2014

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Grumpy Gamer

The C64 version of Maniac Mansion didn't use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn't have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.

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Support us on Kickstarter!

Mircosoft Game Dev

As you know, Okam Studio, the company that develops Godot Engine, also makes games. One of our oldest projects is The Interactive Adventures of Dog Mendonça & Pizza Boy , a 2D point & click graphic adventure that we’ve been developing in-house as a side-project, and we’ve launched a Kickstarter to raise the funds to finish it. You can find it here: [link].

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Trending Sources

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Sirlin on Game Design, Ep5: Now Playing

Sirlin

We discuss the Street Fighter 5 trailer as well as the games we're playing now: Super Mario 3D World, Smash Bros. 4, Transistor, and Counter-Strike: Global Offensive. Sirlin gives an award for worst menus in a game while Aphotix gushes about a shooter. Hosts: David Sirlin, Matt "Aphotix" DeMasi, and Sean "MrGPhantome" Washington. We discuss the Street Fighter 5 trailer as well as the games we're playing now: Super Mario 3D World, Smash Bros. 4, Transistor, and Counter-Strike: Global Offensive.

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MISSING

Grumpy Gamer

The C64 version of Maniac Mansion didn’t use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn’t have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.

PC 130
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MISSING

Grumpy Gamer

Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah Blah Blah. Blah Blah Blah Blah, Blah Blah Blah, Blah Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah. Blah Blah Blah Blah, Blah Blah Blah Blah Blah Blah Blah Blah Blah. Blah Blah!!! Blah, Blah Blah Blah Blah, Blah Blah Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah, Blah Blah Blah Blah Blah Blah Blah?

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MISSING

Grumpy Gamer

Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah Blah Blah. Blah Blah Blah Blah, Blah Blah Blah, Blah Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah. Blah Blah Blah Blah, Blah Blah Blah Blah Blah Blah Blah Blah Blah. Blah Blah!!! Blah, Blah Blah Blah Blah, Blah Blah Blah Blah Blah. Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah, Blah Blah Blah Blah Blah Blah Blah?

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My Understanding Of Charts

Grumpy Gamer

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More Trending

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SCUMM Notes From The C64

Grumpy Gamer

More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I'm not sure who's phone number that is on the last page. I'm afraid to call it.

Build 130
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SCUMM Notes From The C64

Grumpy Gamer

More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I’m not sure who’s phone number that is on the last page. I’m afraid to call it.

Build 130
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2D Point and Click Engine Recommendations

Grumpy Gamer

I’m looking for some good recommendations on modern 2D point-and-click adventure game engines. These should be complete engines, not just advice to use Lua or Pascal (it’s making a comeback). I want to look at the whole engine, not just the scripting language. PC based is required. Mobile is a ok. HTML5 is not necessary. Screw JavaScript.

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Best. Ending. Ever.

Grumpy Gamer

An email sent to me from LucasArts Marketing/Support letting me know they "finally" found some people who liked the ending to Monkey Island 2.

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Best. Ending. Ever.

Grumpy Gamer

An email sent to me from LucasArts Marketing/Support letting me know they “finally” found some people who liked the ending to Monkey Island 2.

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Maniac Mansion Design Doc

Grumpy Gamer

Even more crap from my Seattle storage unit! Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn't have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system. There was no official pitch process or "green lighting" at Lucasfilm Games.

Concepts 130
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Maniac Mansion Design Doc

Grumpy Gamer

Even more crap from my Seattle storage unit! Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn’t have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system. There was no official pitch process or “green lighting” at Lucasfilm Games.

Concepts 130
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MISSING

Grumpy Gamer

More crap from my storage unit. Print your own today!

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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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Maniac Mansion Design Notes

Grumpy Gamer

While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn't been to the unit in over 10 years and had no idea what was waiting for me. Here is the first batch. get ready for a week of retro. Grumpy Gamer style. First up.

Puzzle 130
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Maniac Mansion Design Notes

Grumpy Gamer

While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn’t been to the unit in over 10 years and had no idea what was waiting for me. Here is the first batch… get ready for a week of retro… Grumpy Gamer style… First up… A early mock-up of the Maniac Mansion UI.

Puzzle 130
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Ten Years Running!

Grumpy Gamer

Time flies. The gaming and internet institution known as the Grumpy Gamer Blog has been around for just over ten years. My first story was posted in May of 2004. Two thousand and four. I’ll let that date sink in. Ten years. The old Grumpy Gamer website was feeling “long in the tooth” and it was starting to bug me that Grumpy Gamer was still using a CRT monitor.

