Options
Mar 31, 2017
As promised, here are some of the options you can set in Thimbleweed Park.
First, you need to find the Prefs.json file.
Mac: ~/Library/Application Support/Terrible Toybox/Thimbleweed Park
Windows: AppData\Roaming\Terrible Toybox\Thimbleweed Park
Linux: ~/.local/share/Terrible Toybox/Thimbleweed Park
Most of these are just debugging, so don't complain (haha... don't complain... who am I kidding) about them giving you weird results, these are not meant for mere mortals, which is why they are not on the options menu.
We're a very small team and we just didn't have the time to iterate on these without letting more important issues slide.
Can the window be resized when in windowed mode. Since we use nearest neighbor scaling, this can produce ugly result. If things get goofy with the windows, go into Prefs and delete all the entries that start with "window" to return back to the default.
Amount of wiggle when mousing over the verbs, 0 = none
Amount of wiggle when mousing over the dialog lines
Turns on pixel perfect mode. It hasn't been tested very well, so it might cause issues. I'm sure it could be better, but we ran out of time. Remember, this is only the game scene, not the UI.
UPDATE: pixelPerfect mode seems to be broken if you're not running windowed at 1280x720. No idea, used to work just fine.
Number of times to "pop" the inventory when adding an object.
Holding down the TAB key will show you hot spots. It's not 100% accurate and might show false positives or false negatives.
When the verb or dialog is on screen, how transparent is the background.
Alternate location for save files (like dropbox). You have to use /, even on windows. If you save them in dangerous places, it's all your fault. Applications that are sandboxed may not allow the saves to this location.
Show the system cursor.
Clicking the right button will skip dialog, but only when you're in a cut-scene or the cursor is off.
For key mapping, you can only use lowercase, as it won't see the shift key. You can also use numbers without quotes for scan codes. Some international keyboards map keys oddly. The only key you can't remap is "o", since it beings up options. I'm changing o to control-o for options in the next patch, then you will be able to.
keySelect2: "2"
keySelect3: "3"
keySelect4: "4"
keySelect5: "5"
keyOpen: "q"
keyClose: "a"
keyGiveTo: "z"
keyPickup: "w"
keyLookAt: "s"
keyTalkTo: "x"
keyPush: "e"
keyPull: "d"
keyUse: "c"
There are a lot more options, but most of them are for debugging and have no effect on a release build. If there is something I missed, let me know, I might have forgot it.
And the complaint:
It is pretty half baked; and does not work exactly like the 'period' key.
The UI problem w/ Skip Dialog was solved in King's Quest 6, about 25 years ago, and consistent in most point and click adventures today. I do not understand why Thimbleweed park defied genre conventions.
Luckily it's April's Fool day (and we all know how fond Ron is of today)
:D
Well, April Fool's Day is over and he can now go back to expressing his love about Sierra adventure games >:D
There are hundreds, if not thousands of non-Sierra point and click games that use the 'click to skip dialog'. A few examples: Wadjet Eye [Blackwell], Daedalic [Deponia], Revolution Software [Broken Sword series], King Art Games [Book of Unwritten Tales], Red Thread Games [Dreamfall] just to name a few.
The lack of this in Thimbleweed park was jarring.
So mouse click or keyboard doesn't affect the game at all.
It happened to me several times in other games that I skipped dialog because I accidentally touched the right mouse button.
Btw. you can skip dialog using the keyboard (full stop / period ends a sentence!), that's the Lucas* way since a long time.
Mice often have a lot of buttons (normally at least 3), so someone can just bind his '.'-key to a mouse button and voilà! (note: on XBox controllers the B button skips lines by default)
Based on a thread on the steam forums, I am not the only one.
Jokes apart, I'm enjoying every bit and byte of this game.
I have spent about 2 hours reading the books in the Mansion Mansion library, that's part of the fun!
Of course, I listen to every dialog, while reading the italian translation (yes, I wanted to play it in italian, because ore translator has really put so much effort in doing his job).
If the goal of one player is to finish and adventure game like this one as soon as possible, where is the funny part? I can't see any.
It's like a wacky race, where the player is starring Dick Dastardly.
Amazing game Ron, some small things only have technically bothered me so far, but the game itself is excellent! Thank you so much.
And oh yeah:
Mouse scroll for inventory scrolling = 1
If you can't stand the beeps, well, you have to deal with it. And muting is the easiest way as you are doing it now.
There's also something else. While picking up popcorn for little *beeper*, if you head into the circus there's a rat coming out from a hole, and you can hover over the hole and see the word hole appear, and use that to set the cheese down which I believe helps us get more popcorn from the rat. But once you've picked up the cheese that "hole" disappears and there's no way of interacting with the rat anymore, would that be a bug ?
Any idea when the Xbox patch might be coming out?
