Thimbleweed Park Podcast #43
by Ron Gilbert
Feb 27, 2016
Feb 27, 2016
Gary gets a new computer and we can't stop talking about it.
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- Ron
1920 x 1080 has 35.11%
1366 x 768 has 26.62%
Most 24" monitors are 1920x1080, I've got two 27" running that resolution too.
From what I've seen 1366x768 is a laptop resolution.
http://store.steampowered.com/hwsurvey
Another thing to think about is the XBox port with 50"+ TVs....
Imagine... You can trust me, it's very cool!
And I get distracted by what's in the frame.
It was not such a problem since I used to play on a 19".
I recently bought a 27" retina, which is awesome for Photoshop use and allows an easy multitasking when you have multiple windows open, but if you are working on a single window it can be really fatiguing, if you do not reduce your resolution and you work windowed to limit eye (or even neck!) movements.
With my 19" I always used the same resolution, now I find myself tweaking it very often to meed my needs.
Said that, 8 bit games are an issue, since I don't like windowing and all I can do is to put my monitor as far as possible.
The same is for strategy games, where I also have to reduce the resolution in order to read larger fonts.
Conversely, I like to pump up my resolution and to put my monitor close to me during simulations, widening the view angle in the game options. So that the center of the screen lies comfortably in the middle of your visual field, while the outer frame is in the peripheral field. This makes the experience really immersive, but I think it is not a good idea do that for more than one hour....
Yes, that would be an awesome feature.
Indeed, an awesome feature.
As awesome as an invisibility neckchain, but I'm not going to say please a whole lot. :-)
I suppose this depends heavily on the purchasing power of the country you're in. Remember the game is played across the world :)
And then, tablets are also to be considered.
My daily tasks at home (including occasional gaming) are done on a 12" laptop, most people I know use 13"-14" laptops.
No idea how the point-and-click-crowd is distributed along these lines.
Given that your device has a Full HD resolution, there might be no reason for a 27" monitor, even if it's not a laptop - unless you work all day long on the respective computer, of course, as Gary does. Therefore 27" might be an appropriate size for Gary (and probably for the other team members as well).
I myself actually own a 27" monitor, but I only use it for watching 3D movies and TV, since 27" are pretty big on a desktop and my older (much smaller) monitor still suffices for my applications. Furthermore, a larger monitor typically has a higher power consumption.
If one is humble enough to accept that his intelligence can be enhanced by the others, that "only I shall win" is a loss, then it'll be a success.
I sit slightly further away then usual so I can see the whole screen without moving my head. Probably an unusual setup, but I use the same telly for the consoles, and I don't really want to have a monitor as well anymore.
I just sit a bit further playing 8bit games on my Amstrad CPC emulator, but close when playing modern games :-D
First cover of the Thimbleweed Park intro music is coming!
http://www.cinemapioxi.it/zak/TP-cover-ValerioVolpe.m4a
(thanks to my co-worker Valerio Volpe)
<SBAMM!>
If you lay down on your side, you can place the Nintendo DS on his side, leaning on a pillow.
<FINGER POINTING>
And your arms will not get tired!
It should be possible to generate pixels always using the native resolution of LCD (Led oled plasma are the same), otherwise the images will lose their sharpness and clearness, and it would be very unpleasing for a game that want to reproduce the aesthetical sensation of old pixels, with no antialiasing and such things.
Quite some OS X machines run on MacBook(Pro)s which means sizes of 15/13/12/11 inch.
Mmmh... So you're basically going for the Sierra-style now? And you're even being lazy about it!! Sierra, at least, always came up with a thousand of *different* ways to say that ("oops! You're dead" or in Franklin's case: "oops, you found inner peace and passed on to another plane of existence that we didn't bother to render") :P
Sushi
(17" laptop, 20" desktop)
This is a completely off-topic and random question, but I hope you could provide some guidance based on your experience. I will re-post this in your other general blog, just in case you feel it more appropriate there.
I would like to understand how you implemented walk-path and collision detection in SCUMM for Maniac Mansion. It seems to me that computing the intersection of arbitrary concave polygons (even if one of them is a simpler rectangle) would be expensive, especially on such a primitive machine like the Commodore 64.
I myself am implementing a similar framework for an even more primitive machine (the Intellivision), and have thought of just constraining walk-paths to extremely simple rectangles. However, I cannot help but think there may be clever solutions that might help with a more general application.
Also, were all other object-region collisions implemented the same way? I mean, is collision with the borders of the screen or doors just part of the "walk-path" region, or were there more specialized mechanisms for each one?
Thank you in advance for your attention. I look forward to your response.
-dZ.
Epic Interactive Entertainment obtained the rights to Simon the sorcerer 2 and did a CD-ROM AGA release for the Amiga in 1999.
And in 1994 some crazy people did Lemmings for the Commodore 64.
Why not Thimbleweed park (talkie version) for the Amiga?
:-)