Curse of monkey island classic edition alive and well

Comments

  • edited August 2011
    Classic edition? what does this download actually include?
  • edited August 2011
    Alive and well? It's fairly recent, actually. It's a quite a few months old but it's never actually been around before that and never had a C&D.
  • edited August 2011
    For those who don't know, this is an attempt to 'demake' Curse of Monkey Island - that is, remake it in the graphical style of the first two games, lo-res and all. I'd argue that Escape needed this far, far more than Curse, but it's their project, they can do what they want with it.

    I tried the Beta download on the site. It's not bad at all! A few minor typos, and the odd thing of not being able to select Use from the command bank if you want to use inventory items. You have to just click on the item itself. So when you combine the ramrod with the hook, you can't click Use, Ramrod and Hook, you just click the Ramrod then Hook. It's a little weird.

    Also, Murray never appears once you blow up the ships, so I guess that's the end of the Beta!
    EDIT: No it's not. It's a bug. Don't pick up the ramrod or hook before using the cannon, since if you do, Murray won't appear once you blow up the boats.

    It seems technically sound and it certainly seems like something I'll play if they finish it. Good luck to 'em!

    EDIT: Thanks to the mod who deleted my double post.
  • VainamoinenVainamoinen Moderator
    edited August 2011
    Unfortunately, projects like this cease to exist pretty quickly - and even more so if the first thing they do is "release a demo".
  • edited August 2011
    He's been releasing demos for a while. Nothing yet.
  • edited August 2011
    I would have liked to see Elaine and Lechuck in the intro or cannonball scenes.

    And I know game 1 and 2 didn't have voices, but maybe it could have worked with the third game. Most people accept Guybrush's voice as Guybrush.

    But , I understand, after all it's not a special edition or anything...

    Still I might prefer voices. It's been around for a while in classic adventure games.
  • edited August 2011
    If you're doing a game in the style of MI 1 + 2, then you don't have voices. It wouldn't seem... well, it just wouldn't fit, really. Besides, voices would bump up the filesize of the game immensely.

    Also, the two choices they'd have would be to use the original voice files (which would be illegal) or record new ones (which wouldn't be very good). I think I'd take the third option and have none as well.
  • edited August 2011
    Maybe you have a point there, the way people copyright everything, even if it's not for profit. I can't say it's really right, or wrong. But, I see your point of view rather clearly through my own lens.

    Personally, I just prefer games with voices, I grew up with mostly audio adventure games. But been on a computer since 87, and that was when I was born. XD

    Anyways, each to their own, sort of dry to me, personally, but I respect, appreciate that it's a classical thing which the game was actually inspired.
  • edited August 2011
    Wtf no Murray and no sword to complete the chapter? Was the original demo like that?
  • edited August 2011
    tbm1986 wrote: »
    Wtf no Murray and no sword to complete the chapter? Was the original demo like that?
    Use the cannon first, THEN pick up the ramrod and hook. It's a glitch.
  • edited August 2011
    Use the cannon first, THEN pick up the ramrod and hook. It's a glitch.

    Thank **** for that. Hey, that's a pretty easy glitch to find on a playthrough! Did the chap actually do that?
  • edited August 2011
    I'm sure plenty of people have let him know about it!

    UPDATE! Dude's added a new post saying that once he finishes the demo, he's done with the project. Which is... not unexpected. Shame, but at least he's upfront about it.
  • edited August 2011
    he is more or less making just the demo because he doesn't want to start on the full game and then fake his death because he didn't want to finish it like that one guy who wanted to demake zelda 64

    I am at least glad to see he is not promising anything, and not doing a project that everyone is excited about, and then gives up
  • edited August 2011
    Yes, that is fair, but it's only a shame people give up on projects they felt strongly about. I respect what he wants to do, though. I understand the time thing and all of that.
  • edited August 2011
    He could just say he doesn't want to do it all. If you keep it as a spare time project you can keep going indefinitely. Fangames don't have to have deadlines.
  • edited August 2011
    He could just say he doesn't want to do it all. If you keep it as a spare time project you can keep going indefinitely. Fangames don't have to have deadlines.

    Or just release the sources and that.

    Someone might pick it up and finish it.

    At the very least people may be able to learn from it.

    EDIT: Just read it. Egg on face.

    But a happy egg on face! :D
  • edited August 2011
    ya giving out the source code and stuff is a great idea on his part, that way someone could do it, I mean someone must be out there wanting to do a demake of it
  • edited August 2011
    redakdal wrote: »
    ya giving out the source code and stuff is a great idea on his part, that way someone could do it, I mean someone must be out there wanting to do a demake of it

    I would if I were any good at graphics and midi production.

    Honestly, if I found a couple of willing artists (backgrounds and objects/people tend to be done separately, as they both tap into different talents) and couple of willing sound guys/girls (BGM and SE, by the same token), I'd happily do all the linking up, hotspots, paths, puzzle scripts, dialogue writing and whatever else in an engine. I know it'd take me a long time to do even the seemingly simplest of things but I'd do it. I'm happy to debug and paytest, too.
  • edited August 2011
    tbm1986 wrote: »
    I would if I were any good at graphics and midi production.

    Honestly, if I found a couple of willing artists (backgrounds and objects/people tend to be done separately, as they both tap into different talents) and couple of willing sound guys/girls (BGM and SE, by the same token), I'd happily do all the linking up, hotspots, paths, puzzle scripts, dialogue writing and whatever else in an engine. I know it'd take me a long time to do even the seemingly simplest of things but I'd do it. I'm happy to debug and paytest, too.

    Well there is a good start, you just need to find more people on the same page as you are on, you don't have to do it all alone. Heck, I'm still waiting for FOA2 XD
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