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I grew up playing maniac mansion, zak mckraken, indiana jones and monkey island and they contributed a lot to my learning english, beeing born a french canadian. I'm a 33 years old gaming girl, and my favorite games were always yours. The sprites are animated in low resolution, but when they move from on the screen, they do it smoothly in high resolution. Most of the graphics are 16bit era low res, but high resolution elements are mixed in (those are often plot critical). A game that does that remarkably is *Superbrothers: Sword & Sworcery EP*. Who killed 1987? No idea, but I promise I won't try to frame you anymore. You may want to make it even more upfront about it, so that people can take the time to go through the various stages of grief before the game is released. I've now reached acceptance, and I'm pretty sure I'll enjoy the game tremendously, probably in high res mode. The pixel purist mode was probably added in part based on my feedback, but it is obviously a second thought, and I expect it to look like crap, as you said several times, because no effort is poured in trying to make it look good (designing sprites that scale well like Guybrush's, or avoiding sprite scaling and rotations. The pixels of parallax planes can probably straddle without people noticing while those of the characters would immediately kill the illusion.
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Subtle things like shaders, full scene zoom, or smoother animations and scrolling (provided sprites end on a full pixel) can easily be ignored while scaled and rotated pixels are much more "in your face". It's about maintaining the suspension of disbelief regarding the "Imagine this is 1987" meta-plot that was announced with this KickStarter image (for values of 1987 that may well span up to 1992). and I think I nailed why I was upset about the pixels things. I still have last weeks podcast to edit, but that will have to wait until after GDC.Īs an apology/bribe, please accept this new, never seen before art from Mark. "Built it and they will come" is naive at best. That build will need to be a "hardened" and will take even more time, but it's all important, almost as important as making the game, especially for indies. In April, we'll be showing the game to the public at PAX East, so if you're going to that please stop by and say hi. If you find yourself in a similar position, never ever underestimate the amount of time and work this take.
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I always forget about this when scheduling. It's horribly distracting to, you know, getting the actual game done. It's always amazing how much time you spend getting a "demo" build ready. There is still a lot of polish and loose ends left to be done. If we were showing to the public, we'd have to make sure you could never do anything bad or go anywhere you weren't supposed to. It will be a hands-on demo, meaning the press will get to play the game, but one of us will always be there so it doesn't need to be a "hardened" demo.
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We've all spent the last few weeks polishing and getting the code and art ready. We're going to be doing hands-on demos of Thimbleweed Park to the press and I'm going to be stuck in a hotel suite for 5 days, 8 hours a day showing the game with David, Gary, Jenn and Mark coming in for tag-team relief.
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