOG, while DOTT is missing, and it doesn't seem like a coincidence. If it's not up to you to include the original, that's completely fine, but I want you to understand where I'm coming from. The fact that the IP doesn't belong to Double Fine makes my case even stronger, since after your contract with Disney is over, any maintenance you put into the game is money lost.
  8. But that's the problem -- it's not sold on GOG precisely because Double Fine want to keep sales for the Remastered version (which I can definitely understand -- how big is the audience for a 20 year old adventure game, after all?). Years from now, this remaster will most likely be unsupported, just as MI1 and MI2 SE became unsupported, and just as a variety of Double Fine games are no longer supported. But the original files have been dissected, and they can be run via an open source project (ScummVM) on every platform available. They will remain alive for much longer than this remaster for this very reason. The same applies to Grim Fandango Deluxe -- this version will be unsupported at some point, but the original can always be played on Residual (an offshoot of ScummVM). Except the original is not sold anywhere because the Deluxe version came out.
  9. Argh! Not CGA! That had 4 colors! You mean VGA or MCGA. BTW, since it's impossible to obtain the original legally anymore now that you guys are distributing the remaster, would it be possible to distribute your version with a copy of the original, to use legally in ScummVM and such?
  10. Could you include a copy of the original game as well, for us to play on ScummVM and such? Since nobody sells DOTT anymore, but they do sell Sam & Max, Indiana Jones etc, it would be great to at least have the old version included.
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