Jake

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Everything posted by Jake

  1. Tales of Monkey Island

    The dead end with the pile of ship parts, and the dead end by the statues and fishing well were definitely added in late. They were originally loops like the forest in Narwhal, but Mark Darin and I thought it was serving no point and would just be confusing, so I plugged them up at the last second and added some art around instead. It was unfortunately last minute as all hell, but I hoped that by removing any "looping" segments, and adding some landmarks (statues, wrecked boat, skeleton, seagulls, etc) people would have an easier time remembering where to go than in the first episode. The jungle in Spinner Cay always made more sense than the one on episode one, but having that one row of tiles loop around endlessly was the one bit which made everything incredibly confusing and hard to follow, because it suddenly stopped feeling like it made spatial sense once those were looping. Hopefully we helped it a bit. I wish we could have linked to the cliff and the fishing well from the overhead island map, too, but at the time for some reason people didn't want to do that. Live and learn, I guess.
  2. Oh man it was me who said "I do," and thats probably one of 4 things I said the whole time. Don't take what little contribution I was able to make away from me! I'm full of shit.
  3. Are you saying this to imply you'll be wearing it to the PAX meetup?
  4. New people: Read this, say hi.

    Welcome all news.
  5. Worst Journalism of All Time?

    Looks like a humor show in Argentina figured it out and edited together the MI footage with the original broadcast: 2iYZy2xyR-g
  6. PAX '09

    Anyone going? Chris and I will be there. I think that other vintage Thumbs staff David (aka Metallus) and Doug (aka tabacco) will be there as well. We should hang out and talk about video games. What's going on at PAX other than it existing?
  7. PAX '09

    This thread is now redundant. Enjoy!
  8. Google Image Search made the art. I searched for Wizard gathering or something.
  9. Rage

    There are caustics going on in that too. Does that go hand in hand with GI? (Either in CryEngine3 or just in general?) ...My brain associates caustics and global illumination with each other because they're bundled together in the same tab in Mental Ray in Maya, but I don't know mathematically what they have to do with each other as I know zilch about graphics programming. Just curious. I thought the Ion Storm games of that era were using a Doom3-era Carmack-based licensed renderer. Like, the Doom 3 engine or a proto-Doom 3 engine. I might be misinformed, though.
  10. Tales of Monkey Island

    I do a lot of that stuff using the in-house game editing tools, which are neither code nor animation. I do a little bit of light-weight animation type things in the engine but nothing anyone would really consider actual animation (eg not things like character walk cycles or whatever). The Internet probably won't tell you a lot about the Telltale Tool, because we generally aren't allowed to tell anyone what it's composed of or how it works. Sorry! If we do commentary tracks for Monkey hopefully we'll go into a little more detail.
  11. World of Warcraft: Cataclysm

    The BlizzCon announcement trailer is definitely not targeted at new players, as it was made for those "faithful" enough to actually get themselves to a convention that's just about Blizzard games. So there's that.
  12. Tales of Monkey Island

    A little here and there. I did the lighting on the final scene of ch 2 (except for the humans, whose lighting was ported over from the prologue of chapter 1), and the shot of Flotsam island for the cutaway back to DeSinge (I did some cleanup cinematography for that cutscene as well, including DeSinge walking out the back door and looking over the balcony), and a few other little things here and there. I did the cannonball effects when Spinner is under attack, for instance. I wanted that to be a bit beefier but ran out of time. It does its job, though, I think. I'm working with the cutscene and choreography guys a lot more starting with chapter 3. Nearly full time working with them on cutscene direction, and in-game effects. If you downloaded the game from the Telltale site, the easiest way to update it right now is just to install the new one right over the top of the old one. We don't have dynamic updating or version checking right now. If you're on Steam I dont think the revised pack has gone out but were it to go out, restarting Steam should do the trick. It depends on the series and the schedule (especially: how much QA time is available to test through a seasons worth of new builds), but I wouldn't be surprised if the Monkey DVD assets were a little less compressed than the download ones. TBD I think.
  13. Idle Thumbs 39

    Hahaha, oh shit!
  14. Tales of Monkey Island

    We set it higher with Ch 1, too. I don't know what caused the initial release of Ch 2 to go out with the lower quality, but it's been fixed. We have better audio tuning/compressing tools at this point than we did when doing previous games, so theres more room to make it sound better and tune it. The downside to that is that someone can screw it up when making a build. The goal, to my knoweldge, is to make the games sound better over time, not worse.
  15. Tales of Monkey Island

    People wishing to improve the voice quality in TMI chapter 2 should re-download, as they put up a new build earlier tonight with a higher quality voice pack file.
  16. Tales of Monkey Island

    The opening fight stuff was animated by Jessica Lozano, one of our animators in the studio, who happens to also do a lot of swordfighting related activities when not at work. Good to have these people around, you know. That stuff's by Ryan Jones, the concept artist on Tales of MI. He also designed the characters and most of the environments, with the art directors.
  17. Tales of Monkey Island

    YEAAAAAAAHHHH!
  18. Tales of Monkey Island

    I don't know why the "character doesn't say what you selected" thing got so abused in episode 1, but it's not in the subsequent episodes to anything near the same degree. What Guybrush can say is sometimes compressed down or simplified in dialog selection when the dialog is more about gathering information, or when its funny to do so, but most of the time its closer to 1:1.
  19. AKA The Brutal Blast, or not. "With Brutal Legend" Chris and Nick got a chance to sit down with the multiplayer component of Double Fine Productions' upcoming Brutal Legend and are ready to share their hands-on impressions with you. Will Chris describe it in terms of Pikmin 2's versus mode? Will Full Throttle be mentioned? Grab your axe, your axe, and probably your axe, and listen in. Games Discussed: Brutal Legend
  20. I can't find the ñ key on your face. Oh shit!
  21. Rage

    I don't know if its the modeling as much as its the shaders/lighting. Modeling is modeling, generally it's how light hits the models that matters in this regard.
  22. Other combos: http://www.phonespell.org/combo.cgi?n=559-492-7366 for example 55-why-a-remo? 55-wizard-no 55-why-ape,-no and cheating w/extra digit: 559-I-was-done 559-I-zap-food 55-why-a-señor
  23. This is the scariest thing. Telling your entire creative workforce to "consider the limitations" or anything in that general thematic area, is the road to a middling product. Since there is no defined "safe" or "risk-free" area, and there are no clear and hard boundaries for where "the limits" actually are, people or teams will make them up for themselves. Even if a roadmap is formalized, if an overarching goal is to "de-risk" or "limit," people are going to internalize that and work around their own mental image of those goals. Realistically cutbacks have to be made because your game is being made in reality, and problems have to (and should) be solved creatively to achieve your goals in a producible space... but if you hang a banner over your team which says "de-risk," you're not motivating them creatively.
  24. Bionic Commander probably looks like Boss Coffee guy
  25. This would be the worst idea, if it wasn't the best idea.