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tomimt

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Everything posted by tomimt

  1. You can actually change that in ScummVM. To make the screen relative instead of touchpad you need to check in the adlib box in the settings. It's oddly hidden, but it works well.
  2. I actually haven't had that much of problems with that. Multitouch, double tap etc. has always felt pretty natural to me. I didn't even have issues with Beneath the Steel Skys pixel hunting bits and I own only a 7 inch tablet. And my fingers ain't that small either.
  3. The funny thing is though, that most of the old point & click games I've played with my tablet through ScummVM or Dosbox feel very much at home on a touch screen device, I'd even argue that they fit far better on a touch screen than they ever did on computer. Playing with touching things just feels more fluent and natural to me on P&C games, even when the UI and functionality of the game hasn't been made a tablet device in mind. These days I even look at newer games with the mind of if they'd be better on tablet. For an example I just recently bought The Cave (Ron Gilbert / Double Fine) and I just couldn't help but to think how much nicer experience it would have been on my tablet device. It might be a mindset thing, but the game play on it felt a lot like it would be more at home on a tablet rather than PC.
  4. Damn, that is affordable. Makes me think of all kind of nasty things I'd do with that 19 inch.
  5. There was a VGA remake project of SQ3 some time ago, looked pretty good even. But the team apparently just couldn't find the time to do it, just like many other fan projects haven't.
  6. I use Wacom Bamboo myself. It's not the biggest one in the market, but suit me fine. Though I do have A3 sized Aiptek tablet as well, but it stopped working próperly after WinXP service pack 3 came out. Aiptek never bothered to fix the drivers. And it has batteries on the pen, so that's always a hassle.
  7. I would enjoy from something like that immensly. (and as a cherry on top he could do a low resolution AGI from the same scene)
  8. The problem with the demo was, that it actually wasn't a demo as such, but more like an alpha prototype demo. So it was sold to the public a bit poorly and that caused people to backlash a bit. But in general I think it did a world of good for the Guys and the project, as it did provide a lot of feedback from controls to bugs.
  9. This was a good update, and for the future, I'd hope the updates would be like this as well. It was honest and re-assuring that the project is handeled like it should, despite they have ran over schedule. The big things they've done are technical and not that sexy subjects for updates, so I do understand why the previous updates have been a bit bony, but now that the framework has been done, I hope updates of this quality to continue. And more love to SVrewards as well :)
  10. I wouldn't start machination against the sales of LSLR either, as it might be harmful to the franchice itself... and from the looks of it the whole thred has been moderated from Steam.
  11. I don't think the Guys would have followed the scenarios presented in SQ4, not slave like anyways. You can always play the "Roger altered the time line"-card if anyone would have asked questions about things.
  12. That's the big question, is LSL:R a success or not? There's some conflicting info about it. Reportedly the game cost over 1 million to make, of which most came from KS and of the pot Codemaster get their cut as well, though how much, I don't know. Some time ago Frogacuda said in the Adventuregamers forum that Trowe had said something about 250k sold units, but that was ages ago and I don't think there's any concrete proof about that. We only have estimations, but then again I think LSL:R did sell better on the recent Steam sale, as it was for a bit in the top 50 sellers. At Google Play store LSL:R has been installed 10 000-50 000 times, but that figure doesn't tell how many have actually purchaced it after trying it out and LSLR isn't that high in the GOG listings either when games are listed in order of sales. All things considered I do think the game has made profit, but I don't think it has been the blockbuster Trowe or Al hoped it would have been. It might have been profitable enough to warrant the freemium casino game though just to keep the potential franchice in the public eye.
  13. This is true, adventures are a definitive niche. I read somewhere that Deadelic has said for an example that none of their games have been huge monetary successes despite they have done a couple of well reviewed adventure games and propably are the most profilic adventure game company at the moment. On the other hand you can succeed in adventure games if you find an element from the mix that larger audience enjoys, which is something Telltale has done (though you can always argue if TT's games fit in the definition of AG's anymore) by refining their own AG experience towards heavy story telling, QTE and some light puzzle work.
  14. I do agree, carpet bombing a company with lots of mail is not a best approach with this. Perhaps a well written and articulated petition etc. would be the best way to handle this matter.
  15. I threw Josh a mail as well. I rarely send out that kind of mail, but I thought in this case it's well deserved, as he did a good job as a PR person and as a writer.
  16. Josh's involvement in LSLR needs to be applaued, he brought professionality and a likeable spokes person to the project and his writing contributed a lot in the game being, IMO, the best version of Larry 1 in existence despite the flaws it has. If another Reloaded LSL game comes out I hope Josh will take part in it, as he is a great successor to Al Lowe. And here's for hoping he does continue his career in games.
  17. I think it's just the easiest and cheapest way they can make an another product that can a) bring in some money, B) keep Larry in the public eye. But I doubt it'll go well with the general fan base, as I didn't read that many favourable comments about it when Replay originally announced it. That kind of casino games have an entirely different target audience and they propably won't be getting an adeventure game because of it.
  18. Happy b-day mr. Murphy.
  19. Shame to hear that. I wonder if there's any of the old guard left anymore. Replay's forum has turned into a ghost town. I checked out a couple of previously lenghty threads, which have been dwarfed into a incoherent mess of couple of messages. A lot of good discussion about the LSL series has been gone down the drain, which is damn shame. Now the most active posters there seem to be genuine trolls PT accused the banned people of being. You get what you order, I guess.
  20. LSL2 was the remake I was hoping to see as well. It such a broken game, that a new design approach could have worked miracles on it and Al could have even fleshen out the story even further.
  21. And it seems I've been banned from Replay forums as well. The big broom keeps sweeping from the looks of it. I feel all warm and fuzzy inside.
  22. Yeah, he isn't playing a smart game here. Instead of antagonising the core audience and the makers as well, he should be more supportive. Now is the time to build a good ground work, because Activision is finally starting to license the old Sierra IP's out. You don't want to bad mouth those people who are either going to buy or possibly make those potential future games. We all know that in the larger scheme of things these budgets most projects have gotten aren't ground breaking, but this is also a moment where support can have huge effect (though it's also a good thing to keep realities in mind as well). It always helps to push forward when people know other people are looking forward for their product despite there might be some issues along the way. We are here because we care, not because we want to gloat. Or at least I'm not, I'm not that loaded that I can take my pledge as a gloating pass.
  23. Josh Mandel does seem to be the most important aspect in all this, as he was the man responsible of heavy lifting, while Al Lowe was more of a suprervisor who saw that the game was done like he'd do it himself. I had the imperssion it was him passing the torch. If Josh has parted ways with Replay Trowe really doesn't have much to play on right now, as I doubt Al wants to be that hands on with game development anylonger. While I was aware Josh hasn't posted on Replay's forums lately, I didn't thought that much of it, as he and Al never were that hands on at the forums. So his departure and PT's antics would make a decent article about the future of Replay and Larry as a whole.
  24. It's a good thing IMO, that Activision is willing to test the waters of their old Sierra IP's. They've been sitting on them for so long now without doing anything, so this might be a good opener to finally start seeing the other IP's revived as well. And I do like GK series.
  25. I guess PT still lives in a world where only bad publicity is no publicity at all. That really doesn't work anymore, as I can think of a couple of KS projects that either failed because of the public image of the creators or that have destroyed the public image of a creator at least in they eyes of people that backed. People all around are stuffing their faces with popcorn, the show is on.

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