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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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Booty From My Seattle Storage Space!

Grumpy Gamer

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Booty From My Seattle Storage Space!

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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Monkey Bucks

Grumpy Gamer

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Monkey Bucks

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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Who Are These Pirates?

Grumpy Gamer

This has always bugged me. Now that I've pointed it out, it's going to bug you too.

Bug 130
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Who Are These Pirates?

Grumpy Gamer

This has always bugged me. Now that I’ve pointed it out, it’s going to bug you too.

Bug 130
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Even More Monkey Island Design Scribbles.

Grumpy Gamer

I am not going to throw these out! That was a joke! Several years ago they got water damaged, so now they are sealed in water proof wrapping and kept safe and insured for $1,000,000. Also, this is not the "design document", they are just notes and ideas I'd jotted down. There wasn't a formal design document for the game, just the large complete puzzle dependency chart I keep on my wall.

Puzzle 130
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Even More Monkey Island Design Scribbles.

Grumpy Gamer

I am not going to throw these out! That was a joke! Several years ago they got water damaged, so now they are sealed in water proof wrapping and kept safe and insured for $1,000,000. Also, this is not the “design document”, they are just notes and ideas I’d jotted down. There wasn’t a formal design document for the game, just the large complete puzzle dependency chart I keep on my wall.

Puzzle 130
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More Tales From The Monkey Island Design Notebook

Grumpy Gamer

Very early brainstorming about ideas and story. First pass at some puzzles on Monkey Island. Just writing ideas down. I'm surprised "get milk and bread" doesn't appear on this. Map when ship sailing was more top-down and direct controlled.

Puzzle 130
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More Tales From The Monkey Island Design Notebook

Grumpy Gamer

Very early brainstorming about ideas and story. First pass at some puzzles on Monkey Island Just writing ideas down. I’m surprised “get milk and bread” doesn’t appear on this. Map when ship sailing was more top-down and direct controlled.

Puzzle 130
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Monkey Island Design Notebook #1

Grumpy Gamer

I'm doing some house cleaning and I came across my Monkey Island 1 and 2 design notebooks. It's interesting to see what changed and what remained the same. I'll post more. If I don't throw them out. They are smelling kind of musty and I'm running out of space. My first sketch of Monkey Island. Early puzzle diagram for Largo (before he was named Largo LaGrande).

Puzzle 130
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Monkey Island Design Notebook #1

Grumpy Gamer

I’m doing some house cleaning and I came across my Monkey Island 1 and 2 design notebooks. It’s interesting to see what changed and what remained the same. I’ll post more… If I don’t throw them out. They are smelling kind of musty and I’m running out of space.

Puzzle 130
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2D Point and Click Engine Recommendations

Grumpy Gamer

I'm looking for some good recommendations on modern 2D point-and-click adventure game engines. These should be complete engines, not just advice to use Lua or Pascal (it's making a comeback). I want to look at the whole engine, not just the scripting language. PC based is required. Mobile is a ok. HTML5 is not necessary. Screw JavaScript. Screw Lua too, but not as hard as JavaScript.

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MISSING

Grumpy Gamer

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Ten Years Running!

Grumpy Gamer

Time flies. The gaming and internet institution known as the Grumpy Gamer Blog has been around for just over ten years. My first story was posted in May of 2004. Two thousand and four. I'll let that date sink in. Ten years. The old Grumpy Gamer website was feeling "long in the tooth" and it was starting to bug me that Grumpy Gamer was still using a CRT monitor.

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Godot Engine reaches 1.0, first stable release

Mircosoft Game Dev

10 months of hard work. After 10 months of hard work following the open sourcing of Godot, we are proud to release our first stable version, Godot 1.0! Several hundred issues were fixed, and dozens of contributions from the community were merged. In the meanwhile and in the absence of any publicity or mention in the developer press, the user community has silently grown a few orders of magnitude, via just word of mouth.

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Godot history in images!

Mircosoft Game Dev

A trip down Godot Memory Lane. Godot was not always called Godot, it went through many (horrible) names, in the following order: Larvotor. Legacy. NG3D. Larvita. Larvita2. Larvita3. Godot. In fact, Godot was just a code-name for what would be something else, a more general purpose engine with a proper UI instead of a set of assorted tools. We knew it would take a long time, so we used a name based on a play by Samuel Becket to represent that feeling.

Engine 52