Also, To all Terrible Toybox, this is a great game, loving the nostalgia of when I played TSoMI solid for a week as a kid, till I completed it. Omg that was nearly 30 years ago... hoping this game brings you great success to think about a sequel or another just like it.
Thank you Frosty
still have that problem and last save is hours back)
I'm enjoying so much going back and re-reading the technical details and seeing the early concept art now I'm playing the game... :D
I guess the first name is Jason :-)
On Mac versions of LucasArts adventures, double-clicking worked like right-clicking in Windows (i.e. it picked the secondary action). This doesn’t work in Thimbleweed Park. It’s not a huge problem, since Macs nowadays mostly have a way of triggering right-click in some reasonable way, but it’s something I’m missing.
Something else I’m missing: when double-clicking on scene exit points on the Mac, games like Monkey Island would immediately move you to the corresponding screen (meaning that the walk animation to the edge of the screen would not be shown).
Anyways, these are just some minor details that I kinda got used to during the 90s. Doesn’t diminish my enjoyment of the game in any way. It’s really an amazing experience!
PS: why only 8 slots to save games (plus autosave)? I like study the genre, and Thimbleweed Park has a lot elements to study, but with only 8 slots I can't return every point of interest. I can do it in Maniac Mansion or Monkey Island, I use dozens of saved games and I'd do it too in Thimbleweed Park if I could. I don't understand the limitation.
I would like to have pixelated menus - for my eyes its a style breach - seeing the main menu and its true type font like menu options and at the same time having a pixel radio button.
Thank you!
First off congratulations for making a game where _every_ puzzle was logical. I can't say for sure I've ever played a P&C before where that was the case and I've played a lot of them. Had to take a break for a few hours a couple of times and think about a puzzle, but I never came close to the "use everything on everything point", and the puzzles were satisfyingly difficult.
Came across two tiny issues neither of which really affect anything (and may have been intended):
-When Boris talks to Willie at the beginning of the game, all commands used perform "Talk to"(ironically the only person you use look at on! :)
-When Ransome pushes over the mime in the flashback, the mime frequently says the same thing twice in a row. I don't think I would have noticed this but for the very rapid frequency the mime moves to the next insult.
Final thoughts were that story was very good and puzzles, as I noted above, were outstanding.
Only negatives were not being able to look at people and get the characters thoughts, and the lack of interaction between the agents and Ransome/Delores in mid game. I'd have liked some kind of scene where the four decide to help each other in a limited manner to explain why they're "giving" each other all the items.
Really hope this is a success and you do another one, as I've thoroughly enjoyed playing it.
Just wanted to let yo know that I didn't receive ThimbleMail™ Updates for the last two posts.
Might explain why there are no comments on them yet...
Anyway, good luck with the sales, I hope you sell enough to consider making TWP2!
On the main blog page it says 'no comments'...
~Library/Application Support/
but there is not "Terrible Toybox" folder or similar inside this folder.
Maybe something hidden?
Maybe other locations because of using the Steam version?
When I enable pixelPerfect, the playable area is just in a tiny corner of the screen. (See screenshot: https://www.dropbox.com/s/ar2u45dalm9f11b/tp_perfectpixel.jpg?dl=0 )
I still hope there might be a setting or something I overlooked to correct this. But it is probably just a case of "might cause issues". If so, I'd be happy to assist in any debugging efforts if required.
Another thing I would like to see in any future version would be the possibility to remap the options key itself. I'm still trying to load/save the game with "F5". All the time :)
Just for completeness, tried that same thing under Linux. It looks nearly the same, but this time the image is in the bottom left corner. (Otherwise the game runs just fine)
Please fix this - I like the game but the different sized pixels make me feel pixelsick.
I'll probably better not continue to play as long as the pixelPerfect: 1 ain't working.
A couple of suggestions to improve the controls:
- "Use" as the default action for inventory items, since the alt action is already "look at"
- Hotkey for the map (MMB or M)
- Previos/next character with MB3/MB4
- Numpad keys for inventory items, including Numpad+ and Numpad- to scroll up and down
- Numpad keys for dialog options
The latter two would make it easier to configure the Steam Controller.
Thank you
Hotel 3rd floor. When moving cursor over rooms it says "Walk to Zimmer 303".. Zimmer being the german expression for room - while I am playing in english text mode"
Great game.. music really annoying in the hotel hall :)
don't forget to supply a free playable demo to steam/gog etc.
i sugest part 1 to part 2 until arriving at Sheriff. That should either hook or loose the player(potential buyer).
Yes, you're right. When full screen, it feels slower (probably due to the "zoom-effect" you described). When playing native, it feels normal.
Which, I suppose causes another question: are there options to play in a full-screen application, but with the game being native and black bars? I'd like to play the game at native, but without being distracted by the desktop surrounding the game. Kinda kills the immersion.
