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Real myst pointer
Real myst pointer





real myst pointer real myst pointer

SP: Part of the experience of Myst is the isolation, from being alone and using your initiative to unravel the world? Do you think that migrating the game to a portable would lose some of the charm and atmosphere. Once again the worlds of MYST and beyond are opened for a whole new audience and those loyal fans once again finding the need to adventure. We all felt that the DS, more than any other platform with its touch screen and portability, would find MYST the essential adventure companion. MYST is the quintiessential story of despair, freedom, and drama. Offering such a versatile platform, Nintendo offers a canvas with limitless potential. Manny Granillo: The DS is a fundamentally engrossing platform that once again allows the user to become part of a digital world. What makes you bring Myst to the Nintendo DS now? Besides offerings from Cing these cries have been mostly ignored. SP: Adventure game fans spanning the internet over have been crying out for some adventure games for the DS. That was longer than I intended but I believe represents the stance of a lot of Sierra adventure fans out there who disapprove of the feature.Was waiting for a slow news day to post this interview. Granted it's not really possible in the same way with other engines, but I guarantee you that if you did there'd be a similar outcry from fans of those games if a feature like undither was implemented and activated by default to "enhance" the original experience. Again, nothing like this is done to SCUMM games or any other engine in ScummVM's compatibility list and shouldn't be to SCI0 either. Games supported by ScummVM should be presented the way they were originally intended to be experienced and not "enhanced" by default. I just believe that it should be left to the user whether to decide or not they want to enable them. I'm all for an undithered feature or any other options to improve (or in this case, completely alter) the look of games in ScummVM. These previously invisible sprites that look like a part of the world are now glaringly obvious and throw the player right out of the game (at least it does to me). It actually detracts from it because it takes an artistic expression and turns it into this flat and boring image with bizarre jagged lines in random areas of the screen which were meant to be for shading and other artistic nuances.Īlso, half the time there are sprites on the screen which can't be undithered and are dithered specifically for the purpose of blending in with the background. Really, undither doesn't add all that much to a picture anyway because it just makes it look flat. Undithered mode just makes a bunch of flat colours while dithered mode (while crude) actually looks like shading in a lot of ways because of its small palette and unique approach to fooling the eye. Not to mention that I think the advantage of having 256 colours in the first place (or more than 16, anyway) is for shading and gradual changes. With undithered mode active this effect is lost and you get all these bizarre jagged lines everywhere that make no sense and look out of place. My problem is that by omitting the necessary checkered order of pixels which hide things artistically like lines that become an element of shading by depending on the dithered look, it destroys the original intended work in the first place.







Real myst pointer