Monkey Island: The Devil's Triangle - Fan Game
I've recently been reading a little about the Monkey Island fan game The Devil's Triangle and looking at various websites where information about it is featured. I'm considering downloading it, but I haven't any idea as to what it's like. So, just a few questions. Who here has played the game? How entertaining is it? How funny is it? How good of quality is it? How long is it? And what would you rate it out of 10 as far as fan games go?
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It has ripped characters (SMI and LCR) and backgrounds made by game's author. Puzzles are fun, but at some points I had to use walkthrough. Humour's decent.
The biggest problem is that the game is keyboard-controlled. You may want to try M:I 2 by the same author (you can find it on Voodoo Master's Fangame Island).
It has LOTS of rooms, locations, characters, items, action... And its all made by one person, is that right? Damn thats great work.
Is that a website? Google's just bringing this thread up
Cheers
Klik 'n' Play, the software Christopher Ushko used to make the game, is somewhat limited. As such, the four Part Devil's Triangle, and its follow-up, the five-part M:I-2, are both pretty different from your typical point & click adventures. In TDT, you control Guybrush by moving him with the arrow keys, interact with things by walking into them, and use objects from your inventory by pressing numbers 1 to 7 to use each respective item.
The plot's actually not bad, but it often comes at the expense of the puzzles, of which there are too few. The graphics, meanwhile, consist of a mix between edited sprites ripped from various LucasArts games (Monkey Island and Indy FoA are the main culprits), Klik 'n' Play items (stock items like ships, fires, people, etc) and hand-drawn backgrounds and (occasionally) characters. It sort of fits together, but don't look too closely or you'll notice the changes between styles.
Overall, they're entertaining enough games, just don't go in expecting anything superb.
As a side note, I did mess around with Klik 'n' Play when it first came out and I was able to get a decent Point and Click system working, although it was rather limited. Still, it was possible, which my namesake proved with M:I-2, which featured a similar interface.
And for the guy who wanted a link to VoodooMaster's FanGame Island: here. The Devil's Triangle is at the top of page 2, incidentally.
Thanks. Its also in the same place as "Triangle" if you look elsewhere on the website... unfortunately what *isn't* there is a walkthrough. There used to be one on geocities, I find, but that went kablooie.
Damn. I'm *really* bad at adventure games.
Walkthrough for DT
http://pc.cheats.de/cheat_ausgabe.php?id=47867
But some fan-projects are still going on:
- Monkey Island Zero
- Picaroon: Lost years
- Darkness of Monkey Island
- Prisoner of Monkey Island
Darkness is in development for some time now and it doesn't look like anybody's going to close them. Just wonder what they mean by "demo at the beginning of 2010"...
EDIT:
And another one: Return to Monkey Island
That also looks really good, I just hope it will be released in English.
If anyone needs help with The Devil's Triangle or M:I-2, then let me know. It's been a while but I think I can remember how to get through them.
Thanks!
Seriously.... this may just be the genuinely NICEST forum on the entire internet! Truly. I don't doubt that this is, in some small part, a cntributory factor to Tellale's success!
This one is Italian : ) And yes, it looks like it's still going. At least developer's thread on italian forum is still updated from time to time.
This reminds me, I actually did a small Monkey Island game in Klik & Play about 15 years ago. I ripped the woodtick backgrounds from MI2 and made my own puzzles. The game was probably really bad and full of bugs, but Klik & Play proved to be amazingly versatile for what is basicly a game creation tool for kids.
To be honest, there are other, better programs if you're intent on making a game. AGS, FPS Creator, RPG Maker 2000... you can create some real works of art with these sort of tools. Ok, maybe not FPS Creator, but you get my point.
Absolutely. Klik & Play was a great tool back in the mid nineties for kids and teenagers to create some fun little games, but is definately not recommended for anyone wanting to make games today. It probably won't run in modern OS's anyway.
I dangled a bit with KnP some years back, and tried to make a MI short game which would be a tale about what could have possibly happenned between MI 2 and 3. I learned EVERYTHING from the Devil's Triangle. I got to finish the first part, and i have to say, at the end my interface was clearly better than DT, but then Chris Ushko made the MI2 remake...
If you haven't, play it. Really. It's worth it. 9 different endings, with the possibility of linking the story to CMI or ending it there; a lot of Lucasarts geeky references, a decent script and animation -ok; the animation, considering the possibilities of Klik & Play, is bloody GREAT
Hmm. Gonna look for my game. I think I don't have it anymore, but who knows
It wasn't too hard to start making a First-Person styled adventure game using The Games Factory (or, I suppose, Klik 'n' Play, though once I got the former, I never really used the later). You just used a counter and set it at a specific number each time you wanted to do something. So if you picked up an item, you told the game to remove the item from its original position, create another image of it (preferably smaller) in the top left corner and created a counter that was set to 0. If you clicked on the image, you set the counter to 1 and changed the cursor to the image to show that you're trying to use it with something. Then, when you clicked on another item, you had to run a check to see what the counter value was. If it was 0, then you displayed one line of dialogue (for example, 'This is a lamp.'), but if it was 1, you displayed a different one ('I can't use the inflatable fish with a lamp! It'll melt!').
The problem was, for every item you added, you either had to keep adding counters for each individual one, or use the same counter and keep a running check on which item was given which counter value when you tried to use it. As you can imagine, this could get very confusing after a while. I had a very basic game running with about 5 different counters before I gave up and moved on, but I'd imagine that M:I-2 used a similar, if not as complicated, system.