Yes - mapping skip dialog (dot) to "v" would be great (or to backtick for example? "`").
Also I was a bit stunned when saw a todo list in agents' notebooks - I didn't expect such help in "hard" mode - maybe there should be "harder" mode where agents do NOT use notebooks?
Anyway - that's amazing game-a-reno! And shows how one should do proper facial animations in games.
But it's your decision if you look at them anyway :-)
I hope now that this blog post's done, you'll hurry over to grumpy gamer to release the annual and much anticipated "I hate April 1st!"- post.
Have been refreshing grumpygamer all day ;)
Did anyone else notice that when you walk to the left, the character is just mirrored, so left and right are switched? Have a look at the balloon and sock of Ransome. When you walk to the right, up and down, the sock and balloon are on the left side. When you walk to the left, they are on the right side.
Or is it just like the old days when memory was limited ;-)
https://www.rockpapershotgun.com/2017/03/31/everything-wrong-with-thimbleweed-park
I guess they played the Easy mode, everyone knows you should only play the hard mode in Ron's adventure games!
I am enjoying the game so far! Not a backer but attended London event and got to meet all you guys, thanks for the dedication in creating this gem!
It has been far too long... thank you Ron for this gift you have given us.
The third time i went up the *beeping* ladder of the *beeping* antenna, the *beeping* clown stopped climbing and started *beeping* walking up the ladder! *beep*!
By the way, great game, I love it so far!
I pity those with a French AZERTY layout, who need to remap a whopping 4 keys ;)
1. Thanks so much for making Thimbleweed Park! I'm having a great time.
2. I happen to be playing on a 4:3 monitor rather than 16:9. In full-screen, I get black bars at the top and bottom (which is fine, and what I expected) but when I move the cursor into that area it vanishes entirely, When I waggle the mouse to find out where it is, I see no movement in my peripheral vision and I start very slightly panicking until I happen to waggle the cursor back into the play area and I can continue on.
It'd be really nice if the game *always* rendered the cursor, even outside the play area, or if it showed the system cursor when the game cursor was hidden, and vice-versa.
However here are two Bug Reports:
Bug #1 (Blog): I always see "No comments" on the latest entries
Bug #2: When I called a number in the phone book and the very page was open, the green arrow next to the name only appears when flipping away and back again.
BTW!!! Check out 8638 and 4513 !!!! Too bad 7906 and 7043 aren't callable.
I however love 3575! She's right above us in the phone book and her message is ..... *interesting* (spoilers) Check it out.
I've also seen/heard Dave Grossman!
Why is not everything rendered in the native resolution, so that it would look more crisp? Is this a design decision?
In my opinion, the texts don't look like pixel-art anyway. If you intend to make it look more pixelated, I would recommend to render it at half the native resolution of the display, or maybe at one third of it.
But what I really miss is an April Fools' Day post at grumpygamer.com. They were already a tradition!
For the true oldskool effect:
keyOpen: "o"
keyClose: "c"
keyGiveTo: "g"
keyPickup: "p"
keyLookAt: "l"
keyTalkTo: "t"
keyPush: "s" //"Shove"
keyPull: "y"//"Yank"
keyUse: "u"
Apropos of nothing, my tweet on the subject a couple of hours in was :
"#ThimbleweedPark - How to take a beloved piece of entertainment and modernise it without *beep*ing it up."
(I figure saying so is not so much "embarrassing George" as giving a little friendly advice... ;) )
The current defaults in TWP are perfectly fine...
Almost perfect - is there any way of redefining the "Options" key? It's currently "o" and I want to set that to "Open" if possible...
[ possibly spoilers ahead ]
After you've entered the 6-digit code into the security fence, the phone system won't accept any 4 digit numbers anymore but also requires you to enter 6 digits. From this point, you simply can't call anyone from the phone book anymore. (I'm not sure in which order you have to make the required calls, but it might as well make the game unsolvable.)
But then again, it might be intentional and I've simply missed a puzzle. But the whole thing seems weird enough...
is there for gog own patch? Or download thimbleweedpark. com Support? Thanks!
If I uninstall the GOG version (keeping the saved files), can I install the Steam version and use these savefiles?
My understanding was the bug only affected backer phone numbers, and that all the game play numbers would still work. Did you double check the number?
so i could save screenshots from the game as background or as thumbnails for my streams?
Sorry to bother you. Thanks in advance.
I expected much and you guys exeeded my expectations!
AWESOME game so far! Monkey Island helped shape my logical thinking as a child and now, close to 40, I feel like a kid again playing this!
Great work so far, I love it.
I will complain about something that I should not complain about :) And it's not quite a complain, more like a question.
