Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Topic started by: ZeaLitY on May 19, 2006, 04:31:00 pm

Title: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on May 19, 2006, 04:31:00 pm
Post feedback about the second demo here. Feedback can cover anything, really, including


Remember to check the readme if you are having problems installing. You can also ask general questions here. Just take the demo and run with it! I hope you've had a blast playing it. If you're curious, try giving Chrono Trigger rom hacking a try. All the tools you'll need are at http://www.chronocompendium.com/Term/Modification . By the way, if you don't feel like registering here, you can e-mail crimsonechoes@gmail.com.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 19, 2006, 05:08:20 pm
Hi all thanks for playing the demo.

I wanna let you know that I really will be actively working on fixing any bugs that you report and should be able to fix most of them besides the exceptions below.  We will then rerelease the demo in a couple weeks in an all out feature.l

Known bugs so far:

Priority issues in a certain vista
Magus Power Glitch (magus levels up and get ** power)
No Sun Keep (sigh I don't know why...)
Text if you sell sword

This list will be updated.

Again thanks for playing it was alot of work but totally worth it. 

If you want to help (always wanted) feel free to email crimsonechoes@gmail.com or just post here.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 05:27:46 pm
O.O!!!!! NICE!  I have yet to play it but so far it looks nice.  I'll report bugs or glitches and stuff if i find any.

Just minor graphical problems.  The world map in the 19200 BC or w/e has a bunch of graphical overlay problems O_O''  The tree's you can walk through (i don't know if that's suppose 2 happen but its down on the southern continent).  The bottom right corner has a tile out of wack, and the one near last village has one as well (the one that has elder).

Another Bug:

If you go to the top of the Dactyl Nest before you reach singing moutain, the game freezes.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 19, 2006, 07:15:09 pm
Really nice godlike job you guys did there! I just started playing untill Magus Chapter, but now i'm stuck  :lee:
maybe someone might help me, after beating the first boss(the 1 in the beast nest), what do I have to do?
Anyways, this is a feedback thread so here is what I noticed on my first play:

- Crono's kitchen: if you click on the plant in Cronos House, you get the "receive item" sound 2 times, but no text appears(and no item)(1st pic).
- Cathedral: if you talk to Renault(hope this was the knights name), and have the Shamshir equipped, you don't give it to him(but you are supposed to, aren't you?)
- after the Chapter change: the Items stay in the inventory
- Guardian sleeping room: 2 Guards at the table say the same(I know it's stupid to mention, but that's what I noticed)
- at Magus Chapter: you can't use the Savepoint in the hut because of some invisible border covering it(again, I know you can save on the world map)
- Wordlmap Magus Chapter: you can walk over the "hole"(if it's a hole at all)
- in the house with the healing Square(forgot the name): you can walk on the lower border of the table(2nd pic)
- Magus Chapter worldmap_ you can walk under some ruined parts of Zeal (if it's supossed to be that)(3rd pic)
- the 2 lower left NPCs in the "Commons" don't face you when you talk to them(they always face right)
- on the upper right part on the beast nest, you somehow are covered by the textures(4th pic)



I don't know if some are bugs, features or whatever, so sry for saying something unnecessary, I just wrote down what I noticed...
Again: Good Job!

 Oh, and about the "secret stuff" mentioned in the readme...how should we know what exactly the secret is? If something happens, how do we know it is a secret? Is it mentioned ingame? I don't think I will find all thou, maybe some people will try their luck  :)

Everyone should try it!

[attachment deleted by admin]
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on May 19, 2006, 07:29:15 pm
Well, it's a "secret" just if it is off the beaten path or normal order of things. Like...it doesn't directly deal with the plot.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 07:31:16 pm
Anywho, very nice job on this XD.  I hated it at the end lol.  I'm like OMG THERE SHE IS then her stupid text (hiya demo's over) that got me so ticked >;(, but still very nice.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 19, 2006, 07:35:47 pm
Cyber,

Sent you a PM.  And thank you so much for the bugs.  I'll work on these and make the demo even better.  I really like fixing bugs ......kinda weird I dont know why.

Justin,

maybe a little more will quench your thirst, after talking to her you should get a hint at how to go to a special room.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: kadafi62590 on May 19, 2006, 07:43:00 pm
im stuck at the part on maguses quest where he says that its the catacombs from zeal i go right and it says you can not always trust your eyes than i continue  right and get killed by the golem is there something else im supposed to do or am i just to weak to beat the golem?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on May 19, 2006, 07:44:30 pm
Sent a PM.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 08:16:38 pm
Ok i just found 1 secret scene!  Off to find the rest of the secrets

Quick edit:  Is the Glassrose, is the girl that says something about the future comply with this scene?  Cause if so then that'd really clear up some problems.  But i'm not sure if it is.  If it isn't then well i think i figured out another one to do...

ouraniso text = super evil text >;(  -goes off to figure out what it means-

2 hours and still going =/
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: OngoingWalnut on May 19, 2006, 10:07:02 pm
First off, really nice job! At least what I've seen of it.. The bad news is I'm stuck on the part after I beat Dalton's Golum. Where to go where to go where to go.. I think dalton told me, but I clicked outta it too quickly. x_x

Something nice, if it's possible to add, would be an objectives list. I don't know why, but out of every professional and amature RPG I've played, Crimson Echos confuses me the most (when it comes to where to go). o.O
sorry for the little emo rant there. :P
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 10:16:31 pm
Man this is really confusing!  I think i've found 2 out of 3 secrets...I also found a glitch with chronopolis.  After a certain scene.  He tells you to seek Glenn cause his help is needed.  Once you talk to him, they have a little convo, then it knocks you back into chronopolis...Then you can keep repeating that same event over and over and over......
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Richforce on May 19, 2006, 10:24:11 pm
I'm a little confused about the singing mountian clues
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 10:31:55 pm
=P  Am I the only one that's beaten this =/
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: SGR on May 19, 2006, 10:35:20 pm
I'm having problems with Magus' chapter, too. Just beat the Golem, now what?

Also, tiny bug I'd like to report. There's a tile in the beast's forest that looks like a regular tile but is actually a treasure chest!

Pic. (http://i5.photobucket.com/albums/y152/SGR/tchest.png)

It gives me a "Naveed".
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 19, 2006, 10:47:40 pm
Oh btw!  You do realize you can change the graphics on the epoch time selecting right?  If you want I could try to refind the address for you.  it's not hard to find, i've already done a small hack with it =)

Also, that girl singing once again.  Is that suppose to lead up to the event where you fight that mysterious someone that survived the fall of zeal?  Cause if not that clue is really starting to bug me...  and if i already did that one,  what about this one

ouranios   Hupapuramis
          12001

I don't understand that O_o

And for people that are stuck.

For the Magus one where it says you can't trust your eyes.  Move up right into the wall it will lead you into a new path.  For the people in singing mountain.  Go to the entrance of singing mountain and move to the far left. <--- Then you'll find out
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 02:06:58 am
Because this seems to be more of a problem with the programming than you guys:  AFter beating Dalton's Golem go to his base behind the mountain.

Justin:  I'm pretty sure you found all the scenes PM me with what you've done and I'll tell you.

Singing Mountain Clues:  There's 4 instrument  parts have you gotten them all?

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 20, 2006, 08:32:46 am
If you guys need help with any graphic addresses -besides overworld ones- I can prolly tell you the addresses to get you on your way.  I'm pretty sure i've gotten most of them labled in my .txt file but i'm not sure.  I'll go check it out and maybe post it later.

Here's some:

194A58   1951FF   GFX   Yes   No   (0C) NPC and Enemy Graphics   7/7/2003 (Elder from 2300 AD)
1961D3   196921   GFX   Yes   No   (83) NPC and Enemy Graphics   7/7/2003 (Zealan Woman)
196922   196D62   GFX   Yes   No   (0D) NPC and Enemy Graphics   7/7/2003 (Prehistoric Little Girl)
196D63   197161   GFX   Yes   No   (0E) NPC and Enemy Graphics   7/7/2003 (Masa / Mune Kid)
197162   197512   GFX   Yes   No   (0F) NPC and Enemy Graphics   7/7/2003 (Little Girl 1000 AD)
197513   197946   GFX   Yes   No   (10) NPC and Enemy Graphics   7/7/2003 (??Unused Old Man??)
197947   198207   GFX   Yes   No   (11) NPC and Enemy Graphics   7/7/2003 (Man from 65,000,000 BC)
198208   198B62   GFX   Yes   No   (12) NPC and Enemy Graphics   7/7/2003 (Woman from 65,000,000 BC)
198B63   198DE2   GFX   Yes   No   (DF) NPC and Enemy Graphics   7/7/2003 (??Unfinished/UNUsed Knight??)
198DE3   1999DE   GFX   Yes   No   (14) NPC and Enemy Graphics   7/7/2003 (Chancellor)
1999DF   19A29F   GFX   Yes   No   (15) NPC and Enemy Graphics   7/7/2003 (??? Looks like Mario a bit O.o?)
19A2A0   19B007   GFX   Yes   No   (16) NPC and Enemy Graphics   7/7/2003 (King Guardia)
19B008   19B88D   GFX   Yes   No   (17) NPC and Enemy Graphics   7/7/2003 (Soldier)
19B88E   19C114   GFX   Yes   No   (20) NPC and Enemy Graphics   7/7/2003 (Leene)
19C115   19C7C9   GFX   Yes   No   (78) NPC and Enemy Graphics   7/7/2003 (Man from 2300 AD)
19C7CA   19D2BB   GFX   Yes   No   (1C) NPC and Enemy Graphics   7/7/2003 (Taban)
19D2BC   19DB65   GFX   Yes   No   (1D) NPC and Enemy Graphics   7/7/2003 (Woman 600 AD)
19DB66   19E2CD   GFX   Yes   No   (13) NPC and Enemy Graphics   7/7/2003 (Belsthar)
19E2CE   19EC5C   GFX   Yes   No   (1F) NPC and Enemy Graphics   7/7/2003 (Schala)
19EC5D   19FC5A   GFX   Yes   No   (E7) NPC and Enemy Graphics   7/7/2003 (Lavos?)
1A0000   1A0BB8   GFX   Yes   No   (1A) NPC and Enemy Graphics   7/7/2003 (Knight Captain)
1A0BB9   1A158C   GFX   Yes   No   (19) NPC and Enemy Graphics   7/7/2003 (Kino =D)
1A158D   1A1837   GFX   Yes   No   (24) NPC and Enemy Graphics   7/7/2003 (Alfador/cat)
1A1838   1A1921   GFX   Yes   No   (46) NPC and Enemy Graphics   7/7/2003 (Unused?)
1A1922   1A1988   GFX   Yes   No   (6D) NPC and Enemy Graphics   7/7/2003 (Fish)
1A1989   1A1C15   GFX   Yes   No   (6E) NPC and Enemy Graphics   7/7/2003 (???)
1A1C16   1A1CA4   GFX   Yes   No   (6F) NPC and Enemy Graphics   7/7/2003 (Diagnol Fish)
1A1CA5   1A1D5C   GFX   Yes   No   (70) NPC and Enemy Graphics   7/7/2003 (??Rock with eyes??)
1A1D5D   1A21B3   GFX   Yes   No   (71) NPC and Enemy Graphics   7/7/2003 (??? Same as 1A1989   1A1C15)
1A21B4   1A2337   GFX   Yes   No   (72) NPC and Enemy Graphics   7/7/2003 (??Part of a flag??)
1A2338   1A23EC   GFX   Yes   No   (73) NPC and Enemy Graphics   7/7/2003 (Musical Notes)
1A23ED   1A24A4   GFX   Yes   No   (29) NPC and Enemy Graphics   7/7/2003 (Blue Flame)
1A24A5   1A24E8   GFX   Yes   No   (2A) NPC and Enemy Graphics   7/7/2003 (Sparkling Star)
1A24E9   1A2603   GFX   Yes   No   (2B) NPC and Enemy Graphics   7/7/2003 (Smoke)
1A2604   1A2670   GFX   Yes   No   (2C) NPC and Enemy Graphics   7/7/2003 (Pendant/Coin SPinning)
1A2671   1A27F9   GFX   Yes   No   (2D) NPC and Enemy Graphics   7/7/2003 (Jelly Fish MOnster)
1A27FA   1A2AD1   GFX   Yes   No   (2E) NPC and Enemy Graphics   7/7/2003 (Log drummer)
1A2AD2   1A2B4A   GFX   Yes   No   (2F) NPC and Enemy Graphics   7/7/2003 (Punch Effects)
1A2B4B   1A2C91   GFX   Yes   No   (30) NPC and Enemy Graphics   7/7/2003 (??Rock Broken??)
1A2C92   1A2D63   GFX   Yes   No   (31) NPC and Enemy Graphics   7/7/2003 (??tree branch??)
1A2D64   1A2F72   GFX   Yes   No   (32) NPC and Enemy Graphics   7/7/2003 (Water magic from zeal book)
1A2F73   1A3207   GFX   Yes   No   (DD) NPC and Enemy Graphics   7/7/2003 (Wind magic from zeal book)
1A3208   1A350A   GFX   Yes   No   (33) NPC and Enemy Graphics   7/7/2003 (????)
1A350B   1A35D1   GFX   Yes   No   (34) NPC and Enemy Graphics   7/7/2003 (??Pointers??)
1A35D2   1A39C3   GFX   Yes   No   (35) NPC and Enemy Graphics   7/7/2003 (??Wind 2 from zeal book??)
1A39C4   1A3C81   GFX   Yes   No   (36) NPC and Enemy Graphics   7/7/2003 (Leaves falling)
1A3C82   1A3D50   GFX   Yes   No   (37) NPC and Enemy Graphics   7/7/2003 (coin spinning)
1A3D51   1A3DF7   GFX   Yes   No   (38) NPC and Enemy Graphics   7/7/2003 (Save point)
1A3DF8   1A3E2A   GFX   Yes   No   (39) NPC and Enemy Graphics   7/7/2003 (???)
1A3E2B   1A3EB1   GFX   Yes   No   (3A) NPC and Enemy Graphics   7/7/2003 (Dream Stone)
1A3EB2   1A3F33   GFX   Yes   No   (3B) NPC and Enemy Graphics   7/7/2003 (Gate Key)
1A3F34   1A3F79   GFX   Yes   No   (3C) NPC and Enemy Graphics   7/7/2003 (Time egg)
1A3F7A   1A3FD2   GFX   Yes   No   (3D) NPC and Enemy Graphics   7/7/2003 (Lightning)
1A3FD3   1A405F   GFX   Yes   No   (3E) NPC and Enemy Graphics   7/7/2003 (Poyozo Doll)
1A4060   1A40ED   GFX   Yes   No   (3F) NPC and Enemy Graphics   7/7/2003 (Pink lunch bag)
1A40EE   1A4174   GFX   Yes   No   (40) NPC and Enemy Graphics   7/7/2003 (??Weird Tile??)
1A4175   1A41D8   GFX   Yes   No   (41) NPC and Enemy Graphics   7/7/2003 (Swords)
1A41D9   1A42C1   GFX   Yes   No   (42) NPC and Enemy Graphics   7/7/2003 (Swords)
1A42C2   1A434F   GFX   Yes   No   (43) NPC and Enemy Graphics   7/7/2003 (Ration Bag)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Legend of the Past on May 20, 2006, 08:35:35 am
Everyone else mentioned what I wanted to state, except for one tiny thing.

In 11,998 B.C., if you use the Select Map, it still says 12,000 B.C. However, the date that pops up if you just wait on the world map is 11,998 B.C.

Also, could you help me with the mountain part in 11,998 B.C. after the Golem Boss? I read the clues file, but it's far to vague, I think..
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 20, 2006, 08:40:29 am
They realize that...I think i have some addresses of where some overworld stuff is.  If I find them i'll:

1) Post it on Forums
2) Edit the graphics myself
3) Edit graphics and throw it in rom
4) Send graphics I edited to one of you

And the golem part......Did Dalton tell you to meet him behind the mountain?

Btw, I can probably help you find text graphics incase you want to change the look of the text.  I have a screeny of what I did to the text... and a few failed attempts at editing the menu.

