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[SMW Hacking] Building a Point‑and‑Click Engine on the SNES Using Sequential Blocks
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<blockquote data-quote="SUPER-J11BIT" data-source="post: 6334" data-attributes="member: 5702"><p>My goal is to create a full Monkey Island remake, but shorter, while keeping the spirit of the original intact. For the character close‑ups, I’ll use the Special Edition graphics so the dialogues will look more expressive and easier to read.</p><p></p><p>The overall style will be a mix between Dune and Simulmondo’s Diabolik games—very narrative, cinematic, and without intrusive interfaces.</p><p></p><p>There won’t be a traditional inventory: any items you pick up will simply be added in order and used automatically when needed, thanks to SMW’s sequential blocks. For example, you won’t be able to find the treasure without defeating Carla first. It’s hard to explain in words, but once you play it, everything will be perfectly clear.</p></blockquote><p></p>
[QUOTE="SUPER-J11BIT, post: 6334, member: 5702"] My goal is to create a full Monkey Island remake, but shorter, while keeping the spirit of the original intact. For the character close‑ups, I’ll use the Special Edition graphics so the dialogues will look more expressive and easier to read. The overall style will be a mix between Dune and Simulmondo’s Diabolik games—very narrative, cinematic, and without intrusive interfaces. There won’t be a traditional inventory: any items you pick up will simply be added in order and used automatically when needed, thanks to SMW’s sequential blocks. For example, you won’t be able to find the treasure without defeating Carla first. It’s hard to explain in words, but once you play it, everything will be perfectly clear. [/QUOTE]
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[SMW Hacking] Building a Point‑and‑Click Engine on the SNES Using Sequential Blocks
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