I am using HotspotCheater, but sometimes it works sometimes it doesn't. I mean if it works, it will ever work until I restart the game. But sometimes it just does not work when I start the game/load a file, and then there's nothing I can do to fix it.
Right now it is in the "broken" state and no matter what I do, TAB does not work. Any hints?
Don't waste more than 10 seconds with this one, afterall it's just a non-supported option (but when it works, it works quite ok).
Thanks
Adrian
Anything you need, I can provide (logs, hw config, etc). We can continue via email.
Thanks!
Adrian
(i think CAPS LOCK must also be disabled but this was not what the latest issue was about)
And this game is awesome.
One of my big regrets for this project was not spending the $6000 and licensing FMOD. It would have saved me a lot of time.
By the way, GoG updates are planned to be available as soon as Steam ones?
@Ron: Are these problems reported only with/under Windows? Which version of SDL_Mixer do you use? A search with Google pointed me to this:
http://cubeengine.com/forum.php4?action=display_thread&thread_id=859
That seems to be the same problem. There was a panning issue with 8-bit sounds that was patched in version 1.2.7. Have you mentioned your problem in the SDL forum? Here someone reported a similar problem:
https://discourse.libsdl.org/t/sdl-mixer-panning-problems-with-looping-sounds/14031
Do you use looping sounds (with the background music)? And I would contact the SDL developers too (they are very kind :)).
out of interest.
Is there changelog available covering the updates?
i reconstructed Chucks last will binary code Delores is holding to ~130 bytes of data, but even XOR'ing with 0x69 won't bring up something "readable". What's the secret behind it :-) I tried both little and big endian encoding ...
Besides, a wonderful game, thanks to you guys for bringing back enjoyable memories and a lot of laughter ...
I took a screenshot of them, reconstructed them and wanted to know if they may contain an easteregg or seckrit message ...
So, is this binary printout just random, or is there some real info inside? Used the time to push those ~130 bytes through all XOR's from 0x01 to 0xff for both LE and BE, but none of them gave direct readable results so far ...
Yeah yeah, consider me being a nerd :-) ...
I noticed that I can not minimize the game with alt-tab when in fullscreen. Or going window mode with alt-enter. Why doesn't it honor these Windows conventions?
And will the arcade be available in the next patch?
My big question is: Can we please have more save slots in the future? TP is a huge game and I'm the type of player who loves exploring and replaying parts. 8 + 1 autoplay slot just isn't enough. (Even Monkey 1 gave us infinite slots!)
You could just put Up/Down (or Left/Right) arrows on either side of the "Back" button.
PLEASE consider adding this feature! :)
Thanks.
1. For Franklin's flashback there's a calendar on the wall which lets you know that it's taking place in 1987. Yet Ransom later explains that his downfall happened five years ago... and he was about to do a deal with Franklin while he was "hot", but then Franklin disappeared. This means Franklin's death happened in 1982... not 1987 like it says in the flashback. (This is further compounded by the hotel lobby not changing between the present day and the flashback... lipstick covered glass and all.)
2. Willie comments on Ransom's talent for licensing high quality wallets (a very funny line), but Ransom later says he never got to manufacture any wallets before his downfall, and the one he owns is only a sample.
On #2: Perhaps Willie knows something more than you expect...
It's confusing though because Ransom complains about Franklin "disappearing".
sometimes the audio of a character pans to the right or left channel. randomly. just one line of dialog.
I like how Ray says the same thing as Reyes in the call, but on his behalf: "Help someone! This is Someone's Emergency"
-dZ.
Ray is in the sewer, and doesn't have a dime, but she has the whiskey bottle and the cell phone with her, which has no reception. She also has the tube for the hydrant, so A Streets is still blocked. Reyes only has a nickel. When I play with Reyes, I cannot find any other empty bottle.
That's not a dead end, is it? I am not asking for a hint!! I'd only like to read a "no" as a reply.
Haha, genius!
This is also how I feel about the game.
Haven't enjoyed a game like that in years. I am addicted to playing it and (not through yet) already afraid of the moment it will be played and over. Will definitely replay it over and over again.
To be fair: He seems to be a great DM. I'm sure you find a lot of treasure on his quests.
The sadistic ones must be those Sierra-DMs I've heard about.
And, I was surprised you can die in Thimbleweed Park :D
~/Library/Containers/com.terribletoybox.thimbleweedpark/Data/Library/Application Support/Terrible Toybox
I see you guys update minor bugs as we go along, and that you (Ron) mention that you update them on Steam. I don't like Steam too much, I prefer GOG and bought the game on GOG, not on the "GOG Galaxy" gizmo but rather as a mere download.
Does this mean I can never get the updates?
Thanks...
M
I'm sure they will put the updates on GoG eventually (and you can then just download the updated version, if you prefer to abstain from GoG Galaxy).