(http://img131.imageshack.us/img131/4817/chronotriggerthethreadsoftime1.png)  = Text Change

(http://img212.imageshack.us/img212/4817/chronotriggerthethreadsoftime1.png) = Bad Menu =(



----------------------------Update--------------------------
(http://img208.imageshack.us/img208/2844/copyofchronotriggercrimsonecho.png) = This is bad.  I can easily change the color and stuff.  But the year's will be unchangable.  If you change any of the 0's it affects 600 AD and 1000 AD.  Basically if you change any number it screws it ALL up.  Bout the only ones you can get are 11998 and 64,999,999,999 = it has to be last digit 9 =/

Another Update

(http://img124.imageshack.us/img124/2844/copyofchronotriggercrimsonecho.png) There! =)  Also, the only date you can change is 1999 AD.  It has to be 4 letters/digits long or 6 if the letters are small.  The letters of li at the end.  I put them close together and look what happens =D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 20, 2006, 11:08:41 am
Just finished the demo and it ownz!
Here is the rest I noticed:

- in Dalton's Hideout: you can walk to some "empty pages" which say "Add riddle"
- before the epoch: savepoint doesnt work via menu, only if you directly activate it, shelter can't be used
- if you defeat the dragon tanks body first, it dissapears(leaving the wheel alone and maybe the head)(1st pic)
- after getting epoch: prehistory dactyl nest: screen freeze by entering the last part
- after getting epoch: prehistory mystic mts.: if you enter the 2nd last screen(where you first meet ayla in the usual game), you "fall" off the screen and can't go on
- savepoint singing mountain: it displays "dark ages" when saved, no save via menu, nor shelter works
- Singins Mountain: treasure is closed even after being opened(leave screen&return), but can't be opend again(2nd pic)
- in the last part(where you can talk to Her, you can go down, open some chests(always InstrumePs), and even fight some screwed up panels and turrets.

Can't wait for the full release! Even if it takes years.

[attachment deleted by admin]
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 01:47:38 pm
Thanks for the post everybody.  Justin we probably will be interested in your work, and anyone else who wants to help, though officially we'll wait for Zeality. 

Cyber--Thanks again I'll get to these as soon as I can (taking a couple days off to celebrate)

Dalton's hideout:  go behind the mountain and find the "solid tile" (invisible wall), enter it from the south and press A

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 20, 2006, 01:55:14 pm
The Epoch screen is probably not a big problem. We could say the numbers were written solid by the old Belthasar in CT, and so the screen program didn't update after 2 years. Selecting "1,000 AD" in the Epoch would then lead not to 1,000 AD but to 1,002 AD.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Legend of the Past on May 20, 2006, 01:58:47 pm
The Epoch screen is probably not a big problem. We could say the numbers were written solid by the old Belthasar in CT, and so the screen program didn't update after 2 years. Selecting "1,000 AD" in the Epoch would then lead not to 1,000 AD but to 1,002 AD.

Could, but people would then claim the team was lazy.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thrawn on May 20, 2006, 02:05:04 pm
I'm loving this demo but I have a problem. I saved Ayla at the Singing Mountain but the Epoch didn't come to the Ikoa Village with me so I have no way to travel.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 20, 2006, 02:07:07 pm
I'm loving this demo but I have a problem. I saved Ayla at the Singing Mountain but the Epoch didn't come to the Ikoa Village with me so I have no way to travel.
You can walk along the coast between Ioka and Singing Mountain, behind the smaller mountains.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thrawn on May 20, 2006, 02:09:03 pm
Thanks. And of course I now feel stupid but it is worth it for this.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 20, 2006, 02:11:52 pm
Well, I guess some stuff weren't made clear enough (like Dalton's hide-out location)...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thrawn on May 20, 2006, 02:16:05 pm
Ya the demo was very fun but you still have a lot of work in front of you. Oh and for Ayla being hurt it would make sence to take her in the Epoch even though you can walk back to it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 20, 2006, 04:01:50 pm
I don't think ayla would be walking around with a baby in her stomach at the moment.  I kind if figured this out a bit.  You could take an npc you're not going to use and place ayla in it to make her look pregnant.  And yes, the years on the dialogue thing is messed up,  I'm still trying to figure out if their's a way to make it not screw everything else up but the chances are very, very slim.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 20, 2006, 04:52:18 pm
Hi all. Just finished the demo. Awesome awesome awesome. I've been looking forward to this since you released the prologue demo awhile ago, and was starting to worry you had abandoned the project. Definantly the coolest looking hack I've seen anywhere.

One bug no one seems to have mentioned is that when casting Antipode on the bridge, Marle's ice spell goes veeerrryyy slooowwwly. Doesn't seem to do it anywhere else, but meh.

Also, not neccesarilly a bug, but you should definantly work out some way for players to check their objectives, especially during the errands for your mom. I kept forgetting who I was looking for. I did find Dalton's hideout without too much trouble, but I guess from looking at the forums, it could have been a little more obvious. Oh yeah, and despite managing to solve the instrument puzzle on the singing mountain, the clues and answer seem to make no damn sense at all. Oh well, that's what save state's for, I guess.

Anyway, props upon props to the CE team. The game looks fabulous. If you ever need more play testers or anything, lemme know!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 20, 2006, 05:49:11 pm
Ya the demo was very fun but you still have a lot of work in front of you. Oh and for Ayla being hurt it would make sence to take her in the Epoch even though you can walk back to it.


i belive the epoch only seats 3
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: SGR on May 20, 2006, 06:12:19 pm
Ugh, stuck again. In 1,002 A.D. after meeting Belthasar. (With the Mystic Elder being killed and all.) Where do I go next?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Johny Bras on May 20, 2006, 06:24:22 pm
Hi, i want play this patch but i don't understand how to use!!!...please help me!!where i use??? Thanks a lot...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 07:06:00 pm
Chronopolis:  90% of the game we should have Belthsar tell you what to do next, I guess we need to think of someone to talk to before you get to chronpolis though.   Not sure about Ice going slow....we more than likely can't fix that.

Justin:  sent you a PM

SGR:  Sent you a PM

Johnny:  Did you try the readme, it should say how to patch

Thrawn:  I'll move the epoch in the next release

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 20, 2006, 07:38:21 pm
Im having a bit of troube with the golem... Give a stratege, I can quit dying
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 07:51:15 pm
I made him hard to compensate for the Magus power glitch.  If you level up Magus once his power goes to ** so you should be able to beat him in 2/3 hits.  There's also Elixers there, you can use Sargon's healing square if your low on HP/MP.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 20, 2006, 08:06:02 pm
Iv'e got that, now where do I go after beating it?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 08:15:29 pm
In a post above I put where dalton's dungeon is, it's behind the mountain in the southwest (invisible wall, enter from the south.


People who have finished:

Did you do the Museam SideQuest? (3 objects can be added to it)
Did you do the Jade Orb Side Quest?
Did you do see the sneak peek at more?



--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 20, 2006, 08:23:42 pm
Almost done with musuem just can't find a few items
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on May 20, 2006, 08:31:05 pm
I think I encountered a bug in the Beast Forest. When one of the battles is triggered, the screen scrolls over, and I can see part of another map. Also, you can run away from many battles, including the GolemBoss and Golem. Some other things I've noticed are that you can move around after fighting the Mystics on Zenan Bridge as the screen scrolls over, and run off Zenan Bridge and onto the world map.

Well, the demo is pretty interesting. I find it interesting what speaking styles some characters have. Glenn, for example, doesn't have that Shakespearian style he had in the first demo.

[attachment deleted by admin]
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 20, 2006, 08:35:09 pm
Nice catch Vehek, I thought I'd made all of the battle that needed to be "unrunnable" (bad word).  I'll look into the scrolling screen in beast forest and will fix that glitch in Zenan BGridge. (For some reason after battles it turns exploremode on automatically, so if your doing cutscenes with battles you have to turn off explore mode every time....)

Thanks again.


--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 20, 2006, 10:49:35 pm
Meh, I just got that problem bout 10 minutes ago o.O  But yeah, in a shop (acn't remember which) the bottom of the door is like super light O.o
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 21, 2006, 01:04:56 am
I can't defeat the folem in daltons dungeon
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 21, 2006, 02:59:39 am
Think the demo's over when you see Schala? Not neccesarilly.  8)

Damn cool demo.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 21, 2006, 04:27:16 am
THe golem in Dalton's dungeon won't "kill you" just send you back to start, there's an order to the door's to get to the end of the dungeon.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: lawman on May 21, 2006, 06:12:31 am
I was going to reply on GameFAQs, but I kept going over the rate limit.  >_<

I'm going to cover things that are moreso personal opinion about the game than small glitches, and try to only add things that haven't been spoken of.

- I think the dialogue's a little dry, ESPECIALLY when it comes to the main characters.  It feels like one person speaking from all these different viewpoints.  This is especially prevalent in the main heros themselves.  Magus is actually handled well, and Crono's as mute as he ever was, but Lucca is missing a bit of her fun arrogance and intelligent charm.  Glenn seems to be a wise-ass, which to me doesn't even fit Glenn, and... I just don't like how Belthasar was handled.

- How is Glenn not Frog?  Magus is still alive, and Frog shouldn't have reverted... unless Magus simply called off the spell, which I felt he should have done in Chrono Trigger anyway.

- I like the dungeon that leads to Dalton, and outside of the riddle (which I felt was out of place, if only because it felt similar to how Dalton's dungeon was handled), I felt Singing Mountain was fine.  However, I think the enemies could be more creatively handled.  Most just uncreatively appear on screen and attack, instead of giving you an opportunity to avoid them.

Further, the way the enemies just spontaneously appeared, from nothingness, in the hallway before the Epoch was rather disappointing.  There were four pillars in the area when the Imps appeared... I think it'd have been more interesting to have them jump out from behind those pillars.

- Dalton's still his good ol' mix of humorous and psychotic, but I think more humor was needed.  For example, when you drink the Soup in 1999, the dialogue appears as 'HP/MP restored, and you're NOT hungry!', referring to the Entertron bit in CT.  I think something more like 'HP/MP restored... but you're bloated from overeating', accompanied by an appropriate pose (I think even the 'hunger' pose from CT would have worked) would have been more humorous.  Keep the pickle man though... better yet, find a way to include him in 600 AD.  :D

- WHERE'S FROG!?  He's my favorite CT character, and that he wasn't playable in the demo was disappointing.  It's only a demo though, so I'm sure that can be worked out.  And playing as him in GLENN form would rock.  :)

- I feel (and again, this is merely personal opinion) that the story tries too hard to be deep.  The original CT story, in spite of having its twists and turns, was never complicated.  That, to me, was part of the charm.  The story was solid, but still simple to follow.  Meanwhile, the Crimson Echoes demo had more twists than the entire CT game put together, and can be more difficult to follow.

As well, some things don't tie in well.  For example, if the robotic (I assume he's robotic) soldier got sucked into Chronopolis along with Crono, Lucca, and Marle, wouldn't he just appear somewhere nearby?  How did he get into the Chronopolis time machine without anybody noticing?

- Too many people dying all over the place.  The Dark Ages elder dies, Kino dies, and Crono's hacking people up left and right.  In the original CT only a few people ever actually died.  Marle died for all of five minutes, and a few Guardia soldiers died on the bridge fighting Ozzie's troops.  There may be a few other examples (the man that turns to bones in the Guardia Castle prison), but generally the death count was low, and Crono didn't become a death machine that hacked away at everything that he simply glanced at.  If that's what he was about, a second battle with Azala would have never occured...

- You give Schala to us, then take her away.  DRAT!

- Dalton needs to become playable, if only for humor's sake.

I'm sorry if I appear to be nitpicking.  The demo WAS great, and in fact even if NONE of these things got fixed (save Frog being unplayable), I'd still get the final product.  I think that the more feedback you get though, the more you can potentially improve.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 21, 2006, 11:06:57 am
Thanks for the post lawman, nitpicking is exactly what this thread is for.

Supposedly CT playstation had Frog turn human no matter what (can't confirm this myself), that's how we were explaining he's Glenn, but it was more cause we hoped to make Glenn playable (sadly it seems more and more impossibe.....if not for the sprite than for the NEW techs).  Also I guess in Japanese version Frog had a bit more bite in his speech.

Not sure what you mean about Singing Mountain enemies just appearing, but you definately have a point with epoch hall way monsters, I thought that I'm pretty sure my original plan was to have them come from behing pillars anyways haha....what happened to that....

You'll definately get to see Frog soon, they got alot of work to do in 600 now.

The Cyborg didn't get sucked in the first time, though he did sneak in the epoch the second and use a prototype time egg that Belthasar was making to go back and fix up the dragon tank and bring Porre to war.  However, it's still not totally proven that he's the cause of the Chronopolis attack that takes place afterward.

The story will have more killing this time around, if only because by Chrono Cross Guardia is lost, but you got a point with Crono killing left and right.  He's hard to do cause he really has no character and you dont know if he really is a killing machine haha.

Hope that answered some of your questions and thanks for all the feed back.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on May 21, 2006, 11:28:58 am
Actually, for me, most (in fact IIRC all) monsters in Singing Mountain appear onscreen before battle and wander around. The only places I had to fight enemies before arranging the pieces were around two of the chests with the InstrumentPs you need. And even those monsters appear onscreen beforehand.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 21, 2006, 12:17:30 pm
I'll be waiting for the next part!  I finished all secrets side quests and got every piece for the musuem.  So i'm all set for the next release =P
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on May 21, 2006, 01:04:39 pm
Well, I'm glad that my Magus dialogue skills are still in place. I received some praise for my handling him in fanfiction. He's got to be the hardest character to write for. Glenn was based on his Japanese characterization, which was more like "you pale-faced bastard Magus" than the holy knight. This does not negate his nobility, it's just that the smarty guy was more appealing (we got a lot of requests to get rid of Glenn's formal speech in the last demo, probably because we used ACTUAL Elizabethan English and not Woolsey's broken stuff).

I tried to make Belthasar a little off-center and overly enthusiastic, and build off his portrayal in Chrono Cross. But really, thanks to the mish-mashing of the plot, Belthasar ended up being a chatterbox of plot twists.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 21, 2006, 01:33:14 pm
I don't think I made this clear enough so I will.

***SPOILER*** If you're trying to find all the secrets by yourself don't read.

At the end of the demo, before talking to Schala, head South, all the way down to the elevator. When Melchior talks to you, then head back. You now get to enjoy an extra segment of the upcoming game where you go talk to Glenn in 600. Boo yah.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 21, 2006, 02:12:25 pm
Also, justin3009 has found the three secrets of the second Crimson Echoes demo first. Congratulations!  YAY

But anyways,  for people who don't want to know the secrets do not read on

-------------------SPOILER ALERT-----------------




































Secret 1 The Battle of Zeal

Go to the room where Schala is then head south, defeat all the enemies on the way and open the chests.  ONce you get to the bottom where Belthasar says you can't go on, go back up.  There you will fight "Zeal".

Secret 2 Cut Scene of Schala/Janus

Remember the Zealan in last village that says can you spare a jade orb?  Well, it's time to get it.  After you defeat Doltan, go back to the area behind the mountain.  Once you get to the last area where you can leave, go to the far right and you will find a chest.  There you will receive the Jade Orb.  Take it back to the zealan and he will give you a glass rose.  Then, head to Schala's so called "grave", and place the glass rose there.  You will unlock a cut scene where Magus(Janus) and Schala talk about having a picnic.

Secret 3 Debug Menu

Go to Crono's fridge and press ABXY

Side Quest  Museum of stuff XD

Talk to the Chancellor in 1000 AD, and you will unlock the coins in the museum.
Talk to the old man in sandorino? Inn or cafe not sure which in 600 AD and he will make a statue of Cyrus.
Talk to the woman down in porre in 600 AD and she will ask for rocks.  Go back to prehistoric and go to the top left Ioka Hut.  Talk to the top left person and he will give you rocks, then go back to 600 AD and talk to the woman again.  She will create a statue of Magus and Cyrus in final moments.



Congratulations!  You have now gotten all the secrets =P
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Nem on May 21, 2006, 03:43:14 pm
Hi!

First off, congrats for the hard work.

Some issues I've noticed:
- Hard-coded names: I renamed Crono and Magus so I saw a few of those. In Magus' case, the only striking example was the message when he joins. I remember one in the Middle Ages (Elder's house in San Dorino) but I wouldn't change that, it makes more sense for people there to call him "Magus" despite whatever you name him. (Rant: I never understood in CT why people in 600 AD automatically started referring to him by his new name instead of sticking to "Magus". I renamed him "Janus" on my first CT playthrough, then renamed him back to "Magus" because it was too weird.)
- People in 1000 AD talk to Crono even if he is not in the active party (Mrs. Elisa, Zack and the heartbroken guy in Leene Square are the ones I noticed).
- Magus speaks after the Lasher fight in the labyrinth even if he is not in the active party.
- Crono speaks in Ioka if he is the second character when that guy tells the party that Ayla is off to Singing Mountain.
- Medina Square: it plays "Delightful Spekkio" normally, but if you go into the switch screen and back it plays the Ocean Palace music. (Edit: I remember now, that wasn't the Ocean Palace music, it was something else that plays in Zeal. Anyway, this seems to be affected by the music in the last non-overworld location you've been to. I went to the labyrinth, returned and got the Zeal Palace music, then went to Manoria Cathedral, and got the church/temple music in Medina Square. Quite possibly the "Singing Mountain" occurrence was here too.) I'm fairly sure this happened somewhere else with the "Singing Mountain" song, but I can't remember where.
- On some levels of Denadoro (the "sunlit" ones), some tiles are too light.
- More Denadoro. On the screen just after the one where a Free Lancer jumps on you from above, if you don't have Robo on the lead you eventually get stuck (I can't quite remember, but I think this is where Frog got the Golden Rock in CT) and if you have Magus in the active party you can't move at all. The other characters don't show up. This is similar (but not quite the same) to what happens in the summit of Dactyl Nest.
- I tried to open/close the curtain in Crono's bedroom with everyone other than Crono and got stuck.

