Thimbleweed Park Podcast #52
by Ron Gilbert
Jun 05, 2016
Jun 05, 2016
All your Friday Questions answered!*
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- Ron
*for small values of all.
I agree that there shouldn't be an hint system.
David, I buy movies I like on DVD even if I first saw them on TV for free.
Ron will instead show a big dialogbox in the center of the screen: "Achievement unlocked" :D
If they made an homage to Monkey Island, act transition cards would be a must, of course - as well as bobbing heads instead of bobble heads. :-)
Intesting and funny, as usual!
Good night
How have things changed now that you can have the same sound effects and music in every version of a game on different platforms and hardware doesn't really limit you anymore?
It's tabs. EOD.
It's good when the presenter is emotionally invested in the game or when he explains stuff which isn't apparent to the viewer (e.g. controls are responsive or not).
Otherwise I just want to see the game and I prefer them to shut up :-) (I perceive many of those popular Let's Players as annoying...)
But, yeah, we have tools to help minimize the conflict. :)
And for the sitcom, i dont get why this is funny. Its *f**BEEP**ing* serious.
https://www.youtube.com/watch?v=8kkFWqysmG0
Actually, the thing I was most excited to learn about was the game you highlighted here -- "You have to win the game". This thing stole my heart in a big way, so thank you for that, kind internet stranger!
Also the displayed hint system is somewhat related, and of course completely ridiculous.
For my part, I honestly won't miss a CRT screen, since LCDs are much more eye-friendly in the long term. Whenever I play a game via ScummVM, I use an LCD as well, without any retro filter, and I'm still very happy.
Nonetheless, I'm looking forward to the retro pixel mode in TP.
I don't need retro filters too. I also never use those advanced upscaling filters, nearest neighbour is everything I need (I don't want an algorithm to add more information when there isn't more, but maybe it's just nostalgia).
I'm not sure how the UI will change...
Do you mean with compressing that it should be horizontally scaling only? You can't do this with the inventory, the items and their pixels need to stay square. Also you would need the keep the pixels of the verbs square.
I can imagine two things:
- Either only whitespace is horizontally scaled and the verbs are made to fit the space (maybe with adapted letter spacing; inventory keeps its aspect ratio).
- Or the hole UI scales respecting the aspect ratio. Which could mean that in 4:3 you see more of area which is normally behind the UI.
This would be an interesting question for the podcast in three weeks!
Your first suggestion, reducing the horizontal spacings, is my favorite, because the inventory would overall have the same aspect ratio like in the SCUMM games. But only if they also reduced the inventory by leaving one column out, would it be realizable. Moreover, the arrows in the middle would probably need to be a bit more slim.
It's an interesting question indeed.
Maybe also the maximum width should be restricted in case of super wide displays.
If anyone has a device that would show a heavier letterboxing effect due to a display with a very exotic aspect ratio, it's his fault, not yours, because 16:9 and 4:3 are the real deals, in my opinion.
Of course, a fluid GUI would have some advantages and I understand that everyone would like to use the full screen of his device regardless of its aspect ratio, but, as Ron mentioned, it would cost both time and money. Nevertheless you are going to be able to play the game on almost any contemporary device - and the thin black edges, if any, might not be worth mentioning.
Only thing left is the possibility to lock files (or did I overlook this feature?). They said in a podcast that they currently rename the files all the time to mimic locking. It's not pretty but it works for them.