I'm pretty sure the Steam and the GoG builds are different, as the Steam build needs to include their little Steam DRM dll. That's why they cannot just upload the very same thing to GoG.
THnX
But this reminds me to look up information regarding the ink puzzle. I've just guessed that one but I want to fact check it :-)
There are also 2 or 3 of very clever puzzles that I solved by chance.
Yesterday it worked, today Steam downloaded a Thimbleweed Park update.
The option screen appears correctly if I click on the gear icon on the right side of the screen.
As it turns out, "Open" as a verb is one of the very few in the English language that has very few synonyms (practically none). I completed the game in the wee hours of this morning using "B" (for breach or broach), but it gave everything a certain Victorian flavour when using it. ;)
I saw a few minor glitches here and there - nothing to write home about, one of the more interesting was when trying to "Pull" a certain "recognisable" painting in the factory with Delores and she responded "It doesn't open, so how can I close it?". I'm not sure if the verb or the response isn't quite mapped right, and it doesn't harm the gameplay any - but I know you're the kind of folks that have the kind of attention to detail required to add picking up specks of dust to a game, so I figured I'd let you know.
That said, the whole experience was like rediscovering a childhood blankie in the attic and being overjoyed to give it a surreptitious snuggle when no one's looking. Not that I ever had a blankie. Nope. Not at all.
You folks deserve massive kudos and I hope there will be many more where this came from (especially as you have a modern, reusable engine now).
And instead of 'pick up' it should be always 'steal' in P'n'C adventures anyway.
I was wondering about this too :)
The most confusing thing for users was that you couldn't use ESC to escape from the game (bringing up the main menu) but only escapes from cutscenes (although it's a good thing those two are separated).
The elevator is AFAIK the ONLY thing which takes a little bit long and cannot be skipped. But it allows you to pause, think about the world, and especially listen to elevator music.
There is a minor bug when doing this: You still hear the door opening sound when the elevator arrives the target floor, even-though you're in a completely different location.
Another very minor bug, I noticed: When Sexy Riker went back to the elevator and it left the floor, you can walk behind the closed elevator door by clicking on the left floor sign.
Appreciated, but MI allowed you to "twin-click" the map too. Getting around Monkey Island itself was a three-step learning process :
- Click anywhere : Guybrush rows like he's on Quaaludes
- Click edge of the screen/specific targets : Guybrush rows like he's on meth
- Click both mouse buttons after picking a destination : You don't need to watch Guybrush row there
Small beans I know, but I'd have appreciated being able to do something similar when getting four actors out of the "Sekrit" area on the map. :)
Everyone curious about hotkeys can look them up in the help and then it doesn't really matter if it's F5, Ctrl+O or something else.
Also, when no other option than ESC was considered for skipping cut-scenes were considered, why is it possible to assign just any key for that function in the SCUMM scripts? I'm sure it can be done at least in SCUMM V5, since I do exactly that in the Ultimate Talkie Edition when splicing Stan's prices. I made the spliced line a cut-scene on its own and temporarily assign "." to cut-scene override so hitting "." will skip to the end of the spliced sentence instead of just going to the next sample within the sentence. This function is not supported in ScummVM, though, so it only works properly in the original DOS executable.
I've only ever played the Wadjet Eye games on iPad (they are windows only), so I don't know how they handle skipping dialog and cut-scenes, bring up options, etc, on PCs. I am surprised by the hostility of some people about the ESC not bring up the options, it's the exact opposite of my frustration with other games and ESC bringing up options.
ESC is made to "escape" from something. That could be a cutscene or the whole program. I can't see why ESC shouldn't work to skip a cutscene *and* call the options menu: If a cutscene is running ESC stops it, otherwise ESC opens the menu.
(And as Wikipedia sais: "...the escape key was appropriated by application programmers, most often to mean Stop. This use continues today in Microsoft Windows's use of escape as a shortcut in dialog boxes for No, Quit, Exit, Cancel, or Abort, as well as a common shortcut key for the Stop button in many web browsers." https://en.wikipedia.org/wiki/Esc_key)
I saw David also say somewhere else that ESC can't be used for the menu because it's used for skipping cutscenes, but I don't see any conflict? My intuition says "press ESC for menu", since it has always worked, everywhere, with the notable exception of a few LucasArts games in the '90s... I still remember thinking "why F5?" when saving the game in Zak McKracken, which was my first Lucas gaming experience. On the other hand, I didn't even try to skip cutscenes with ESC, but I did try pressing down both mouse buttons since it used to work, back in the day. But yeah, this is a very minor quibble.
Also fun quirk with the blog - in replying to this comment I'm seeing a post date from you as Dec 31, 1969. Should we even be talking about SCUMM? You haven't invented it yet and I'm a bit concerned we might cause a paradox if we continue. Or is this all how you got the idea for SCUMM in the first place? Someone needs to make this movie...