Suggestions:
- Dalton Plus, if beaten, does the whole "failed summoning of Golem Boss" routine, which I think is a bit weird. Normal Dalton would be better, in my opinion.
- About the killing thing lawman mentioned, I have to say that Crono killing Ingrus seemed a little stupid of Crono's part. Maybe you should have something like Ingrus being captured and killing himself in prison?
- A couple of jokes contrasting Glenn's new style of speech (which I personally like better) with his old one would be nice.

On the plus side, I didn't have much trouble going through the demo, not even with finding the labyrinth. I feel that the Singing Mountain puzzle could have used a better explanation, though.

That's it for now.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 21, 2006, 04:59:31 pm
Nice catches Nem and way to explore everything.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: lawman on May 21, 2006, 07:44:22 pm
Supposedly CT playstation had Frog turn human no matter what (can't confirm this myself), that's how we were explaining he's Glenn, but it was more cause we hoped to make Glenn playable (sadly it seems more and more impossibe.....if not for the sprite than for the NEW techs).  Also I guess in Japanese version Frog had a bit more bite in his speech.

Ahh... I'd gotten all the way up to Lavos in the Playstation version, but I traded it to a friend for Star Ocean 2 before I could finish.  That, and I never knew there was such a stark difference between Frog's banter in the US and Japanese versions.  Thanks for the clarification.

Quote
Not sure what you mean about Singing Mountain enemies just appearing, but you definately have a point with epoch hall way monsters, I thought that I'm pretty sure my original plan was to have them come from behing pillars anyways haha....what happened to that....

I wasn't referring to Singing Mountain, which was the lone exception (although to be fair it IS the biggest dungeon in the demo).  In fact, though I felt that the Imps running around were TOO easy to avoid, that dungeon was very well-handled.  And yeah, it really seemed that the pillars held a bigger purpose than just standing there and looking pretty...

Quote
You'll definately get to see Frog soon, they got alot of work to do in 600 now.

That's a plus.  Wise-mouthed or otherwise, Frog's the man... well, err, the frog, yeah.

Quote
The Cyborg didn't get sucked in the first time, though he did sneak in the epoch the second and use a prototype time egg that Belthasar was making to go back and fix up the dragon tank and bring Porre to war.  However, it's still not totally proven that he's the cause of the Chronopolis attack that takes place afterward.

Hmm...  I didn't realize he used a prototype time egg himself... now I'm even more confused.  I think I need to give the demo a second play-through.

Quote
The story will have more killing this time around, if only because by Chrono Cross Guardia is lost, but you got a point with Crono killing left and right.  He's hard to do cause he really has no character and you dont know if he really is a killing machine haha.

Hmm... I need to play more Chrono Cross.

I never really pictured Crono as a killing machine.  Seems in Chrono Trigger the only time the team necessarily kills anything is if it poses an immediate threat to them.  I again point to Azala escaping.  They could have chased after him, or simply not let him pass them before attacking Nizbel, or even killed him for the Gate Key instead of simply demanding he return it.  Instead they let him flee.

Then when the King's guards chase after Crono and Co. after the trial, none of the team members physically assault the guards.  The only ones in the prison that Crono attacks are the ones that actually engage in battle with him, and when the final guy runs up the stairs and away from Crono, Lucca does (or doesn't, as is hinted) knock him down the stairs, but no one attempts to kill him.

It is true though, it's hard to come up with a personality for a character that's not supposed to have any.  As well, I'm sure there's just a lot of things that wouldn't have passed through Nintendo.  Such was the nature of things at the time.

Thanks for taking the time to reply to my comments.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Jikkuryuu on May 21, 2006, 10:24:01 pm
I noticed a minor bug when running, which I do pretty often which is why I'm mentioning it. If the character leading the party runs into an obstacle and doesn't auto-correct around it then the ohter party members keep going. Didn't notice it much except when cash-mining the beasts in their forest. Then it's quite obvious.
I also saw a few layering issues, but I can't point out any in particular other than the Nizbel (sp?) fight room. They were ok, but when Magus used lightning 2 it outlined some black areas.
The coliseum was really neat even if it had some balance issues. Easy mode round 1-6= 1 Blue Imp, round 7= 2 Blue Imps. Normal mode seemed better but I should mention the first round starts with 3 imps but 2 disappear when the status window pops up. It also seemed a little odd that the big guy in round 2 can sometimes attack before his imp partner enters the battle. It would be nice if either BP didn't reset or if you earned more by fighting alone than with the party but it probably works better as is.
Schala: Thank you Magusio but your princess is in another version...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 21, 2006, 10:34:02 pm
The Coliseum will be completely overhauled monsterwise/BP eventually, I just wanted to port it over to so it to people for the demo. 

I'm not exactly sure what you mean by the other characters still running if he runs into an obstacle can you clarify or give an exact example in Beast Forest?

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 22, 2006, 03:01:48 am
Quote
Too many people dying all over the place.  The Dark Ages elder dies, Kino dies, and Crono's hacking people up left and right.

You know, I thought about that too. But after thinking about it, I realized that that could be an interesting (and somewhat novel for an industry fuelled by gangsta simulators) story line where Crono has to examine himself and his actions. Every major issue in the Chrono series is ultimately decided violently. Crono goes to jail, he fights his way out. Monster messes with Earth, he kills it. Perhaps in the first quest, Crono, who had started out idealistically, has become "used" to killing. I think it would be interesting if the other characters helped him come to terms with violence and maybe *gasp* solve a problem via nonviolent means... Other than a fetch quest or something. I dunno. Peaceful negotiation between Guardia and Porre?

I also think that about halfway through the game, Crono should start speaking.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 22, 2006, 04:44:24 am
I also think that about halfway through the game, Crono should start speaking.
I think in this game Crono should speak normally, from the start to the end. Someone from the staff noted that while CT revolved around Crono, CT:CE was revolving more around the party as a whole. So it would make sense for Crono not to be the player's avatar but a normal speaking character. A lot of Chrono fans would think otherwise though.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheDjinni on May 22, 2006, 05:54:29 am
I'm having trouble with the Singing Mountain part; what is needed to be done? Do I need to just keep fighting those monsters until something drops, have to fight them all before that happens, or some other detail?

EDIT: Ah... forget it. Spent over an hour trying to figure it out, and 5 minutes after asking for help? Figure it out
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: DarknessTear on May 22, 2006, 06:00:10 am
When the main characters talk I don't feel "This is Marle" and stuff. I think you might want to study the personalities of each character more. Also, the music needs better reworking than what's currently done. Changing one instrument might make things feel a little more fresh but I'm sure there's better things you can do with it. Honestly, I'd like to try to edit the music myself but I can't figure it out.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 22, 2006, 08:09:18 am
With TF it's pretty easy to edit the music if you want.  Simply load up the ROM, hit windows locations, Windows Music, and start messing with the songs.  But all you can do is put in reinstrumentations of the current songs.  For the final version I'm sure we'll import atleast one song. 

Crono talking:  I'm one of the nay sayers for that.  What kind of personality could we possibly give to the guy that would make square enix happy?  Every time he'd talk I'd think, is this what the first director would want him to say?  We've tried to make him slightly more personable (he runs up and says "Hi" to Robo the first time he get's to chronopolis, he's the first out the door to go to the Porre Base, and he rushes out the moment he hears Guardia is under attack). 

As for each character having their own personality, we can take a look at them.  Though I believe Zeality did an excellent job with Magus.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RanMukuan on May 22, 2006, 08:35:58 am
This is a really small "bug", I found ;;

In the prologue, when Marle wakes Crono, and Crono gets up, if you go to the Menu and look at the TEC Menu, it says he Needs 5 Skill Pts to learn Cyclone ;;

(http://img142.imageshack.us/img142/8348/crono7uy.th.jpg) (http://img142.imageshack.us/my.php?image=crono7uy.jpg)

Now after you've talked to Crono's mom and received a Pie, a Shamshir and a Card, you Need 160 Skill Pts to learn Spincutt ;;

(http://img113.imageshack.us/img113/9379/crono21uy.th.jpg) (http://img113.imageshack.us/my.php?image=crono21uy.jpg)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RanMukuan on May 22, 2006, 08:39:39 am
- Crono's kitchen: if you click on the plant in Cronos House, you get the "receive item" sound 2 times, but no text appears(and no item)(1st pic).

The same happens, when you "talk" to the refridgerator/Freezer next to the Plant.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RanMukuan on May 22, 2006, 08:44:53 am
This is really nitpickin' ;;

When Crono takes a snooze in his own bed, when he wakes up, he will stand on the stairs to his room. Now, no matter which way you move, you'll alway end up in his own room (so when I move right, instead of going down the stairs, I'm back in Crono's room). I'm not sure, if this is because of the Demo, or that it happens in the real game as well.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 22, 2006, 08:51:48 am
You do realize, that's not a bug.  Let's just say you have to put in a certain "Buttom Combination" to get to a secret room.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RanMukuan on May 22, 2006, 08:56:07 am
You do realize, that's not a bug.  Let's just say you have to put in a certain "Buttom Combination" to get to a secret room.

O.K., sorry... I just started playing the Demo and thought I would post everything I could find.


Other "Bug" I found (or does this have to do with a button combination too?) ;;

At the Hero's Gallery you can't enter the Menu.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 22, 2006, 09:04:37 am
Hmm...that maybe suppose to be like that. I don't know if i'm correct, but i think if you did go to the menu it would either

A) Screw up the palette
B) Make some of them poof

Then again this is just my guess.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RanMukuan on May 22, 2006, 10:02:16 am
Well, this is not really a "Bug", but shouldn't there be a way to make money in the Prologue? What if I spend all my money in Porre/Truce, how could I go to Medina (to deliver the Card), as you need to spend 10G to ride the Ferry (or can you go for free, if you don't have the money?). Maybe Gato could give you money, when you fight him?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Legend of the Past on May 22, 2006, 01:25:10 pm
I've found a big bug. If you return to Crono's house after the Zenan Bridge Battle (After you first ride the Epoch to Chronopolis) the Chancellor shows up and tells you to go to the Porre Base. I restarted the game at once, but I'm guessing it would teleport. It would either set you back in the game, or glitch it up.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Jikkuryuu on May 22, 2006, 01:29:59 pm
Turns out it's not as easy to recreate the bug as I thought, but I figured it out eventually. It turns out it's related to the battle system which is why the beast forest is a good place to test it out. Screencaps were useless to demonstrate it so I used zsnes' video function. (ZsnesWin ver 1.42 if that's important)
http://rapidshare.de/files/21109240/ChronoTrigger.zm5.html
Shows the end of a battle, where I hold b to run, charging right into a wall, which Magus and Lucca keep going till the bottom of the screen. I got magus to run all the way off the bottom and back down from the top once in a test, but that was a fluke.
Looks like it's not really something to worry about since it clears up once you leave and barely affects the battles.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Legend of the Past on May 22, 2006, 01:45:52 pm
Another one- Running out of Zenan Bridge after the battle skips through the scene when that guy throws a grenade and Renault comes.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 22, 2006, 02:08:41 pm
As for each character having their own personality, we can take a look at them.  Though I believe Zeality did an excellent job with Magus.
Magus was indeed nicely portraited... but except for that part:

"MAGUS: It's good to see you again Glenn! You look nice in that human form!!"

(any character would say that same text, but that was rather shocking with Magus lol :o)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 22, 2006, 02:23:51 pm
Maybe they just became friends  :lee: at least they saved the world together.
At the end, when you have to get Glenn, he sais something like "Where is that pale-face magus? Together we would be an unstoppable team" or something, to lazy to check.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 22, 2006, 02:52:58 pm
Yeah Glenn says this the second time you speak to him with Magus. The first time you speak to him, the second character in the party says the stuff I wrote (more or less), even if it's Magus.

In the final version we could probably give each character a different sentence which appears only if they are in the party, like in CT (6 different sentences at each scene but only 1 or 2 shows at a time!).
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 22, 2006, 03:31:21 pm
Even more replay value! Yeah!

Oh yeah btw, anything special if you beat Dalton, his stupid Golem or even Mr-super-secret-identity-from-Zeal (we ALL know who he is).
Anything I have to do after returning with Glenn to Chronopolis? Or is this the "real" end of the demo?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: DarknessTear on May 22, 2006, 07:40:38 pm
With TF it's pretty easy to edit the music if you want.  Simply load up the ROM, hit windows locations, Windows Music, and start messing with the songs.

Yeah I figured out that much on my own but I still don't know how to listen to the songs I changed.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 22, 2006, 07:45:11 pm
You can only listen to the songs in-game.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: DarknessTear on May 22, 2006, 07:51:09 pm
Nevermind, figured it out.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 22, 2006, 08:41:54 pm
I've found a big bug. If you return to Crono's house after the Zenan Bridge Battle (After you first ride the Epoch to Chronopolis) the Chancellor shows up and tells you to go to the Porre Base. I restarted the game at once, but I'm guessing it would teleport. It would either set you back in the game, or glitch it up.

Does this only happen if you leave the bridge mid scene?

---No extra for beating those....yet! haha.  And ya that's the end of the demo.

--Menu screws up the statue pallette that's why it's disabled.

--The sounds on the plant/refridgerator actually is a bug.  I put it in to beta test cause it makes it easy for me to know when I'm putting in the buttons right and forgot to take it out.

--Sleeping is the bed is a bug, it shouldn't be in the real game

--jp

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Deathcabkerouac on May 23, 2006, 01:10:51 pm
Listen, you did a good job on the demo.  The plot is intriguing and it's nice to actually see that there's PROGRESS in one of these fan-made games (not saying that the other games don't, but a demo is the BEST way to go about it - it spreads hype and it allows FANS to give you feedback)...

Anyways.

I didn't like the pacing of the game.  The pacing was far too quick for my taste.  I feel like the plot should unfold a bit slower, with the filler in between events taking a bit longer.  Like I almost feel like you shouldn't meet Balthasar for quite some time later.  I dunno, I just feel like it's too much too quick.

But it's still awesome.  I mean, I could never do what you've done.  So yeah.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 23, 2006, 07:22:21 pm
You had a chapter in the beginning just for Magus, why not make more for some other characters, and then after going through some, in between each chapter, you do little pieces of the Prouloge

Chapter 1: THe fate of Magus -- Complete?
Prouloge: Chrono takes Letter to old lady
Chapter 2: Ayla's Mountain Chase
Prolouge#2: Crono takes pie to Medina
Chapter 3: Glenn's Knighthood
Prolouge: Crono Gives sword to Knight,

Catch my drift??? It would create "Suspense" Which like most games, add to the fun
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thorlius on May 23, 2006, 07:26:53 pm
First post on these boards... I found a bug. Actually, it kinda sucks, cause it's pretty bad.

In the beginning of chapter 3, going to find Ayla, I ran up the mountains. At the peak my game froze. And, on top of that, I hit save-state as soon as the screen loaded, thus putting my only save file at a frozen screen. Now I have to replay the demo from the beginning, which, no offense to you guys (it was fun to play up to this point), I don't feel like doing.

Oh, and on that note, I could only seem to save at one save point (can't remember which) - the others would not let me save (ie. I was on the sparkle and the game would not let me save; A-button would not bring up save menu, nor could I do anything from the save menu by hitting X). One save point didn't even let me stand on it - it seemed to have walls around it. I think that was the one in the tent where Magus rejoins your party.

Edit: Well, I replayed from my save point (the one in the room before the Epoch behind the Cathedral), and very quickly played back to the point with Ayla. And the game keeps freezing as I enter the peak. I've tried using different characters in my party, all different combinations, but it keeps freezing. I'm stuck! :S

Edit 2: Okay, so I need to do other things to advance in the plot. I get that much now. :P But still, the bug is not healthy regardless of whether I was supposed to go to the peak or not! :)

Edit 3 (lol): Mystic Mountains, at the point where you fall from the time gate in original CT, also freezes my game. :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 23, 2006, 07:45:41 pm
Cause your not suppose to go to the dactly nest.  You're suppose to go go the Singing Mountain...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thorlius on May 23, 2006, 08:08:50 pm
Cause your not suppose to go to the dactly nest.  You're suppose to go go the Singing Mountain...

See my edits, :P. They are still bugs though. :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 23, 2006, 08:41:25 pm
Yknow, but2002 has a point. The chapter where you play as a specific character thing was pretty cool. Maybe you guys should do a FFIX thing where the story jumps around to the different characters. Maybe they could all have different missions in time? Or awesome teamups? Glenn and Magus fighting back to back while Lucca and Robo hold off robots in the evil future holds a certain appeal...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 23, 2006, 08:47:16 pm
like a series, where the community wouldn't have to wait too long to get another chapter. Sorrta like a fanfic, but with patches
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 23, 2006, 08:59:43 pm
Dactyl's nest/Mystic Mountain freezes were reported and fixed awesome job exploring everywhere guys.

