Thimbleweed Park Podcast #57
by Ron Gilbert
Jul 24, 2016
Jul 24, 2016
Capping a very busy week on Team Thimbleweed, it's a podcast.
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- Ron
https://lucasartsreview.files.wordpress.com/2014/04/mm_dev_team.jpg
If the programmed duration is about 30 hours, I believe it will take more and more hours to complete, because I'll stay idle to see eyes rolling, toe tapping, special idle animations... not to mention all the surrounding effects.
You guys of TP Team should receive a Nobel Prize on December 2017, for Literature!
By the way, ScummVM is not able to scale the screen steplessly. I hope that they will improve this, in order to provide an uncompromising full screen experience on any modern display.
With ScummVM you have two possibilities:
- You can either use a filter with 1x, 2x or 3x scaling and then use the display adapter / monitor features to upscale to the display's native resolution (with varying results) or having no upscaling with black borders around (the latter one with perfectly sized pixels).
- Or you can use OpenGL mode which uses the native resolution of the display and then upscales the image with appropriate aspect ratio (+ black borders on two sides if necessary).
Note that this also means (using nearest neighbour) that pixels will have different sizes! You can notice this even with low resolution games, e.g. 320x200 -> 1920x1080 (but only if you really look out for it, so playing the game is not really a problem).
When I tried OpenGL a few months ago, the system became extremely slow. But, I just read that ScummVM 1.7 features some improvements in terms of the GUI and OpenGL. I'll try the latest version next week. Thank you for your suggestion! :)
You can also use Ctrl+Alt+F to switch between those filtering modes in-game. Try it and make your eyes bleed.
@Gffp +1 for the gang!
Interview by Game Informer
https://www.youtube.com/watch?v=voJvtZ3jnL4
I could not imagine how hard it was for Ron to stay transparent talking about
Disney, Double Fine, Lucas Arts, Humongous Entertainment.
We need to get Ron drunk one day and have him Skype with the backers.
Maybe a Thimbleweed park release party
[ Option #127 : Scaling pixels to fit screen dimensions ]
But having correct colour and brightness settings is and was always hard...
I think it's not that bad having such brightness adjustment in games so they can be played like they meant to be.
I remember this even from older games, e.g. Riven had this.
Ron wants be the very best, like no developer ever was.
To catch bugs is his real test, to explain them is his cause!
He will travel across the land, conventions far and wide.
Each presentation to understand, the programming that's inside!
-Parkémon!
But i love Parkémon for sure!
But still: all this Pokeaman stuff is for babies!! (just ask Miller)
https://twitter.com/interimdan/status/754267149431169024
Perhaps you could embed some checks in the graphics engine code, or the Testertron3000, which would notice when a character interacted with something outside the "safe area" and issue an error, as a way to help automate the checking that the safe area is really safe.
Also, I got to thinking about the specks of dust. How will you prevent the case where the dust is essentially "invisible" because it lies on a graphics pixel of the same color? Do you just use the inverse of the color it's placed on, or some other algorithm to make sure it's visible?