I've never seen a developer engage like this with people on simple UI before. It's really great, thank you for doing it.
I just made a gist through the comments, and probably I skipped the one talking about that change.
Ron, I am filling in a list the bugs I find during my gameplay.
I believe these days are too intense for the team, in terms of workload, so I wait a few more days, then I'll email this list ad support [at] terribletoybox.com.
Haha! :D Really?! I switched to Ransome because I thought he's the only person who can enter the room, because he doesn't give a *beep*. He did... so.. that's not the official solution? :D
I just finished the game in hard mode, too (17 hours). Most of the puzzles... pure joy! Absolutely awesome and logical (not too easy and not too hard). I didn't need any help except one(!) time. I couldn't find a nickel for the copier, because I threw the bottle away (and because it is possible, I thought this item isn't necessary) and didn't check the respawn area again, because I have already done so.
The story is really interesting and fascinating as far as the end, Characters are great (Ransome the *Beeping* Clown is by far the best :D), amazing atmosphere and sound, the animations and PIXEL BACKGROUNDS... absolutely stunning! Can we have the same style for the the ingame county map, too? Sadly, it doesn't look that great. ^^ I would pay for a DLC County Map TM.
What else... I think the right mouse button should have the same function like ".", and the county map should be in the left upper corner, and not in the inventory.
Other than that... awesome game! Thank you so much, Ron and Terrible Toybox team!! =)
I guessed he would be the only one to have the "nerve" to face the vomiting-Riker situation...
... only to find that he can't handle it and, after switching back and forth to ThimbleCon, that Riker left the door open.
My "bug sense" started to tingle as soon as I found the door open.
There is a more reasonable way to get in his room.
I'm always getting the same text speed.
Btw, the game is amazing-a-reno!
I'd like it could control the pause between sentences in the voice also, so I can play in English without loose any joke or clue... (Yes, my English is not as good as I would like)
I think I will play the rest of the game with text in Spanish and English voice, and maybe a second round with text also in English.
Thanks.
However, I do not understand what happened when Reyes disappeared the second time. I know from the spy cam where (on which table) he ended up, but not why and by whom and why he suddenly reappeared.
Did I miss something?
after being at the grave of Chuck, on the Franklin's notebook the quest "to speak again with Delores" it is checked in green, but I have not been able to speak with her in the truth ...
Two years of waiting and then finished in two very exciting days. Need more.
What happens to Dougs old shovel when he inherits the new? Could not find it, but surely know where to use it.
Why did not he just start digging on the cemetery since he usually does in anywhere else?
Of course, the Sheriff even mentioned that-a-reno.
Thanks
I was referring to the fast-travel option. When you are inside the city it takes quite a while until you are back over the vista.
Outside the city limits you get the map shown and with one click you are back in front of city hall, but the way out again takes forever.
Still looking for the options to show walking boxes, bring up a debugging console or Squirrel interface... :-D Tried debug, debugger, and debuggerKeys with a value of 1, but no...
clclear - Clear debug console.
cacallbacks - Dump callbacks.
pprprint var - Prints a variable.
enenter room - Enters a room.
!ex command - Executes valid squirrel.
ththreads - Display current running threads.
acactors - Display all the actors.
halt - Stop execution.
run - Continue running.
step - Step one frame.
trtrace - Turn on/off source level tracing.
help - Show this.
PS. I also wonder whether unbreakable 0x69 XOR encryption might show the way to what's inside the ggpack files.
But don't worry, a lot of people get stuck sometimes in all different kind of places. For example I got stuck on two Franklin puzzles for a bit.
Again the puzzle was fairly logical, but it involved a dialogue (sort of) and I was concentrating on the items in my inventory (one was actually very deceiving!). Moving on now :)
When I swap my finger through the screen looking for clickable items, the character follows my finger all the time, like if I was pressing the left mouse button.
I really miss a touch screen option, where clicking and swaping are different things.
If you set:
holdToMoveDelay: 99999
in your Prefs.json, it will disable it (unless you wait for 99999 seconds).
There might be odd side-effects, that option wasn't tested much.
impressions:
OVERALL FANTASTIC.
So, I will write a wall of text just to say how much the game is fantastic. But let me do some minor nitpicking first, please. Consider it like a microscopic part of the feedback you're getting from us.
1) music: the main tune is catchy. Some other musics are really nice, and atmospheric. But they could have been fare more 80.s....
2) Story continuity: sometimes I feel I'm missing something, and/or the playable character seems to know more than me/to have understood something I don't
3) the map could have been better. I think it's a choice, but I remember MI1 and 2 maps as gorgeous. TWP map is a little disappointing.
4) I agree with everybody said the new fonts and verbs are better. But I simply couldn't stand the sentence on the pointer... after one hour of gameplay, I simply HAD to activate the classic sentence. Sorry.