We probably won't reedit the beginning to add in solo chapters (shivvers thinking about it) but I'll look into fitting in other solo chapters.

Hm what other save point than the one you can't get on don't work when hitting A (I know about not being able to go to menu)

--jp

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on May 23, 2006, 09:24:10 pm
Yeah, what did you guys think of the solo Magus thing, anyway? I was hoping we'd tap into some subconscious desire to play Magus and only Magus for once. I just hope 11998 B.C. was an interesting and believable place. Oh, and I haven't seen too much in-depth commentary on the new dungeons, so what positive things did you guys identify with Zeal dungeon and Singing Mountain?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 23, 2006, 10:29:26 pm
I like the riddle/exit back to the monster thing. The exit behind the mountain is a little bulky, but i liked how you made one behind it. I think there sould have been a Mystic Magus Cult, with a bunch of magus-looking mystic :shock:  just cause while you were magus no one reacted like, Ahhhhh it's.... it's (falls to floor) MAGUS! I did like how some wanted to build houses that was cool. one more thing i think i should tell ya guys is that i think chronopolis was introduced a little fast.. in CC it was at the end.... i dunno why but it just seems right. Overall excellent work *****-5 stars! No, seriously pat yourselfs on the back.   :twisted: or you get the HOSE AGAIN!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 23, 2006, 11:34:47 pm
It was interesting playing as Magus alone.  But make sure to make the menu allowable, cause if you can't heal before you fight you'll prolly die for good O.o
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 24, 2006, 02:34:38 am
Singing mountain was pretty rad (though, again, the puzzle was confusing) I especially liked the Kilwalla at the top. Nice touch.

Zeal was pretty good, but very short. But since technically that wasn't part of the demo, I'll let that slide.  :wink:

I really think all the characters should get alone time. Even post coital Ayla.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 24, 2006, 10:38:51 am
How about the sidequests?

Museaum/Jade Orb----->glass Rose--->Schala's Grave?

Like or dislike?

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 24, 2006, 12:24:46 pm
The glass rose thing was pretty cool. Especially the cutscene. I hope to see more crazy flashy Magus memories.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 24, 2006, 02:46:05 pm
i don't know it's cause i went into the fridge, but i couldn't put the rose on her grave.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 24, 2006, 02:50:17 pm
I think you have to have Magus as lead character when you "speak" to the grave.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 25, 2006, 01:48:08 pm
That seems logical, however.. Im having trouble actually FINDING the singing MTS.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Antiganon on May 25, 2006, 03:45:31 pm
ok, i played through up to the golemboss, herees what i noticed

 - intro very well done, maybe just add something in the initial convo with crono's mom, about how you need to go to porre, then medina,  then vanguards

 - after the negotiations, instead of having crono kill ingrus as an event, it should be a battle. once one of the porre guys is killed, the other runs away from battle or something like that

 - golemboss is WAY too hard if you dont level up magus

 - graphical issues throughout Magus' chapter (at least as much as ive played), where objects appear in front of the Magus sprite

other than that, great job, it seems very polished for a demo

 - AL3x
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: chronolover on May 25, 2006, 04:31:48 pm
Hi, loved the demo finished it in 2 hrs.

I would say its very well done, but its very easy to get used to everything. 

1.  I think what would be nice is firstly use the same artwork from CT!!! No offence, but the new artwork just isn't the same as toriyama's stuff, and I think it's the charm of the original CT style artwork that contributed to the whole CT feel.  The new artwork, although very well done, is of a completely different STYLE...

2.  If you're running the whole Crono getting violent point, I think you should have the other characters comment on that.

3.  Try not to get too bogged down by the Chrono Cross subsequent storyline.  It's important not to answer all the threads in explaining how CC came about, but leave up a few loopholes for fans to think up their own interpretation of stuff.  That made CT famous didn't it?

4.  NEW Techniques/alterations of weapons animation when you buy new weapons?  I suppose it'll be too much to ask, but it'll be nice to see firstly the CT cast at level 30/40 or so having defeated Lavos, and developing new techniques?  Obviously, the monsters will have to be much harder than the ones already in the demo to make up for the logical levelling up.  Contrarily, you can introduce NEW characters at low levels who will contribute hugely to the plot in the future, if say one of the CT guys die in an unforceful plot-line way.  I'm sure you guys are competent to make new technique animation using some pixel software.  It'll take time, but I'm sure it'll be worth it! :)  Again, just some tall-order type recommendations from me.

5.  STORY - I like the story, but at the same time, too much Belthasar conversation.  The CT cast needs to be driven by some OTHER threat besides the impending problems of the Guardia/Porre invasion.  I think it'll be a good SIDESTORY (The Guardia/Porre thing) but the MAIN storyline needs to be much more universal than that, and with a good bit of history to go with it.  What I loved about CT was how all ages mingled together, and how history was explained and the EXPLORATION!  Now that is something I loved about the Zeal Kingdom.  So maybe brush up on some ancient religious/philosophical/novel inspired literature and incorporate it -- the fans will DEFINITELY LOVE IT!!! 

6.  You know I would actually pay for this if you did all of the above.  I think the CT/CC cross over was shockingly terrible, that the CC storyline somehow shoved Schala into the whole plot forcefully and yet leave Magus completely out of it.  It just doesn't make much sense.  If CE is done well, it will firstly get Squeeenix's attention and hopefully get Kato to write a legendary and logical storyline to explain things for US, rather than having the fans create our own storyline.  Ultimately, i want to see the pros do it well, but you guys have just as much passion as them and the only thing lacking is of course funding. lol.  Keep up the good work!!!!

7.  Finally -- dialogue.  Perhaps more dynamic dialogue?  I like to get to know the CT characters (and maybe new party members?) more.  Since Ayla is out of the picture, maybe a new character?  Or if Glenn becomes a sort of part-time party member later, perhaps someone to replace him as well?  I hated how CC shoved 40 characters into our faces and ask us to develop our own storyline, cus that way it was WEAK for all 40, rather than STRONG storyline for say 7 characters or so. 

That's it!!  Well done zeality and the rest of the guys.  I enjoyed those 2 hrs, and I reminisce to the times when I first beat CT, hoping a worthy sequel is made.  If you guys shake Squeenix enough w/ your effort, I'm sure the millions of people who appreciated CT in their day will appreciate your work even more. 

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 25, 2006, 04:43:53 pm
was there any secrets in the 1st demo? makes me want to play it again..... :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 25, 2006, 06:44:40 pm
Thank you very much for the feedback everyone.  I believe I have fixed most of the graphical errors with Magus, and I made golem boss hard specifically cause I knew of the Magus power glitch.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronopolis13 on May 25, 2006, 07:05:58 pm
STORY - I like the story, but at the same time, too much Belthasar conversation. 

I disagree. Please include lots of Belthasar. He's the only guru you don't get to actually meet and chill with in Trigger. Plus, his secret hideout area was pretty awesome, and a better stop point than the End of Time. Plus, maybe he could let you in to El Nido? Crono vs. Dark Serge? I'm just saying...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 25, 2006, 08:34:18 pm
I know temporal Flux lets you EDIT the rom, but wouldn't it be NICE if we could also ADD sprites and stuff to the rom? We could use Chrono Crisis Sprites to introduce the Whold Chrono Cross Crew, and mabye even add to the Chrono[polis so where the Trigger team Sees the events that take place when Serge Meets the Frozen Flame.... To add to the Porrian time distortion
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 26, 2006, 04:46:34 am
I know temporal Flux lets you EDIT the rom, but wouldn't it be NICE if we could also ADD sprites and stuff to the rom? We could use Chrono Crisis Sprites to introduce the Whold Chrono Cross Crew, and mabye even add to the Chrono[polis so where the Trigger team Sees the events that take place when Serge Meets the Frozen Flame.... To add to the Porrian time distortion
You CAN change the sprites, tilesets, and ANY graphic. Not with Temporal Flux but with other ROM hacking methods. The only restriction is that you can't really add anything, you're just replacing the existing graphics with what you created.

The Chrono Crisis sprites are different than the CT ones (they're bigger, with more colors and less animation frames), so they can't be used. Anyway, I don't think it would be a good idea, the 2 projects simply aren't related.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 26, 2006, 10:08:46 am
Another 1 by me:
If you beat Dalton(I know you are not supposed to), he disappears in this black gate(the one he disappears in when you fight him on epoch), and then he is still standing there an putting you into prison.
I know you actually have to lose, but it's kinda weird he disappears and reappears...
Colliseum and Zeal are the next ones to beat :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 26, 2006, 10:20:43 am
I kind of hacked my stats to max on magus and he beat zeal.  Nothing happens really, he does exactly what happens if you lose =/
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 26, 2006, 10:26:35 am
For the colliseum: the "normal" difficulty screws the game after the 2nd battle(screen gets screwed+freeze) see pic.

Easy mode...must...be...a...joke
Really...blue imp invasion...it's far too easy, even for an easy mode.




[attachment deleted by admin]
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 26, 2006, 11:19:23 am

You CAN change the sprites, tilesets, and ANY graphic. Not with Temporal Flux but with other ROM hacking methods. The only restriction is that you can't really add anything, you're just replacing the existing graphics with what you created.

The Chrono Crisis sprites are different than the CT ones (they're bigger, with more colors and less animation frames), so they can't be used. Anyway, I don't think it would be a good idea, the 2 projects simply aren't related.

I think you missed my point, i know they aren't but im just talking sprites here! So we can add to the storyline by letting the Trigger team interfere with, or just witness the Pre-Cross events w/ serge & the FF
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 26, 2006, 11:42:22 am

You CAN change the sprites, tilesets, and ANY graphic. Not with Temporal Flux but with other ROM hacking methods. The only restriction is that you can't really add anything, you're just replacing the existing graphics with what you created.

The Chrono Crisis sprites are different than the CT ones (they're bigger, with more colors and less animation frames), so they can't be used. Anyway, I don't think it would be a good idea, the 2 projects simply aren't related.

I think you missed my point, i know they aren't but im just talking sprites here! So we can add to the storyline by letting the Trigger team interfere with, or just witness the Pre-Cross events w/ serge & the FF

I understood, and I just noted that the only possible issue (it's not an issue yet) would be, eventually, that we'd have to "sacrifice" more and more existing sprites for the ones we make. For this demo for example, we already replaced the Queen Zeal sprites by, you know... the "other" Zeal, the one who isn't the Queen (:P). As a consequence, the Queen will probably be absent in the game.

But don't worry! We'll probably still put as much new sprites as possible though, for story purpose and just for the coolness.

Also, CT:CE takes place at least a whole time-line before Cross (one of its purpose is actually to explain Cross while providing a "Trigger 2"), so Project Kid and El Nido don't exist as such yet. There are still quite a few Cross references in the demo though (references to non-El Nidan Cross persons/stuff). By the way, how many of them have you noticed? There are at least 4 references :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vargose on May 26, 2006, 12:13:50 pm
well great job. Although to give some constructive criticism it was rushed. Killing off Kino wasn't cool. I mean saving him, would make a great filler mission, and then you could save the siging mountain for later on, and make it larger for that matter. I think Ayla should have already had the child, that way she could go with you to save kino. You could use the idea that she has to nurse him back to health to get her to stay if you feel its too early to have her in the party permanately. Then even later on you could have a mission involving saving\looking for her child.

Dalton's return could have been a little more discreet. It would build more tension and be better for the gamer, if it was more of a surprise.

I loved the King Zeal idea.

That whole jumping back and forth between Chronopolis and 1002 AD. They need a real reason to go back and forth like that. You could shorten it to one trip to chronopolis with Epoch, not the time egg. I mean Lucca might really want to see the future. When they arrive they get a trasnmission from Chronopolis. The android could do his thing then, and when they return to 1002 everything is screwed up. So they go back to Chronopolis to find out what happened.

They could actually loose the Epoch and be forced to use the TDC, which would gives you more plot controll.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 26, 2006, 12:39:20 pm
well great job. Although to give some constructive criticism it was rushed. Killing off Kino wasn't cool.
This makes me think... did anyone even noticed that Atropos was killed? If something was rushed, that would be this. I wanted to report it but forgot every time for some reason (maybe precisely because it was so rushed that I totally forgot it even happened :/ ).
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: chronolover on May 26, 2006, 12:44:11 pm
Anyway, I have to say I really really enjoyed the 2.0 demo.  It's really nice to play CT again after so long (I played thru' the original twice, so it gets really boring to play it a third time which tried last night). 

Can I recommend more things?  I'm not sure how well into the game you are or the beta stuff..

There are somethings to brush up on.  e.g. the ferry bits, I wouldn't mind if you guys actually used the ferry animation very very briefly to show that u're taking the ferry and then quickly zoom to when you arrive (so sort of like a fade out and then fade in to the other side of the continent or sth).

As for graphics, good work but again some parts need some changing.  Check all your tiles to make sure that the corners, the edges of say the ground are well integrated to say a river or sth.  Such as beast wood/singing mountain.. some of the pixel art could be done a bit better.  The beast woods perhaps needs more exploration, it's kinda easy to just fight through empty woods and then get to Dalton. 

I like the idea of lengthening the magus chapter and the second chapter.  Reunion SHOULD hold off -- it practically took 3 hrs to get almost everyone from the CT cast back.  It'll be better to have one or two held off as a SURPRISE, or like some in disguise.  Too many characters were introduced too quicky -- need more time to develop them.

I love the riddles.  Again, maybe more of these?  Also, the InstrumentP thing... what's that about? 

Finally, a question rather than recommendation:  How far into the game are you guys and how far away from completion?  I simply can't wait.  :)  More sprites, more exploration :)

And the MOST important thing is again the story.  I loved it in CT when they played the sad song when Robo was being beaten around by his old robot friends before Crono had to go and kill them all.  And the same for when Crono died.  Or the fight betwen robo/atropos; or when frog had a flashback to cyrus.  Those moments NEED to be focused on, and perhaps some new midi songs would be nice (perhaps incorporate some Cross midi music into it.  There are plenty of sites online with Cross midi music on them :)).  Killing off kino, killing off atropos, killing off medieval leader.. too fast!!! need to stretch the storyline a little. 

And I also remember when lucca explaind to crono in the original story about marle and leene and stuff, it was like a black background and she's like teaching crono about a genealogy/lineage thing.. i think it'll be really cool if we get stuff like that from lucca again, explaining the consequences of the porre soldier and etc etc... those moments can be very comical. 
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on May 26, 2006, 01:26:54 pm

You CAN change the sprites, tilesets, and ANY graphic. Not with Temporal Flux but with other ROM hacking methods. The only restriction is that you can't really add anything, you're just replacing the existing graphics with what you created.

The Chrono Crisis sprites are different than the CT ones (they're bigger, with more colors and less animation frames), so they can't be used. Anyway, I don't think it would be a good idea, the 2 projects simply aren't related.

I think you missed my point, i know they aren't but im just talking sprites here! So we can add to the storyline by letting the Trigger team interfere with, or just witness the Pre-Cross events w/ serge & the FF

I understood, and I just noted that the only possible issue (it's not an issue yet) would be, eventually, that we'd have to "sacrifice" more and more existing sprites for the ones we make. For this demo for example, we already replaced the Queen Zeal sprites by, you know... the "other" Zeal, the one who isn't the Queen (:P). As a consequence, the Queen will probably be absent in the game.

But don't worry! We'll probably still put as much new sprites as possible though, for story purpose and just for the coolness.

Also, CT:CE takes place at least a whole time-line before Cross (one of its purpose is actually to explain Cross while providing a "Trigger 2"), so Project Kid and El Nido don't exist as such yet. There are still quite a few Cross references in the demo though (references to non-El Nidan Cross persons/stuff). By the way, how many of them have you noticed? There are at least 4 references :)

When the game was first created they had to "add" to it, so why not in the aftermarket can't we also "add" to it?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 26, 2006, 01:35:08 pm
Adding Ferry----OW Editing is very undocumented and dangerous

Mapping----we are always looking for people to clean up maps

Reunion Chapter----We still haven't given back all the characters yet (Frog/Ayla).  Original plan was to have new playable characters but wow that's hard/impossible

InstumentP--Instrument Part, Turned out it was to long and it cut it

% Done:  Impossible to tell

Recommendations:  There's some good ideas in there, specially the lucca thing

Killing People off:  This seems to be the pretty general consensus.  In our defense Kino didn't technically die during the time period of the demo, could been 7 months before or something.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 26, 2006, 01:46:49 pm
When the game was first created they had to "add" to it, so why not in the aftermarket can't we also "add" to it?
Well when the developers made the game, they had to make all the data fit in a cartridge with limited space (in terms of Mb). On a computer there are no limit, but the ROM still acts like the cartridge. All we can do is replace the sprites that are already there to create something "new"... Adding sprites on additional space and making the game recognize correctly the tiles and animation frames is impossible. Or at least we don't know how to do it. If we knew we would have already put a bunch of new playable characters (playable, non-playable, it's the same problem).
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 26, 2006, 02:17:02 pm
arent there a bunch of empty slots for NPC's or something? Why cant you use them?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vargose on May 26, 2006, 02:22:48 pm
Making Antropos playable and not killing her off would be a interesting change. It is easy enough to do it. She is just a simple pallette change (that is if you leave off the bow). That way Robo can stay in Chronopolis, and the gamers get something new. Granted you'll have to shorten her name, or come up with another.

