
More motherf***s from the publicā¦


tonight Iām gonna finish the graphics (4 objects/faces left), tomorrow Iām going to write the missing dialogs and translate, and on sunday part1 will hopefully be playable 
I hope. My wife keeps asking me what the hell is that horse.
I know Iām late to the party, but⦠Iād have done the very opposite, dimming the candles and enhancing the window.
Strong light comes from outside, but the inside is dark, creepy and moody. An IRS employee is a creature of the night.
You have a point 
well there are lots of retouches to make 
Oh, so you still use the cucumber, there.
Iām afraid there will be a delay of a few days⦠thereās a lot of small dialog to insert, and small bugs to fix⦠![]()
Itās not impossible that the italian version will be ready on sunday evening, but unlikelyā¦
As consolation, hereās a new location:
Jeez, your game is huuuge.
last time I counted, 106 walkable locations (excluding cutscenes). 
Wow. I think someone made a count of the rooms in MI1, MI2 and TWP, once. It would be nice to know.
I heard Ron say that MI2 and TWP are 100 ⦠or 101.
David Gilbert said that Unavowed is 160+, which surprised me. Feels smallerā¦
Iām sorry, I know you discussed this yet.
And I suppose you know what youāre doing.
But I think that a long game with no music isnāt a good idea. A good music helps to set a mood, and stays with you also when youāre not playing.
I know⦠but you have to ask why in Family Guy episodes thereās no music during dialog.
Aside from action cutscenes without comic dialog (of which there are very few in this game) , Iām trying to figure out how to fit some music in. I still havenāt made actual tests though. First I will add sound effects where possible. Then, for some locations, Iāll try to play 4-second bits of music when you enter the location, and see how it feels⦠Iāll also try to have longer music that stops as soon as dialog startsā¦
To elaborate⦠I think music is very important when you are thinking and walking around the world, looking for an idea how to unblock yourself. In that moment, you absorb music subconsciously, and it produces a lasting sensation that sticks with you even after years. Thatās much of the reason why Iām so attached to Monkey 2 and Indy4, personally. I remember the music and the sensation when you walk around that world while thinking of the puzzles.
So itās important. But itās equally deleterious during comedy dialog. So I need to find a way to have music only when you walk and when you think-- or when there is non-comedy dialog. A problem is that thereās no walking animation in this game, only teleport. So there arenāt those periods devoid of dialog, where I can stick music in. But there are still times when you are using the map, or composing the action, or just moving around locations⦠so I can do something I guess⦠unfortunately, when you enter locations, there are often jokes (that start automatically). So I need to start music only in those locations that donāt have jokes on enter. The logic will be complicated. I donāt want to end up programming an Imuse
but I will have to fade out music when a comedy bit startsā¦
@Guga I still have more than 100 jokes to integrate ⦠so I wonāt make it today or tomorrow. Sorry 
I hadnāt realized how big this game is in terms of jokes and NPC reactions⦠They respond to any event with a joke. So as you move from location to location, thereās always something different told. (dialog in this game is all automatic and triggered when you enter locations)
I wanted to find the frame in Ratatouille where Anton Ego is told to wait if he wants to meet the chef and he agrees, but itās taking too much time so just imagine I posted it.
Ok, I will imagine you posted something I have never seen. 
Going off topic here, but⦠Ratatouille is wonderful! Go watch it ASAP.
Oh, and itās totally child friendly, so⦠I donāt know how old is your daughter, but if sheās 4 that should be enough 