5) What?!? The devs at Thimblecon don't speak???
6) It would have been nice to let the playable character talk to each other
Ok, now some congratulations:
The crossing and the development of the plots is magistral. Maybe the story won't have the same naive and innocent wit of a Monkey Island, but... It's a mature and complex work.
The puzzles are really very good. Some adventures are simply difficult without being intelligent. This is the opposite: let me explain: I've never, never completed an adventure game without some advice. But usually, when I ask for help, I get disappointed: "Aw, I'd never think of that!/found that particular object" That's bad. In TWP is different. Here you roam and wander, and think. And then, suddenly, you understand. It was so logical!
So, at a first glance one would say TWP is easier.... but, no. It's just logical. And rewarding.
I have to admit that -from this point of view- this is the best adventure I've played so far, followed by the two MIs, and by.... DOTT (sorry).
MM, Zak, the Indys were overall better than DOTT, but DOTT has very good puzzles, which is extremely important. And I'm glad that such an enphasis on that has been put in TWP.
I also have to say that the To Do list is really helpful. It really helps you to stay focused and to reorder your ideas.
I really hope one thing: that, after completing the game, I will discover that there are different ways to achieve the same goals, and maybe there are different goals and/or finals. I always liked that feature of point and click games of the 80's, too bad in the 90's plots and puzzle dependancy charts became much more linear....
Congratulations for the fantastic job, I love you all. Thank you for this. I'm happy like a child.
I haven't finished the game yet, I'm working on it.
CAUTION, SPOILER:
I took the chart while David Fox was on duty. Is it everytime the same?
You just have to re-enter the room and they will swap places.
Sorry, that's what you have to use. Only official maps are allowed. Everything else would be against the law-a-reno.
ad 4 UI:
I've played with different kind of configurations. Here's my verdict:
- Sentence line ON/OFF works both for me; But I've settled with ON since sometimes dialog and cursor text overlap which can be a little annoying.
- Old / new verbs: I think both have it charms, I have no favourite.
- Old / new font: Both are OK. I first thought old (C64) could be much too wide, but I've now settled with this font since I can read it a little bit better (not sure why, maybe the other one is slightly too narrow/crammed)
you're just a slave of the system-a-boo!
4) Agree. That's the main reason why I changed to classic sentence.
In the Launch Trailer after 1:37 you can see Dolores opening the doors of the arcade, but it seems not possible by now ?
https://vimeo.com/210346524?t=1m37s
Thanks
Demetris
One small dialog bug I'd like seeing fixed is when the coroner once said "... right-a-reno." (it was too early to be intentional). Maybe the end could be just cut off not needing a different/new voice line.
Btw. that "scare" in the same room was great if you know what I am talking about :D (first time seeing it in my peripheral vision I thought I've imagined something)
Who's idea was that?
By the way, I would suggest to disable the controls while the psycho music is played and the red eyes are glowing, because I accidentally clicked on the eyes at the same time, so the thrilling effect was completely impaired by Rays very relaxed comment on the violin. It would have been much better if she commented it only afterwards.
Also when can we have more save slots? :)
Also, with the extra save slots UI, couldn't you just stick an arrow on either side of the "Back" button? The arrows would take you forward or backwards through pages of Saves/Loads? (I guess it's still more substantial than the minor bug fixes you're doing now.)
Anyways. I'm still loving TP. Can't believe how huge it is... and I still have to play it on Hard once I'm done.
In a perfect world, you are completely right. I wish I made games in a perfect world.
1- This happens when you have more than 8 items in your inventory. Let's say you have 10 items and you see items 1 through 8 on screen. You push the down arrow once. Now you see items 5-10 and the down arrow disappears. However you can still click where the down arrow was and the inventory will scroll down, showing you only the items 9-10.
2- This happened to me a few times under different character combinations. I found the following method to reproduce: Have Ray and Reyes ready in the hotel lobby where the elevator door is in sight. Have Deloris come by the elevator from 3rd floor or above to the lobby. Exit the elevator. As soon as the lobby appears and before elevator door closes, switch to Ray and enter the elevator, go to floor 3. Click outside. Immediately switch to Reyes. Delores is now invisible at the elevator door in the lobby.
I just sort of copied what was written there into the Prefs.json file and it mostly worked, however now I can't change characters with the number keys anymore, I figure those 'keyselect' binds have something to do with it?
Does anyone have a full list of the commands including swapping of party members and opening the options menu that we can use for these custom binds?
That worked for the verbs but character swap with the number keys stopped working.
Is keySelect1 through 5 the right command to switch characters?