And I think justin3009 has successfully replaced Ayla with Kino.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: joemomma on May 26, 2006, 02:28:22 pm
ya but's thats like having a pink robo, i meen it's cool and all but it's just not scharla or Glenn or Serge not to mention Kid or Harle
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vargose on May 26, 2006, 02:50:32 pm
Well as far as I am concerned Schala shouldn't even be in the game, but I am willing to let that slide. As long as you guys construct a nicely refined plot, its cool if you take some artistic liberties.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 26, 2006, 03:09:55 pm
arent there a bunch of empty slots for NPC's or something? Why cant you use them?
There are extra slots, but they all use Melchior's spriteset. It's easy to make each use one of the other existent spritesets, but that's all that is possible. Basically, there are extra slots, but no extra spriteset.

But again, it will probably not be a problem to sacrifice some villagers. The bigger problem is with new human enemies. They have to match the animations and stuff, and there are much fewer human enemies than human "NPCs".
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: The Joiner on May 26, 2006, 07:18:17 pm
Hey, Great Demo,  I really like what you did with it.  It has enough plot twists and character changes to be recognisable as something new, but retains enough of the Chrono Trigger "spirit" to feel like a new sequel.

Most of the comments I wanted to make have already be said, so I'll just try to cover anything I noticed that hasn't come up yet.

First off, I noticed a bit of a problem reguarding the save points.  (Yes, I used save points instead of save states.  Sue me, I'm old fashioned. :))  When I attempted to walk over one and open the menu to use a shelter and save, I found that I could do neither.  The menu acted as though I was nowhere near a save point.  I could save at one if I went up to it and pushed A to open the quick save menu, and I could save and use shelters on the over world.

Second was during the "After the end" portion of the demo.  I went in using a party of Crono, Marle, and Magus.  When we confronted "Zeal" at the end of it, the dialoge seemed to imply that only Magus would remain for the fight, while the others would flee.  However, when the fight began, both Marle and Magus were in my party, and remained there until the escape scenario completed. 

The third comment is that during the escape, I was also unable to open my menu.

The fouth comment is in reguards to the writing.  I thought that during the scene where Marle spoke to General Montcrief that she came off a little too ditzy.  Marle has always been naive and over enthusiastic, but I hardly think that she would forget the Dragon Tank after she saw it outside.  She also seemed to be too easily apeased by Montcrief's not very convicing answers.  I also think that General Montcrief came across as too ill prepared.  I could see him being surprized by the question about Fiona's forest, but he should have known that they would ask questions about the botched assasination.  Overall, the scene just came across as a very unconvicing scene in the midst of some rather solid (though rushed) writing.

The final comment is more of a suggestion, but I felt that Atropos' fight with the monster attacking Melchoir was a little too anti-climatic.  Chrono Trigger has never made technoloy seem weaker than magic (while the vast majority of your party members use magic, Robo is roughly as powerful as they are.)  Therefore, it seems odd that Atropos (who was a match for Robo during the Geno Dome quest) is one-hit-KOed, while your party is able to wipe the floor with the other invading creatures.

Overall, though, an excellent demo, and a promising look at things yet to come.   :mrgreen:
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 26, 2006, 08:24:56 pm
Wait what?  Monsters attacking Atropos O.o?  Is this after you get Glenn or before.  Cause if it's after then wtf.  mine just repeats go seek glenn over and over -_-
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: The Joiner on May 26, 2006, 09:11:16 pm
Er, I ment during the invation of Chronopolis.  Atropos comes down with your party (Crono, Marle, and Robo,) and they meet Melchior battling a Zealian Monster (I forget its name, does anyone know?)  Atropos tries to help, but is sent realing with one hit from the monster, when Melchior continues to fight.

Sorry, guess I wasn't as clear as I could have been.   :oops: :lol:
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: timh on May 27, 2006, 02:41:01 am
Wow!  I'm really impressed.  I'm kind of in an interesting class as I didn't play many RPGs past 1996 (this was the last one I ever played), so I can definitely say you captured the spirit of the era (FFVI, Secret of Mana, Chrono Trigger, etc.) the best you could.  My main points are this:

1)In the final sequence of Chapter 3(?), where you find Schala, sometimes she says the demo is over, but I was able to walk out, walk back in, and have the battle sequence with the Zeal guy.
2)The weapons/battles need much work, as I'm sure you're already doing.  Attack powers are very inconsistent with enemy hit points, etc.  There also seems to be a lot of talking and not a lot of battles, but that may be your aim is that is mainly a sequel to please fans with a sequel.

There's all kinds of little glitches and stuff that I'm sure you're aware of.  Maybe we can find out about what was in the OTHER buildings in the sky world of Zeal?  There's all kinds of questions I hope the sequel answers, but it was definitely good to find out an idea of what happened to Schala after all these years.  Great work, and I hope you guys get the chance to finish it. 

Tim
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on May 27, 2006, 09:06:47 am
We actually know what was there:
The later Northern Ruins(that's the name of the blue pyramide, right?) and the Sun Palace(where they had been gathering energy before the Mammon Machine was build).

Or did I get something wrong?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: timh on May 27, 2006, 05:10:19 pm
mine just repeats go seek glenn over and over -_-

I think this is because they haven't finished that part of the game yet.  Anyhow, here's a few other observations/suggestions:

1)Schala in the original was a very tragic character, not simply a good person in the wrong place at the wrong time; there were several instances to save her that failed.  In some way, it cheapens her role in the original to have her come back so easily, but some may disagree with me on this, and of course, we've yet to see where it's going.
2)I'd love it if you make 1999 A.D. (or is it 2001 A.D. by that point?) a playable level.
3)If the perpetrator travelled back two days in the past to change history by increasing Porre's military power, then why don't the heroes travel back in time two days to stop them?  ALREADY ANSWERED THANKS
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thrawn on May 27, 2006, 05:21:09 pm
Time travel was only save in one year increments and only a cyborg/robot whatever it was could survive the two day travel. It was covered in game.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: timh on May 27, 2006, 05:25:42 pm
You're absolutely right; I forgot about that.  Some other things I forgot:

1)Chrono talks when they go see Glenn towards the end.  Is that not blasphemy?
2)In response to your inquiry, I thought 11998 B.C. was very believable, and very importantly too, because it seems to be everyone's favorite era.  Although, it would be nice to see some of the Zeal structures rise, as the man in the new village said.  (Or did I miss something there too?)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on May 27, 2006, 05:28:09 pm
Time travel was only save in one year increments and only a cyborg/robot whatever it was could survive the two day travel. It was covered in game.

Yup. Terminator explanation. Though now that you mention it, I realize there actually is a problem: Robo IS a robot! he should have done the dirty job :/
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: timh on May 27, 2006, 05:30:14 pm
Of course, Chrono'99, but then this might be a SHORT game.  :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Thrawn on May 27, 2006, 05:33:03 pm
I'm sure some other explanation can be made for robo not being able to do it. Possably the manner in which his brain is made and it would take too long to modify it. Who knows but I'm sure it isn't too hard for a good writer to come up with something reasonable.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on May 27, 2006, 06:24:58 pm
You're absolutely right; I forgot about that.  Some other things I forgot:

1)Chrono talks when they go see Glenn towards the end.  Is that not blasphemy?

That line is a generic line.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: dpodubs on June 01, 2006, 04:55:54 pm
I'm going insane trying to do the whole Singing Mountain puzzle with the instruments. Can someone help me out please??

p.s. - Awesome game so far
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 01, 2006, 04:57:35 pm
Have you collected all the instrument pieces (you can climb the mountain to the left of the first cave and find them. 

If you've found all four you go back to the first cave and simply have to "put them together" in the right order, you get infinate tries with no penalties.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: MasterTenor on June 05, 2006, 02:07:27 am
First of all, this was excellent -- my congratulations to everyone who is on the team.

My biggest complaint (nitpick) about the demo so far is that there are too many grammatical errors and typos, especially some missing commas in places (I'd have to replay with a notebook to find them).  Other than that though, almost everything felt right.  I do agree with the guy who had something about the Porre military base scene, but it wasn't "this doesn't fit" fourth-wall breaking.

In any case, my best wishes for the completetion of this -- it looks more and more promising every time I hear something!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 05, 2006, 09:06:40 am
I think one of these days I'm going to make a notepad document, write down every text in the game and have people rewrite it......maybe not that drastic but I'll do something to make sure the text meets peoples expectationg (don't worry I will personally  make sure that bad text does not bring down this game  :P)

That being said if someone does want to go through and find exactly where especially excruciating text is (see nem's post here http://www.chronocompendium.com/Forums/index.php?topic=2726.45) it does help.


--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: david on June 06, 2006, 07:13:02 pm
in the origenal game of Chrono Trigger Glenn had an old english way of talking.  in the demo however he does't.  Is this a mistake or is Glenn suppost to talk like this?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 06, 2006, 07:30:53 pm
CE Glenn is based off  his original japanese way of talking coupled with the fact that people generally disliked the way we wrote his english text.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: naia28 on June 12, 2006, 11:52:17 pm
I can appreciate that Frog was edgier than the American version but some of the informalities seemed so out of place for the rest of the game.  Then again, I didn't mind his dialogue.

I'm confused about one part of the game: If Chronopolis is built in the 2300's than why do I have to go back to 1999 to get there?  I'd love it if 1999 (or actually 2001 or whatever was playable too.  Maybe to solve the Glenn issue maybe you could create a new character that plays like Frog but just looks different from that time period (maybe a descendent of Glenn?  That'd be cool). 

I'd also like to see the End of Time being accessible and Spekkio could be even more challenging!

Overall, this is an awesome demo and one of the better hacks I've seen on the internet.  Very cool.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CrAzY on June 14, 2006, 11:04:35 pm
Wonderful! I loved playing through the demo. Perfect Text, Wonderful battles, Nice story and additions. The only things I noticed were some graphical errors (Mostly already listed by others). Other than that, Perfect. Great job!  :P  :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 15, 2006, 05:22:25 pm
Naia:

You were going to 2300:  Though I wouldn't call it laziness on our party....perhaps apathy kept us from changing that graphic.  But It's fixed now to say Chronopolis.  I think were going to go back to good ol frog for the game, atleast for now.  1999 will be in the game in some form, End of Time is going to be accessible and we'll see speekio again.....I really felt good answering this post cause everything you said we were actually in the process of doing....well except the new character for frog.

Crazy:  Thanks for the compliment and stay tuned for more.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Terror_of_Time on June 17, 2006, 06:46:26 am
I loved the demo, it was beautifully done. I just thought I'd throw in my 2 cents with everyone else =)

About the Glenn/Frog thing I had an Idea about how you could solve the problem with the making new sprites and Tecs for Glenn, and make bolt the people who want to play as Glenn and Frog happy. You could wright in the story that Lucca/or someone had made Frog a device that would make him appear in his human form, like an illusion, but his rapid movement in combat could cause the illusion to fail. So you wouldn't have to make new sprites and Tecs, and People who wanted to play as Glenn would get to walk around with him in there party, and the people that wanted to see him in the frog from would get to play as the frog in combat. and this could also explain Glenn's comment about how he "hopes he stays in this form for the meeting" meaning that he hopes his illusion doesn't fail.

Just a though, keep up the great work, I cant wait to see more.

~Terror of Time~
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kid on June 19, 2006, 04:46:40 am
Bugs:
-Number of text-bugs.  I.E. Some letters or words seem halfway under the background.
-After buying a new sword, equipping it, and selling the old one in the first chapter, playing to and through the Magus chapter, then regain control of Crono, he was equipped with the starter sword I'd sold, and the new one I'd bought was in the inventory.
-Number of places where the assigned name for Crono is replaced with "Crono" instead of said name.  I've only noticed this with references to Crono, as I did not think to alter other names.
-Save point in the Last Village-DA has an object under it, preventing use of the save point itself.
-In the patio of the Vanguard post, bottom left corner on the counter is a set of greenish bottles(I think?) that are a layer above the characters when you move past them.
-Noticed in the Dark Ages, when entering and leaving places the initial spawn points were a little off.  I.E. the southern hut in the north east corner, and spawn on the world map a bit south.  May have happened other places, DA was the only time when it was real noticable.


That's all I remembered to make a note of.  Nothing I came across was damaging to the story or gameplay(since I used savestates, not in-game saves, to poke around).  I had fun with it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 19, 2006, 04:11:09 pm
Thanks for the feedback and bug fixes.

The game does not let you to "not have a sword" so we opted to just give the player a new lead sword.  We couldn't really change the text to say "Well you can't be weapon less, here have a lead sword" because if you didn't sell your old sword it would equip that one, but if you did sell it it would give you a brand new.  A solution in the future might be to make the sword an item instead of a weapon but more than likely the precious few free item slots will go to some other items, probably museaum.



--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: deniz2099 on June 29, 2006, 07:23:04 am
I played the demo and finished it. That was a very nice project. I wish good luck to the staff of this game while they build it.  :wink: And we all wish to have a complete game which has no bugs.  :wink: :mrgreen:

And I also found some silly points and bugs on the game.

-After the fight with Zeal, when escaping from the Ocean Palace ruins, Magus died after a battle with a basic monster, I continued escaping, but Magus was NOT WALKING ..! HE WAS LYING ON THE GROUND AND I WAS MOVING THAT LYING OBJECT ( or Magus' corpse ) ..! It repeats itself when you go to a room in the ruins of Ocean Palace and lose there.

-How come I can get the Instruments of Singing Mountain from the ruins of Ocean Palace? Were they extra pieces? I don't think so.

-The game sometimes crashes by itself. ( Maybe this problem was related with the computer or the emulator )

-I took Epoch from 1999 AD to 1002 AD, but when I did, Epoch landed on the sea in 1002 AD ..!

-When I open the chests, it sometimes says " You received .... " and sometimes " Got ...... " . This is also another silly point.

-And also some graphical errors.

And here are the pictures for the first two crashes :

(http://img159.imageshack.us/img159/4171/bug18pa.jpg)

1st one.

(http://img164.imageshack.us/img164/5866/bug28lz.jpg)

2nd one.

These are all the bugs that I have found for now. I found more but they all were told by other members.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on June 29, 2006, 05:47:14 pm
The demo ended after Magus senses Schala.  The Entire Ocean Palace scene was an Easter Egg I opted to add, so It'll be cleaned up for the final release (no walking dead/chests will give good items).   It was basically  set up for me to do tests on it.

The random crashing hasn't been reported by anyone else, so try updating to the newest version of the emulator and see if it still occurs.

I'll run through and standardize the items that chests give you.

Epoch is like that because you used the debug room.  Basically the last status of the epoch had been "landed" (you had to land it to go in crono's house and use debug room), then you went back to chronopolis talked to the guy and it teleports you with the epoch to 1002 AD with the last known status of the epoch, which is landed.

Normally you would have flown to Chronopolis (last known status of epoch is flying), go to ocean palace, back to chronopolis and talk to guy to teleport to 1002 AD.  It'll by default give you the last known status of the epoch which is flying.  So basically when played normally this bug shouldn't occur.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: deniz2099 on June 30, 2006, 06:15:00 am
thanks for adding the Easter Egg.  :) by the way, why didn't you make a title like in Chrono Trigger 1? in my opinion, the title of the game looks too basic.(Crimson Echoes)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Cronorei on July 01, 2006, 07:44:36 pm
Not sure if its been mentioned yet since well.. 10 pages is a lot to sift through.

But as im playing i notice if you equip the shamshir and talk to the soldier, he will say 'you dont have it?' or something along those lines and if you talk to him after that he speaks like you gave him it and you can keep it >.>


Also if you are using Zsnes you dont need to apply the patch to the rom file. Just rename either the rom to match the patch, or the patch to match the rom name and put the patch file where your saved files go. Zsnes automatically applys the patch when it loads, and if you move the patch out it plays like the normal game
I do that for fansub patches constantly. so i figured it would work for a game hack sense its the same file type xD
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: risczero on July 07, 2006, 10:32:42 am
Sup all, Great Job on the project i just got to the end of the demo and wanted to make sure you guys were still on the job and motivated. There are alot of us out here who apprectiate what your doing for the CT scene. You guys Get anyfurther in dev yet? Don't know if this has been mentioned but if you go to the top of the dactyl nest in 60mil BC your emu will hang i've tried it three times and it crashed each time you get to the very top where you caught the dactyl ride in the orginal. Just a heads up also I code C and assembly so if you guys ever need any coding bitch work done lemme know, i'd love to help the cause. again great job and keep us posted.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on July 07, 2006, 11:12:36 am
whoops I didn't notice the replies here for awhile

Deniz:  The title scene is something called "Mode 7" in TF.  It's prebuilt in code that I don't think is editable yet (a good project to work on for someone??), though we do have a new intro planned.

Cronorei:  Haha, I noticed that you could sell the shamshir literally half an hour before the release, so I added that "You don't have it" conditional, completely forgot about the text he says after, good eye, and Zsnes auto patching is very nice, I've gone through many many roms because I HAVE to patch it to edit it.

Risczero:  Thanks for the compliments.  The deal with the dactyl nest (and the top of Denandoro Mountains for that matter) is I forgot we used them in the scenes at the end of demo 1 (after the Porre meeting).  During those scenes we used "explore Mode off" so that you couldn't walk around while say...Kino got attacked or Glenn was walking out of the cave.  So that was still being called even later in the game when that map was loaded, it's been fixed.  The project is definately still being worked on.  If you want to help do a small project and show it off here I definately am keeping an eye out for useful talent.  For example try adding a new location like the robot village, work on sprite assembly with Vehek, maybe see if you can figure out how the tech code works (this would be amazing), or edit the title screen as I mentioned above. 

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ClayAKAMe on July 07, 2006, 11:48:50 am
When I was playing last night I had to restart several times because the game would freeze at the end of the Dactyl Nest.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ClayAKAMe on July 07, 2006, 12:20:27 pm
I played again today.... still no worky. If there's something that I'm supposed to do or anything...... WHAT WILL HELP ME
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on July 07, 2006, 12:35:54 pm
The Dactyl nest bug (as well as the Denandoro Mountain bug)  will be fixed for the next release of Crimson Echoes, not in demo 2.  There's nothing up there to see so don't worry you're not missing anything.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ClayAKAMe on July 07, 2006, 12:48:36 pm
Oh ok thanks. and all this time I was getting worried that I wasn't gonna finish this game unless I climb to the top of Dactyls nest... kidding. Thanks though
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ClayAKAMe on July 07, 2006, 12:53:22 pm
Ummmm.... This may get annoying but I can't get through Mystic Mts either.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on July 07, 2006, 01:45:08 pm
Where's it freeze, is it the portal location?

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ClayAKAMe on July 07, 2006, 01:50:48 pm
The spot where Ayla fights off the reptites on the first CT. My characters slide off screen and the game freezes.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Rubine on July 15, 2006, 01:51:58 am
Dunno if these have been noted or are deliberate, the music sounds a bit off, compared to the original also the game seems to run slower than the original as well. For example the running speed. There's some bugs where the music is concerned as well, like when discovering the tab in Porre, they play the tab discovering music and after that the music reverts to the Truce village theme as opposed to Porre's.

Edit: Also, it would be nice if Crono's mom would remind you what you need to do in case you forget.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on July 15, 2006, 12:11:52 pm
Music is remixed so that was deliberate (except for the tab thing, I'll look into that).

As for it running slow I'm pretty sure the ROM isn't causing that, if it is I'm afraid that there's not much I'll be able to do.  You can try adjusting your emulator setting (frame skips and all that).

And we will certainly be having Crono's mom give you hints (as well as someone to give you hints about where Dalton's Dungeon is), that seems to be the biggest complaint.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Gyler on July 19, 2006, 12:26:18 am
I found an interestin bug in the coliseum place. Went in to fight Nu and although i knew i was gnna die, apparently his attack formula changed because my health cannot drop below 1 anymore. I know his attacks supposed to take all my life except 1 HP and if = 1HP i die, but when he attacks at 1HP he does 0 dmg, so sending a party to attack him can pretty much guarantee a few levels and tech points, i know thats what i did :). BTW great job on this so far, love the work and its really inspiring, keep it up!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on July 19, 2006, 06:23:28 am
It's not a bug:
A Nu has 2 attacks, the 1st is like hallation(1 HP left on 1 char), the 2nd is only doing 1 dmg, so he was prolly using the hallation headbutt all the time. The Nu in the Hunting Grounds can just use the hallation Headbutt if I remember right.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on July 19, 2006, 10:52:04 am
The Coliseum will be completely revamped (enemy wise) for the final release of CE. 

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Gyler on July 21, 2006, 12:43:29 am
Well i just finished the demo and must say its pretty dam good. Now to my thoughts:
Thought it was cool that magus casts that ice trap spell for that mystery person who we have no idea who he is, didnt like that he was saying the spell out loud, seein as he never does that. Maybe make the spell like the summoning of lavos that used a great deal of words. Found a few bugs in dactyls nest, if you reach the top game freezes, same as in the Mystic mountains, when you reach the ayla reptite fight place, characters slide off the edge and freezes. Im really liking the story but I think magus is gettin beat up way too much :S. First dalton and then this "relative" person. Chrono is really killing alot of people so i guess hes out for a blood wish. Not really into Glenn's speech pattern, not too medieval like, but ill live. The Nizbel you get to fight on ayla should be like Nizbel III or hell why not the 4th to keep up with the lineage :P. Kinda sad to c that no one is at the end of time anymore but guess it has 2 with the story. Not sure where the "mystery person" was during zeals fights and lavos and all that so should be cool to c how u make the plot go that way. Really loved the game although it was a bit one sided but hopefully the final version will be balanced. Great job and lookin forward to it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: fantasyanime_guy on August 03, 2006, 11:41:26 pm
Crimson Echoes is awesome. Great job. There are two things I want to mention.
1. I hope you don't mind that I included Crimson Echoes in my site (http://www.fantasyanime.com/squaresoft/ct.htm). I talked a bit about it in About and added it to Downloads. If you disapprove of this, let me know and I'll remove it immediately.
2. Someone sent me a Crimson Echoes compliment e-mail by accident. Of course, I pointed out I have nothing to do with it. Here it is:
Quote
That demo is totally kick ass I am getting in to it. Too bad chrono
trigger resurrection was shut down. Every Chrono Trigger fan would have wanted to
play it, but your CT Crimson Echoes is the next best things but since CT
Resurrection is now out of the running, it is the new best thing to happen to CT. I
hope that Crimson Echoes will be done completely soon.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 04, 2006, 12:19:08 pm
whoa sorry for late reply Gyler:

I'm pretty sure you hear Magus casting a spell the first time you battle him.
Dactyls nest and Denandoro Mountain and Mystic Mountain freezing bugs should be fixed.
Crono killing people has been noted and were attempting to address it.
Glenn's speech is based of japanese.

End of time plays a part don't worry.  Not exactly sure what you meant by one sided?

FA_guy:

I certainly don't mind you hosting the rom, however we'll let Zeality discuss it more.  You may want to mention the compendium.

--JP
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 04, 2006, 06:03:01 pm
It is an awesome game idea and I can't until CT Crimson Echoes is finished, if you need any idea's for what to do with your edited sequel, you can contact me at legend2011@gmail.com. It is the best to happen since we almost had CT: Resurrection.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: fantasyanime_guy on August 05, 2006, 12:35:13 am
The rom? Oh no, I'm just hosting the patch.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 05, 2006, 12:50:29 am
Logan:  Thanks for the compliments

FA_Guy:  Haha whoops don't worry I meant to say patch before (we would have issues if you hosted the ROM).

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on August 05, 2006, 03:15:01 am
I just played it; Oh, my, GOSH is it awesome!!!  But, besides the usual noted bugs, I have ONE complaint:
So far, I've noticed that this game plays like an attempt to "bridge" Chrono Trigger and Chrono Cross together, which is EXACTLY what I've been looking for, for, Yahweh knows how many years.  I haven't played Chrono Cross for a while, but, if you talk to the CT ghosts on Opassa Beach just before fighting the Time Devourer, it is told what happens to Schala: (can't remember the exact words, so I'll post it in my own)
Basically, Schala gets sucked into a vortex AT the destruction of the Kingdom of Zeal, when Lavos attacks, and gets combined with Lavos, so that the two become one entity.  Then, before the destructive mindset can become dominant, she clones herself - because baby Serge was crying as the panther demon attacked him, which touched the heart of Princess Schala, so she travelled 10,000 years in time to try and make contact with Serge's dimension - and sent her copy into that dimension with her magic pendant, possessing powers.  (This is supported in the PlayStation remake of Chrono Trigger, at the end, where Lucca finds baby Kid in the forest, with the aid of her mini Robo-bot.  And, the other parts of the plot in Crimson Echoes, i.e., war in Guardia with Porre winning, supports the little video in the end of PS/CT, which shows two swordsmen fighting, and one dies; later, a town is burning, and a few people lie dead, presumably Crono, Marle, and Lucca.  The text is something like this: 1015 A.D., The fall of the Kingdom of Guardia...  And the disappearance of the legendary sword, the Masamune...)  Of course, this Lavos, is the Lavos "clone" or backup plan that is mentioned in CC, just in case the original Lavos was destroyed - which it was.  Oops.  Anyway, I kind of like the idea of having Schala again, but can you STILL keep it true to the Chrono Cross storyline, as well?  Like, maybe Magus is reunited with Schala, and they go back a little bit in time, before Zeal was destroyed, to save it; it happens again for some reason, and Schala is sucked into the vortex, resulting eventually in her combining with the "new Lavos," which furthermore would result in the Time Devourer, still giving Chrono Cross its purpose: rescuing Schala once and for all...  (Correct me if I'm wrong, but I think Belthasar mentions it as well in Chrono Cross, so........)  I was thinking it would be good to stay true to the Chrono Cross storyline, bridging the gap.  However, just about as many things can happen in the game without "breaking" the CC storyline; heck, Schala could be saved 10,000 times if it was done right, but I was hoping for a game that would bridge the two games together, notwithstanding Radical Dreamers, which is an alternate dimension, bearing almost no resemblances to either CT or CC - though, in that game, Kid does indirectly mention Crono getting killed, and Kid said that her "big sis," which is Lucca, wanted Crono to rest with the Frozen Flame.  Don't care so much about the RD storyline; it's a dimension all its own, so it will always "work," per se.  I'm sorry about all of this rambling, but if you don't add Schala getting lost in that vortex - regardless of saving her again (BTW, if you do decide for this idea/positive criticism, maybe it should be at least a few chapters after saving Schala, just to jerk at some heartstrings...  *Sob, Weep, Cry, Mourn*) - then it won't feel like a true CT sequel, at least to me.  Doesn't matter when, though, especially if another attempt were made at saving Zeal; it would work almost perfectly with Belthasar's time chamber that he has in Chronopolis, i.e., it only works a year at a time, so let's say, that Epoch only travels to relative time eras, maybe, and not absolute time eras; Belthasar's chamber could do it, right back to 12,000 B.C., and not 11,998 B.C. or whatever it is.  (Maybe a few of the Zealians want to try to stop Lavos before it smashes the Kingdom of Zeal, maybe even Schala, but they fail - again.  (Side note: I know about the various theories of Lavos existing outside of time and such, but it seems more probable that the special "Lavos dimension" theory, of which is connected to most other time periods in CT, would be more accurate; this would explain the weird, but cool, wave/pool background that accompanies its first form when you fight it in CT, and why, when Lavos is destroyed, all time periods are positively affected.  It would also support another reason for trying to save Zeal - in some ways.)
I don't know.  Do what you want, but I think it would help solve a potential problem that would be created with the whole storyline: Crimson Echoes would not properly bridge the other two games - in effect, it would make Lucca a liar in CC.
Thank you for your time, and once again, I apologize for the length of this post.  This is the best fan project I think I have ever seen!
EDIT: I was looking through the posts in this topic, and for the Glenn/Frog debate, I personally think, that since Glenn IS his human form at the end of the PlayStation Chrono Trigger, keeping him as Glenn would keep the storyline stable; either the spell wears off, or Magus calls it off.  Or...  Maybe you could have them BOTH playable somehow?  (Maybe, to appease the "Frog only" fans, you could give Glenn a spell that would change him to Frog, or back to Glenn whenever you please.  However, looking through the posts, it seems like you would be pretty limited with what you could do, due to the limits that Square Enix had to work with in the ROM.)  I simply request that the things that happened in the PlayStation cutscenes (i.e., Glenn's human form, fall of Guardia because of Porre (CC tie-in), baby Kid (maybe)) be not nullified - let them fit, and tie this whole series together in semi-perfect knots.  And, that the CC plot be not rejected, but accepted for what it is, and utilized in this game - at least through dialogue, and Schala getting sucked into the vortex and whatnot; since you've obviously made some other attempts with the creation of Chronopolis, why not go all the way?
That is all I have to say in regards to this matter.  Please consider it, at least.  (I'd do a tie-in game myself, but I don't have the programming skills, nor the creative mental faculties - except in poetry - nor the time to give to a project like that; but, this is exactly what I've been looking for, for a long time - and I'm sure others, as well.)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on August 05, 2006, 05:36:40 am
Of course, this Lavos, is the Lavos "clone" or backup plan that is mentioned in CC, just in case the original Lavos was destroyed - which it was.

No, it's the original Lavos, the one defeated by Crono's party. It's not a clone or spawn.

Anyway, I kind of like the idea of having Schala again, but can you STILL keep it true to the Chrono Cross storyline, as well?

Yes, the central point of this project is to explain what could have happened between CT and CC. We never intended to deviate from CC when we decided to bring Schala back, and we won't deviate from CC.

I'm sorry about all of this rambling,

Nah don't worry...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 05, 2006, 05:49:42 am
I like that Chronopolis is in CT: Crimson Echoes, the chapter names need to be fixed but other than that and the other bugs it will soon become a good prequel to Chrono Cross and Good Sequel to Chrono Trigger. Please don't give up on Crimson Echoes, No matter how hard it gets. Also if you get that finished I no longer need to finish my in between story of CT and CC, Called Chrono Corridor. I hope that Crimson Echoes will get completed soon. Hey have you guys ever played the first version of Chrono Cross called, Radical Dreamers, that was actually kick ass, besides the fact that it was one of those picture and text games. LONG LIVE THE CHRONO SERIES!!!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on August 05, 2006, 08:06:16 am
...Hmm; if it was the original...  Then, how did Crono and co. fight it, and defeat it, without killing Schala?  But, you're right; it must have been.  But how?  It's one of the very FEW things I don't understand about the storyline, and I've played Chrono Trigger for at least four years now, Chrono Cross for about three years - and it's taken me three years to totally figure out that game's part of the storyline!!

Okay; someone mentions that Lavos figured, in case some young adventurers might want to destroy it - it creates a backup plan; I think it was Kid, after you save her from Dark Serge/FATE.  Obviously, it's what we know as the Time Devourer; but how, then, is Schala not affected in CT?  Or is she not bound to Lavos at that point?  But, if she is not, and Lavos gets destroyed in CT, how does it bind with her later?  (And it is during the fall of the Zeal Kingdom - but how then?  Lavos could not exist outside of time...)

Anyway, thank you for relieving my swelling fears; it sure is one heck of a demo!  The final version calls for a HUGE celebration.  But, what about the Glenn/Frog dilemma?  I personally think Glenn should stay Glenn - even without any new techs, because of the end of the PS version of CT, which attempted to bridge the gaps anyway...

Oh yeah; what's the deal with Lucca calling Serge "Janus" in the letter she wrote her?  I mean, it wouldn't make sense - except if Serge was originally adopted, and was created from Magus' DNA.  Just another point to ponder and potentially solve.  (Regardless of what might have happened, your story is really amazing.  No, really.  It gives me something to think about for three months on end!  I'm really into this stuff.  Just wish I could be of some help - I'm a HUGE Chrono series fan, including RD.)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on August 05, 2006, 08:43:30 am
Okay; someone mentions that Lavos figured, in case some young adventurers might want to destroy it - it creates a backup plan; I think it was Kid, after you save her from Dark Serge/FATE.  Obviously, it's what we know as the Time Devourer; but how, then, is Schala not affected in CT?  Or is she not bound to Lavos at that point?  But, if she is not, and Lavos gets destroyed in CT, how does it bind with her later?  (And it is during the fall of the Zeal Kingdom - but how then?  Lavos could not exist outside of time...)

That's not Lavos' backup plan. Lavos' plan is sending Chronopolis back in time to mess with history. Him merging with Schala has nothing to do with it and is probably a pure coincidence (Lavos' goal is not the same as the Time Devourer's, Lavos just wants to survive, while the TD wants to destroy the universe).

As for Schala, she is cast into the Darkness of Time, but she's alone during CT. It's only when Lavos is defeated by Crono's party that Lavos is cast into the Darkness of Time too (= it's only after CT's ending). The dead Lavos then binds with Schala's life force to try to cheat death, and they become the Time Devourer.

Anyway, thank you for relieving my swelling fears; it sure is one heck of a demo!  The final version calls for a HUGE celebration.  But, what about the Glenn/Frog dilemma?  I personally think Glenn should stay Glenn - even without any new techs, because of the end of the PS version of CT, which attempted to bridge the gaps anyway...

Unfortunately, this will depend on technical matters. If we can't put human Glenn in the ROM then we'll have to come up with some reason for Frog to keep being a frog. But human Glenn may be possible to insert... or not... It's gonna be a surprise I guess :)

Oh yeah; what's the deal with Lucca calling Serge "Janus" in the letter she wrote her?  I mean, it wouldn't make sense - except if Serge was originally adopted, and was created from Magus' DNA.  Just another point to ponder and potentially solve.