I actually just validated the steam files and started this process over again+ deleted those line a second time and it seems to be working now :)
(SPOILERS)
One of the items on Franklin's todo list is "Talk to Delores again". When Franklin tries to talks to her (her not being able to hear him or answer, so only Franklin speaks), this gets checked as done. I found this confusing, since you can ask Xavier about using the crystal to talk to Delores one more time, while your todo list claims you have already archived this. I think it would make more sense to keep this list point unchecked.
I was considering restarting the game over this "bug", when I was stuck for a couple of hours, needlessly wondering wether the game became unsolvable due to it preventing something from happening, hehe.
I have both Voice and Text on, but even if I slide the text speed to the far left (slower text, I suppose) it seems to have no effect during the game. I mean: after a character has finished his sentence, immediately starts to say the next sentence.
I expected to be a pause between sentences, long proportionally to the "text speed" value.
It lists almost 23,000 owners. I really want this game to sell a lot!
I gave it a 10/10 on Metacritic and I raised the average user rating by .1
:-)
I am in part 3, normal mode, and agent Reyes has just visited the Mansion mansion activating Delores, who out of the blue has to 'collect 56 more specks of dust' in her to-do list.
If I am not mistaken that task was not in her to-do list in her backstory scene, so
1) is it right for her to have to do that without any explanation as to why, or
2) have I missed something, or
3) is that a (minor) bug?
The specks of dust ToDo entry is added to all characters and is a countdown to a total of 75 collected specks of dust (achievement).
I guess the ToDo entry gets added when you have collected a certain amount of dusssst (i.e. it's your fault for starting this cleanup operation) (but maybe it was also triggered by a story event).
I like your theory about being my (any other player's) fault to start this cleaning mega-op without really needing to :)
+1
Hopefully, I'll be able to convince some of my friends!
By the way, in my opinion, we (the backers) ought to purchase it, too, in addition to our backer keys. At least I will.
Hope it keeps selling well!! "Word of review" is still a thing I think.
What can I say?
Thank you, Ron.
What to say?
THANK YOU ALL.
I don't have any other words.
Tomorrow I'll call my brother and sister and I'll give 'em one copy of the game each, as a present. They'll love it.
PS. Though I did poke around in the game, I poked around with respect and compassion and I hope that Terrible Toybox is ok with it.
To be precise, he's not do the "Matrix" being rebooted. ;)
skipping dialog doesn't work on an AZERTY keyboard, as it involves using the shift key. But also the period on the numeric (num lock controlled) doesn't seem to work
The first patch says you can now also remap the skip dialog button, which I could use to avoid the shift-detection, but no succes so far.
Should that be keySkip =";" or keySkipDialog= ";" ?
Switching to US keyboard layout works (off course), but isn't very convenient.
(sorry if it has been answered before, but I try to non read comments any more to avoid spoilers)
My suggestion is that when you "overhaul the UI" you display the keyboard mapping in the help menu - at the moment it only displays "controller mapping".
Regarding Prefs.json: Looks like you're writing '\n\r' instead of '\r\n' as newline on Windows.
Works but looks ugly in most editors ;-)
Regards
RufUsul
Any option in the prefs-file to disable logging or to change the loglevel or the path, the log-file is written to?
Reason: I managed to make a symbolic link for the save-folder-path to my Apple iCloud-Drive. But as the logfile is also permanently written to that location, I have neverending Cloud-Synchronisation. I would like to minimize this.
Thanks!
Best regards and please do another Episode oder Game like that!
Marc
Thank you Ron for making such a great game again after all those years. You instantly put me back to my childhood. Thanks also to your team.
PS: I wonder why I cannot call Gronkh in the game. Has it to do with you visiting him? ;-) Or are there bugs in the phone book? I see some names are there twice...
I wondered just that maybe by duplicating one name, the voicemails may have moved one slot and other names gone missing by that...
PS: What a pity he recorded no VM. After finishing the game myself I'm now watching his "Let's Play" and I understood he's missing it, too. I stumbled across the kickstarter project on his profile and instantly backed myself because I just loved your games in my childhood, and I was hoping he recorded a VM.
PPS: As a native German speaker (tho, I played in English without subtitles), the trampoline puzzle is a little hard to get. Even the German text line says "Spotter" which isn't really a common word for the solution to the puzzle.
Though maybe Gronkh's Let's Play TWP series would be completed before. It's a pity, because it would have been funny if he had been able to call himself.
I can confirm this bug. But, it happens very rarely. And, if it happens, you still can read the subtitle.
One of these days in a SCUMM-style adventuer game, I'd like to see "Talk to X" make the player character say, "I don't have anything else to say to X" instead of showing a dialogue menu with a single "Goodbye" choice. It's silly to make the player go through unnecessary interaction (and possibly additional lines of dialogue).
Also, on a few occasions I've unwittingly pressed the Caps Lock key, and the keyboard shortcuts don't work if Caps Lock is on.