Lucca doesn't call Serge Janus. Just read what she wrote: she asks Kid to say "hello" to Janus if Janus is present near her. So, if Janus was there, Kid would have said "hello from Lucca" to him. But Janus is not present, so that's it, no hello.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 05, 2006, 10:17:20 am
Neptune:  Don't worry any project supported by the compendium will be true to the series.  As for the Glenn/Frog thing I'm afraid that since Glenn is taller than Frog we wouldn't be able to put him in......or if we did he'd look like a midget.  We'll wokr on explaining why he's still a Frog though......sorry everyone.  On another note your going to love this website.



Logan:  Thanks these kind of post give me the motivation I need.

--JP
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 05, 2006, 12:21:30 pm
What is wrong with the rom being hosted. I just hate Enix, the only 2 games that Enix made that was good was Dragon Quest 6 maybe the whole dragon quest series, and Illusion of Gaia. Squaresoft Should've just stayed Squaresoft then they  would have never had a problem with fan made games. Enix is a big joke, sorry if any of you disagree with that, Enix killed Squaresoft when SquareEnix was born. Still you guys have to play Radical Dreamers. Hey is it okay to put a link on my next post for people can download radical dreamers.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 05, 2006, 12:31:10 pm
well with the ROM thing we want to do everything we can to keep this on the legal side.  Since distributing a patch is legal and a rom isn't.....we'll go with the patch.  The last thing we need is a cease and desist order.

Linking to roms is a no no here but don't worry i'm pretty sure 90% of the people on this board have played Radical Dreamers

Let's keep this on topic as possible, I'm sure many people would like to discuss squaresoft vs square enix on this board though.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 05, 2006, 12:53:05 pm
Yeah, don't worry about the story. It'll qualify everything said in Chrono Cross. All this new feedback is pretty encouraging...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 05, 2006, 07:24:47 pm
WHAT DO I DO NOW THAT I AM IN THE STONE AGE, IS  THAT THE RIGHT DATE FOR THE STONE AGE, AND WHAT ABOUT THE EPOCH'S CHRONO CLOCK, ARE YOU GUYS GOING TO CHANGE THAT? WHAT WOULD BE COOL IS IF YOU CAN ADD SOME CHRONO CROSS SONGS TO CRIMSON ECHOES.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 05, 2006, 07:57:16 pm
Easy with the caps.

You go to Singing Mountain (New cave to the North East).  The date in the lower left corner while walking around the map is correct (64,999,998).

The final version will have all the epoch dates that are possible to change changed some cannot be changed because changing them change other things that should not be changed.

--jp

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 05, 2006, 08:04:15 pm
We can't really add Chrono Cross songs (not until 2015 when .spc composition becomes available), but we can add Radical Dreamers songs that later appeared in Chrono Cross.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on August 05, 2006, 08:44:02 pm
You can't have Cc songs in CC as it's not a .spc and holds way 2 much data.  Unless you can some how compose a cc song into a .spc to make it the right size and stuff but even then.  Only CC songs you can have in Ct are the ones from radical dreamers.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on August 06, 2006, 08:17:14 am
Ah yes, I understand once again, about the Lavos/Chronopolis plan.  It has been quite a while - possibly a year or more - since I've actually been to that part of the game.  You know what?  Actually, thinking about it now, I'm not sure I've even played Chrono Cross for a while...  Man, have I been OUT of the LOOP, trying to get my hands on a computer that will actually play Doom 3...  (Sorry, I'm getting off-topic here...)

It sure is a complicated piece of the whole story - Chrono Cross, I mean.  You've got your work cut out for you.  It's been said already, but, good job with keeping Magus' character in such good context!  And, I'm glad that the feedback you guys are receiving from us has encouraged you.  While I may not have much programming skill - despite my using computers for the past 15 years - you will always have my support.  Rock on, guys!

...Hmm, I guess thinking on the whole storyline, time paradoxes, and the four commonly known dimensions (line, square, cube, and time, as I understand) have made me somewhat tired, as my consciousness seems to "float," as though my soul were trying to escape, or something.  A very weird feeling, yet unalarming.  Kind of along the same lines of deja vu, or that feeling you get in the pit of your stomach when you're riding in a car, going moderately fast down a sharp hill - although not along the exact same lines.  Strange stuff.

Cripes, it's after 4 A.M. here...  Well, best wishes with the Schala part(s) - I wonder how poor Magus will handle it in the end?  Rather mournfully, I assume.  (Do I sense great drama ahead?  Excellent.  *Sniff, Sniff*  Waaaaahhhh!!)  But yeah, it seems more feasible to put some Radical Dreamers songs in the game - but what would you have to sacrifice to put them in, thinking about ROM limitations?

Wait...  If Schala was sucked into the vortex - when was it?  Shouldn't she already be combined with Lavos in the Darkness Beyond Time, seeing as Lavos is already defeated?  (Actually, I'm kinda glad she's not yet. Maybe the vortex suck didn't happen right away.......)  Just a thought, I'm not necessarily worrying about the plot lines of this to-be game of pure awesomeness, per se, so no need to worry about me worrying.  Strange pun...

Sorry; I ramble too much.  There should be a section on this message board for people who like to do that, filling, oh, say, forty pages of stuff that goes nowhere, but still captures my attention.
Peace to you all - Neptune Navigator out.  (It was my old CB name...)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 06, 2006, 08:40:19 pm
I am getting tempted to find a way to get a lot of money and then buy the rights to the Chrono Series because I am getting tired of those C and D orders. That would be cool to have the Rights to the Chrono Series.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheOutlaw on August 08, 2006, 05:00:28 pm
Well just recently I downloaded this with temporal flux
I'm planning on doing my own hack, but I decided to check this out first to see what temporal flux can do, The changes are interesting few glitches here and there, the biggest problem is that so far when I'm told what to do, I forget, which was problematic at the beginning, but I was able to explore my way through. Currently I'm at Magus first Scenario, and he is way overpowered, critical hits reaching between 900-1600 damage at level 2.
Also again it's hard to figure out where to go, gives the feel of the Mecha scenario in Live a Live. I just Talked to Dalton in the forest, he said he was going behind a mountain or somethingt along those lines, can't remember and I've been searching the map for a while, and Dalton doesn't seem to be anywhere.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 08, 2006, 05:08:37 pm
The Magus Power Glitch is one of the glitches mentioned in my first post (second post in this thread).  It's been fixed.

Easily the biggest complaint is not knowing what to do......easily the second biggest complaint is where Dalton's Dungeon is. 

It is indeed behind the only mountain.  You have to enter it from the South.  While walking behind the mountain look for a tile that you can't walk through....that's the entrance go below that tile and walk up and press A.



--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheOutlaw on August 08, 2006, 05:53:15 pm
Funny I just discovered it shortly after I read the post, I had figure the block was a glitch, but after looking up and pressing confirm i got through.
I like the maze here, definately a keeper.
Short riddles lead the way.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 09, 2006, 10:18:33 am
Dalton's Dungeon was something that we got a surprising lack of Feedback about.  Besides the entrance being hard to find, it's nice to know atleast one person liked it.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 09, 2006, 05:06:31 pm
When is the next patch demo due to arrive? :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 09, 2006, 05:15:19 pm
There won't be one. We're going to decisively finish CE and release it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 09, 2006, 06:06:50 pm
Yea, to many demos hurt the final product.  Demo 2 was released because demo 1 didn't show what TF was capable of at all.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 09, 2006, 06:21:13 pm
Cool, So what is the estimate of  how long until the project is done? Also, How to I edit characters with Temporal Flux?
Sorry for bugging you about Crimson Echoes.  :):lol:
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 09, 2006, 06:28:06 pm
Giving people estimates puts pressure on us and sets up potential dissapointment for you guys.

I can tell you that when we get close to releasing........you'll know there will be advertising and teaser movies galore.

If you want help on editing characters start a new topic or look up old topics (sprite assembly comes to mine), you'll also need tile molester (I believe) for sprite editing. 

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 09, 2006, 06:44:32 pm
I'd have to say 2007. Making the game is only half the battle; we then have to play the living heck out of it and make sure it has a playable challenge. That's going to be the fun part.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheOutlaw on August 09, 2006, 06:54:01 pm
Currently I'm looking for ths singing mountain, everything between this and Dalton's dungeun were quick and enjoyable.
I read the hint thing and Am looking for it and am still having trouble, a godd way to resove this (if you hadn't already done this) is to change dialogue and have some NPCs give hints of the mountains whereabouts. I'm going to parooze this thread and hope for a screenshot.

Two major glitches in prehistory
Dactyl nest was already mentioned, by mystic mtn as well, when you go up the characters run back down and you can't do anything.
Found singing mountain once I read you could walk to it from Ioka village, and that's pretty much how I found it.

I like the idea of finding the four instruments, but I've ran into the ape and shists and they don't drop instruments, So I'm currently confused about it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 09, 2006, 08:05:44 pm
Hey Outlaw this is how you find the Instruments,
On top of The Singing Mountains are Tresure Chests Hunt those all down and return to the Spot inside of the mountains, the sequences you have to put in after that are easy. That should do it. :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 09, 2006, 08:07:13 pm
How do I Make Chrono Trigger work with the Tile Molester? The graphics look all glitchy. :?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 09, 2006, 08:43:44 pm
Logan got it right the instrument parts are in chests.  Singing Mountain is a new "cave" on the map.  It's NorthEast part of the map.  Those glitches have been reported.

Logan make a new post for tile molester there should many people who are willing to help.


--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheOutlaw on August 09, 2006, 08:58:42 pm
Well logan they look glitchy because Tile_molester doesn't come with the correct color pallettes fot CT, so read the Tutorial
http://www.chronocompendium.com/Term/Tutorials_%28Chrono_Trigger%29.html

As for your advice on finding the instruments, I didn't realize at first there was a path to the left to go up the singing mountains (which I found shortly before reading your post)
THanks for the advice BTW.

Well finished CE
Are you sure you want to jump ahead and not let there be a Beta test fo the full game?
Title: Re: CE Demo Feedback-Tile molester
Post by: Vehek on August 09, 2006, 09:15:50 pm
And also remember to go to an offset where graphics are!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 09, 2006, 09:20:27 pm
Thanks Guys, I am sorry for not creating another post  for it but, I guess I got enough info already on Tile Molester. Thanks. I am looking foward to Crimson Echoes, and I hope I can learn to use Temporal Flux.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 09, 2006, 11:37:47 pm
Yes, a whole phase of development will be beta testing. The thing is, the idea for most people of beta testing is playing through it once and noting some nitpicks. Granted, a lot of team members do this because they have other jobs to fulfill (like mapping) and they can't spare the time. But having an actual "beta tester" position means playing each new patch through and through, nitpicking obsessively and taking a keen interest in the challenge curve. Lot of people aren't up to the task, so we might have to find someone to help our current dedicated guy.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheOutlaw on August 10, 2006, 12:27:33 am
I'm open, I have more free time than you'd believe.
Even though School starts at the end of this month, it's my senior year.
And besides i want to learn Chrono Trigger through and through before I start my hack, So I'm playing the regular rom right now.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 10, 2006, 01:33:30 am
Can I have a Beta Testing Job on this Project? :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on August 10, 2006, 02:05:32 am
Bwoh man would I love a beta-testing job for this project!  Sadly, two things currently hamper me:
1. I don't have a stable Internet account at home.  (Ten hours a month?!  Damn you NetZero!
2. College starts in a few more weeks.  (Here we go...)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: logan_b on August 11, 2006, 10:29:47 pm
To beta test on this project would be pretty cool! :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 12, 2006, 12:33:15 am
As I said in my post, real beta testing doesn't begin until the game is finished. If you have the grits to check back here for the next few months, maybe you can have a position. But you should also have a Rock Lee work ethic and some experience with Temporal Flux.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Detour80 on August 13, 2006, 11:43:41 am
First off great job guys.
In Daltons hideout. When your in the room with the riddle that reads "you can not always trust your eyes.".
If you travel back through the door you entered from you can move freely through most of the other rooms in the area.
Just wanted to make sure you guys knew about it since it messes up the illusion of the maze/puzzle for this area.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono 103 on August 14, 2006, 06:10:33 pm
I recently had the chance to try CE recently, and I was nothing less than amazed by the project. The idea is great, and the  story line so far is thrilling. I'll be looking forward to the next Demo, or full version of the game, in which im hoping is soon =p
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 14, 2006, 06:20:31 pm
Detour:  Nice catch I'm pretty sure that's the first time that was reported.

Chrono 103:  Just keep your eye out over here, good things come to those who wait.

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on August 15, 2006, 07:34:58 pm
Yeah; I had a few experiences similar to that one, too - but, ironically, not THAT particular one - behind that mountain.  I can't remember most of them at the moment, but they ONLY happen if you try to go back; and sometimes, when you try to go back, and then, say, you don't want to go through a wrong door and lose to the Golem, well, it doesn't work - I think you either end up going to the Golem anyway, or the door just doesn't work...  I'm sorry I can't be of much more help, but I'm kinda busy at the moment, and I won't be back up here at my grandma's for too long anyway...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: BC92188 on August 19, 2006, 03:33:58 pm
Hey, I tried to find the path from Ioka to Singing Mtn. but I couldn't find it.  I tried going on the coast to the west of Ioka, but at a certain point I couldn't go farther than a certain point (Screenshot), is there any other way to get there? 

Where I got stuck on the map (click it to make it bigger):
(http://img44.imagevenue.com/loc467/th_12390_crimsonechoes_122_467lo.JPG) (http://img44.imagevenue.com/img.php?image=12390_crimsonechoes_122_467lo.JPG)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 19, 2006, 04:13:19 pm
Try starting on the eastern side of that huge mountain above the forest. Singing Mountain is near the center of the continent on the north coast.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: BC92188 on August 19, 2006, 04:52:26 pm
Try starting on the eastern side of that huge mountain above the forest. Singing Mountain is near the center of the continent on the north coast.

Oh, I found it, I was going the completely wrong way, haha.  Thanks for the help.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Bauglir on August 23, 2006, 10:29:44 pm
Playing through, and noticed that on Denadoro, all of the corner tiles (IE, the ones that have diagonal land with a transparency behind it) are tinted a bright yellow. The maps seem like they need to be bordered by something in some cases; in the original CT, there was always some actual object keeping you from walking off the map, even if it was just some apparently insanely thick trees, whereas in this it just seems like, in some cases, you should be able to keep going, but can't (examples are the Beasts Forest and the Patio in the Vanguard Headquarters). Finally, the stone walls seem to repeat too much too quickly, and seem to be pretty sloppy. They don't look like the same wall, they look like someone took a picture of part of the wall and repeated it. The Reptite's Lair would make a nice thing to work from to fix it, I think. Finally, Magus' text was good, but I think he took up the Elder's quest way too easily, that doesn't seem very Magus-y. And the whole Magus passing out and then being found by the Elder seems a little... eh, contrived is the best word I think. Other than that and what's already been mentioned, the plot seems pretty solid, and there's some great work graphical work here. Great job on that Zeal guy at the end there.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kire on August 28, 2006, 01:09:54 am
With regard to giving the sword to Renault, if you go there before you're supposed to (ie before dropping off the other two items), the priestess in the arboreatum still tells you that he's in the chapel.  However, he doesn't actually show up in the chapel until you unlock him (and the immeadiately disappears again), which felt very unsmooth to me.  Then again, I feel that forcing the player to do the three items in a certain order is wrong to begin with: why not do it in any order?  It would also be nice if the mother would remind you where they were supposed to go: I had to start up a new game to get the destination list over again.

Also, after you beat the Prologue and it's shifting around showing various timelines, there were a few graphical glitches in Glenn's, namely the corners of rocks and cliffs were of an inappropriate color.  And I can't use the save-point in the Last Villiage (furthest left hut at beginning of Magus chapter).  Walking over the big hole on the worldmap feels odd as well.  Both collections of huts are called "Last Villiage" on the world map, yet one of the people in the cluster to the right says that they should be called "Mist Villiage", and another man in that same cluster refers to "Last Villiage" as a place different from where he's at now.  While Dalton's leaving, he doesn't flutter or walk, he just glides without animation.  When you come back to the "Commons", there is a gravestone over the Elder, but all the dialouge of the people there remains the same, which felt VERY weird.  Often in the "Beast Forest" the enemies come in on the top of the screen yet the default position of the battlebox is also on top.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kire on August 29, 2006, 02:52:37 am
So I guess I've taken it upon myself to be the nitpick beta-tester, here's what I saw last time I played:

- Dalton's dungeon needed more combat, the only things to fight in there (Lasher/Golem) kills you in one hit
- why can't you have Dalton be a real boss battle (where you can loose) but after you win, he falls to one knee, then does what he does anyways?
- the music would reset every time I went back into the central room in Chronopolis
- to get into the Collesium, I went off the bottom and instead of coming in the top, I came in the bottom; I realize the Collesium is imported from another hack, but could I suggest an intermediary room to make the transition more natural?
- there were no save points in Chronopolis, and I definately wanted to save every time I visited
- the sword Crono gets in the downstairs of Chronopolis is vastly more powerful than anything else you have access to at that point in the game
- the Porre encampment wasn't anywhere on the world map, it should be re-vistable, even if there's a guard in front
- same camp: and the general tiling I felt was weak, looked more like an early FF game than CT
- when Marle is prompted to talk by Crono she says "what a great memory! i'll ask" - lowercase "i'll"
- Porre doesn't have to look like a buffoon if they come out and say "mission failed", it hurts to have Guardia trashed by bozos, let them tell a hardnosed lie
- Marle asks "how do we get back to the Future (tm)" - trademark?
- why don't they have to report back to Guardia?  why go directly to Balthasar?  that felt out-of-character to me
- Marle says "what's going on?, Lucca?" - can you put commas and question marks in succession like that?
- there exists a "first time using Epoch" scene in CT, why not use it in CE?  it was a bit anticlimactic to just show up in Chronopolis
- when all the alarms go off Balthasar's text makes it seem like whatever he just left the room for CAUSED the timeflux (not a drill, etc)
- Crono's aforementioned sword makes the DragonTank battle trivial
- when I destroyed the dragontank body first, the head and wheel remained there floating and still fighting
- Balthasar says "report to me any" on the bridge without any follow-up text
- still on the bridge: during the fight with the hench, Crono stays in place and does not jump forward to melee when you choose to attack (he swings in place)
- the dialouge at the end of the bridge fight felt wrong; Renault's surfer-style "Righteous!" attitude is bothering me
- also, it fades out on Renault, then blips back to full bright before the scene transitions fully to mom's house
- the dialouge in the mother's house is misleading: this is a game about timetravel, so when the exact same text was used twice, I thought GroundHogsDay was happening
- I couldn't find the King of Guardia, I wanted to tell him the news of what had happened
- why can't I quick-cut through the woods in front of the castle now?
- with regard to the ferries: now that I have to be stealthy about traveling it doesn't cost any GP?  weird
- in Medina square, there's a gargoyle whose color scheme (purple maroon?) looks wrong
- the singer says "mirai ni fuku", shouldn't it be "miraku fuku"?  without the Kanji I'm not sure what that word's trying to be
- back in Melchior's house he's missing! and you can't read his notes, which I really wanted to now that he's gone
- I know overworld animations are tough, but at least Medina and Chorus need static docks, it just feels wrong without them, and it helps in quickly finding your way back
- the Chorus port looks like it has an attached house but I can't enter it, should the roof color be red?
- nice work on Chorus overal
- when you encounter Mystics in the tunnel to the Epoch: where is that music from?  is it original to CE?  I like it
- keep the (above) music for the fight with the Barghest, it's more epic, don't switch down to normal battle music
- while nice from a dungeon perspective, it didn't make sense to have enemies on BOTH sides of the SEALED door the Epoch was behind
- after Robo joins, why isn't Lucca standing around elsewhere?  she went poof; I wanted to see her tapping away at a keyboard or something
- once you enter battle-mode downstairs, Robo's graphic goes under the one for the laserbeams
- the talking scene right after said fight is really awkward: Robo should type on the keyboard and fret about, not instantly say it's fixed, Melchior needs to work in his dialouge alot more smoothly, it felt massive out of place
- there's a gotta be an easier way to work in Magus joining than the "slayers of Lavos" idea, it felt dirty

I think I got harsher and harsher as I went down the list, but I really am enjoying this game alot; once it gets done I'll probably take out the time to burn it to a cartridge.

Thanks for working on such project, this is awesome.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on August 29, 2006, 01:46:16 pm
Kire, that is great work and is the kind of thing beta testing is made for.

I'll make note of all of these.

a couple quick notes on the first one

- same camp: and the general tiling I felt was weak, looked more like an early FF game than CT

---there are no outdoor tilesets, so actually this map is quite amazing.  It's made using the "indoor tileset" (the walls of the house are actually floors if you look carefully). 

the (tm) is a joke about the movie "back to the future"

--jp
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kire on August 29, 2006, 03:12:49 pm
Sure thing, I love beta-testing.  Those notes are kindof rough to read through though, if you'd like to me to clarify what I meant by some of them or why I thought they were problems I'd be glad to.  As you can tell, I'm kindof playing the the game in splurts, I'll give my opinion of overal theme and play balance later.

No outdoor tilesets you say?  In that case, perhaps try and play with the geography some more, wandering troops or buildings with attachments or something.  While I'm on the topic, I felt weird when I went up to the soldier and all of a sudden I was clocking him out taking his clothes.  Based on the NPCs I (hadn't) talked to, that felt incredibly random and out of place, I would have appeciated Lucca explaining to me why we're doing it, and/or given a menu option to decline.

a few notes from this morning:
- when I got Magus from the Last Village and came back to Dalton's Dungeon with my party, I killed the Lasher and everyone in the party leveled up multiple times (I think Robo got 4 levels), then Magus made a comment about it that sounded like he should have said it the first time through
- I went back to Dalton's Dungeon a few times and found I could powerlevel like nuts, everyone gaining two levels every time I killed that guy, who just kept respawning and Magus kept making that comment
- I would have appreciated some commentary for going to Dalton's backroom, either in the form of a book to read or Magus saying "damn, he's gone"
- nothing stopped me from going up into Dactyl's Nest, where the enemies were too strong for my level, but if I braved it out (or dodged them), I also found equipment up there that was inappropriately powerful
- when I got to the top of Dactyl's Nest, my lead character (Marle) became invisible, and had to guide myself by my teammates (quite tricky) and I couldn't scroll off the topic of the screeen - very glitchtastic
- the Mystic Mountains were also more powerful than I should have been able to visit, but not as bad as DN
- when I go off the top screen in the MM, my characters slide off the bottom and the game hangs and I cannot continue - very glitchtastic
- Marle does not have any good weapon options at this point in the game and her attack option is pathetic (I know it's supposed to be weak, but this is overly so)
(the things I flagged as "very glitchtastic" are more than just nitpicks)

Still, loads of fun, it feels very good to play.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kire on August 29, 2006, 04:26:39 pm
Well, I beat my first run through:

- the child in Ioka village says "try to protect Ayla and child" - there's no period at the end, and every other villager punctuates correctly
- when I talked to the villager who told me to go to Singing Mountain, since Crono was 2nd in my party, it said "Crono: Did you hear that?" - Crono talks
- someone mentions I should go to Singing Mountain, but that was never in the original game, how should I know where it is?  wander around until I luck out?
- the woman in Survivors Cave says "we fight many times" and also lacks punctuation
- most of the fights in Singing Mountain have the default location of the battle menu  on top when it should be on bottom
- on the 2nd outside map screen for SingMt, near the top by a chest that contains an InstrumentP, there are two Avian Rexs, but only one is visible (the other's graphic is behind the mountain)
- in SingMt, there were a few "Tusk Helms" being given away as treasure, but that was a pretty lame find, these could already be purchased cheaply in town and all my characters had them already
- the name "InstrumentP" made no sense to me; why not "Harp of Earth", "Chimes of Water", etc? or at least an Item-tip on the menu screen (missing for most custom items in CE)
- the way the riddle is asked in SingMt, it requires you to keep notes or remember a string of 4 numbers; when being given the option to choose "1,2,3 or 4" it should have something next to it reminding us what that number meant
- it is of course very easy to "game" the number puzzle: since it tells you you fail after one wrong guess, you can brute-force it with less than 10 guesses garunteed (since no place is used twice), and considering the first 2 is 1 then 2, the player will probably only guess wrong once if a brute-force tactic is used
- when I would fail to guess the order correctly, there was a (seemingly) random number of  "Dang!"s that would follow afterwards, sometimes just one, sometimes more
- when Nizbel jumped around, there was no sound, and it felt very hollow
- Lucca was my main character, and when she threatened Nizbel, it played Robo's computer sound  (Robo was my 3rd character at the time)
- during the fight with Nizbel, the top left corner of his head kept disappearing behind a black tile
- when Ayla says, "Ayla have kid and Ayla wish you luck!" the indentation is messed up
- despite being wounded and needing to stay behind, Ayla does quite alot of walking in place
- if you return to SingMt, the room that previously held Nizbel does not have any music or wind
- when Ayla gave me the piece of Lavos's shell, it did not appear in my inventory
- when the voiceover says "Epoch you are cleared for landing, go ahead and bring her in" there's no period at the end
- when you're in the OceanPalace/introChaper3 the green gasses floating around have their right sides abruptly cut off
- when you go down the elevator at Chronopolis, the camera is centered on the character, until you move down, then it locks into place, should it be locked from the start?
- I never went to 600AD or did anything with Frog and still beat the game, is that okay?

now to go back and get all the secrets...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Ishmayl on September 11, 2006, 06:54:11 pm
I hope you want us to list bugs and such in the game; the game is so cool, I feel the need to help out in whatever way I can so that it will be a success. 

Glitches/Bugs Found Thus Far:

* In Sargon's home, the table in the back of the room is not layered properly; you're able to just walk on top of it.
* In the overworld map in 12,000 BC, some of the icons/sprites are not layered properly; the "Beast Forest" and several of the ruin structures act odd when you walk over them.
* In the Cathedral in 1000 AD, after I completed the first 2 errands, the door to the Arboretum acted strange.  It wouldn't let me go through unless I kept hitting the Up button.
* In the Beast Forest, the edges should have something blocking them (such as trees or mountains) so that you don't think you're supposed to be able to go that way.
* Also in the Beast Forest, there's an encounter in the southeast section which acts strangely; the screen centers on you as the beasts approach, but the map ends at a certain point, and you can see the green area where there is no map (if that makes sense).
* Dalton says, "I have a date with with immortality."  Should get rid of one of those "with"'s.
* After defeating the Boss Golem, the boss music keeps playing until you leave the screen.
* The save point in the Last Village (in the far-west hut) doesn't work.
* Magus' second weapon, the Iscariot, is ridiculously powerful, jumping his damage on beats from an average of 100 to 850.

Also, not necessarily so much a glitch, but it's kinda annoying figuring out what to do after you beat the Boss Golem; no one really gives you any discernable clues or hints.

Anyway, looking great so far, thanks so much for this, I'll keep playing and finding more.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: sletia on September 18, 2006, 06:59:07 pm
Hi! Just joined to share my thoughts.

What I liked:
-new buildings, redesigned locations (i.e. Leene Square)
-how Porre v.s. Guardia storyline was played out
-Singing Mountain's design
-Magus flashbacks
-new developments with the Mystic race, and introducing racism

What I disliked:
-death of elder in 12,000BC. It wasn't necessary and didn't make much sense. Putting in a gravestone was even weirder. (morbid, even)
-why did you kill Kino?
-Lucca and Marle seem to lack personality.. they almost act the same. Marle was always funny to me in how she overreacted and freaked out over everything; Lucca is missing her smugness.
-Beast Woods needed better design.
-Dalton's hideout needed to be bigger. Different riddles for variety. More enemies.
-Magus was too physically overpowered, but I know you know that. ^^;
-Chronopolis needs to be bigger. World map, even. Why am I restricted to just that building?
-Plot seems rushed in parts. Why did we have to keep going back to Chronopolis? Part of the charm of the original game was that you ended up helping conflicts in different time periods as you were doing the main focus (Lavos).
-Just collecting people that you used to fight with seems dull. They originally joined you for a reason. They need some kind of reason other than "omg must save world." i.e. Ayla no longer has reptites but the world is getting colder. Glenn needs to feel the queen is threatened. etc.
-the beginning of the game when we had to deliver crap. Why? Maybe just one item to someone important like the mystic elder. Running around like a delivery boy seemed boring. Most people who play rpgs explore on their own, you don't need to give them a reason to go places.
-You get Epoch way too fast. I think Lucca should have dismantled it then now in the game that you need it she has to rebuild it. Or even collect parts for it in different time periods.
-In the same vein, being able to explore the whole world so soon is kinda bad.

Other things:
-Will 2300A.D. make a cameo, even as a lost future? (kind of like CC had). I always enjoyed the bleak hopelessness of that future. (I love post-apocalyptic stuff.)
-Please please please bring back Ozzie/Vinegar, Slash/Soy Sauce and Flea/Mayonaise. Even as a comedy act. They're too funny to not use.
-Prehistoric times need to be expanded on badly. It suffered from a lack of quests there in the first game. I hope you make more dungeons/villages. Showing how humans evolved in the first place would be awesome.
-Will Dragonians make an appearance in this game?
-New characters to replace some old ones that don't wish to fight (i.e. Ayla) would be lovely, but not necessary.
-Since the PSX version showed Lucca getting Kid, will she appear in this game?
-Why aren't Crono/Marle married yet?
-You should tie Dalton in with the Porre mess, that way Magus has a reason to join.
-I notice Gaspar is still there in the Y menu screen. Will he come back?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on September 30, 2006, 10:58:15 am
Thanks for your comments Kire, Ishmayl, sletia and everybody else. They're very appreciated and important to us. We fixed all those bugs and typos. Sletia, I can't really answer your "other things" questions as we want to keep all surprises (we're not posting screenshots either), but what I can say is that you weren't "exploring the whole world" so early, so don't worry :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Den Schwarz on October 06, 2006, 02:57:49 pm
I DON'T run it!!!
Name of my ROM file -  Chrono_Trigger_(U)_[!].srm .
I rename  CEDemo2-Headered.ips  file to  Chrono_Trigger_(U)_[!].ips , copy it to ROM directory, load ROM in ZSNES (it patched ROM automatically) and... see empty black screen. What problem is here? How do I can play it???
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on October 06, 2006, 06:42:59 pm
I DON'T run it!!!
Name of my ROM file -  Chrono_Trigger_(U)_[!].srm .
I rename  CEDemo2-Headered.ips  file to  Chrono_Trigger_(U)_[!].ips , copy it to ROM directory, load ROM in ZSNES (it patched ROM automatically) and... see empty black screen. What problem is here? How do I can play it???
Did you try with the CEDemo2-Unheadered.ips file instead of CEDemo2-Headered?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Den Schwarz on October 07, 2006, 02:05:24 am
It work... I only patched ROM file using Lunair IPS.
How beat Dalton and Golem (in Dalton's base)?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on October 07, 2006, 04:15:15 am
The Golem in Dalton's base is sort of unbeatable, you must avoid him. You're not supposed to beat Dalton either, the story continues even if you lose.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Den Schwarz on October 07, 2006, 02:08:17 pm
So, I done it. And I wait final releaze!

My recommendations for extension:
- new game VERY cruel, many persons die, Crono will like Hollywood action hero... It's very bad.
- remake Dalton's hideout (more enemies, more questions, less traps, in better traditions Magus's Castle and Tyrano Lair);
- Dalton VERY hard;
- remake Beast Woods (there's more glitches);
- change Epoch time scale (600, 1000 etc change to 602, 1002 etc, End of Time to 2302, 2001 must be available);
- repaint Marle's picture;
- make new world maps (2001, 2302);
- remake dialogues for Marle and Lucca (Magus's dialogues rules);
- add Reptites race (all they die in 65 mln, but... humans will restore them in future, there's may create big story: reptites save Azala from past, he's leader, begin war with humans...);
- maybe add new hero - Schala?
- add hero Glenn (in human form);
- as in CT original must be global story with local stories in different eras (for example: Porre and Guardia in 1002, reptites and humans in 2302, robot rebel in 2001...).
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Den Schwarz on October 10, 2006, 03:12:29 am
Now I translate original ROM to russian (my) language. If you not object, then I translate your demo next.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Yubi Shines on November 04, 2006, 06:57:46 am
Hi there, started playing a couple days ago, on and off. I'm a bit stuck - pretty sure I missed or forgot something along the way, but Crono and Marle and Lucca just returned from talking to Montcrief and sent back to Crono's house - the chancellor mentioned something about a meeting and now I have no idea where I'm supposed to be headed.

Also, when you punch in the Seekrit Kode(TM) at the fridge is there a way to get out of that place beyond loading back to the last save point?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: CyberSarkany on November 04, 2006, 07:16:33 pm
After that scene you should go to either Zenan Bridge(fighting Dragon Tank), or getting the epoch, not sure because there are two of these scenes.

And there is no "normal" way out of the fridge.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on November 14, 2006, 06:57:38 pm
where is the demo?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Romana on November 14, 2006, 07:01:10 pm
where is the demo?

http://www.chronocompendium.com/Term/Chrono_Trigger:_Crimson_Echoes_Demo_(Modifications).html
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on November 14, 2006, 08:54:45 pm
What do I play the file with?...  :?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: but2002 on November 15, 2006, 01:55:58 am
.IPS is a ROM hack, With Lunar IPS, you patch the ROM, and play in a SNENS Emulator
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on November 15, 2006, 05:48:22 pm
How do you find Dalton the third time? after Beast Forest?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on November 15, 2006, 06:26:03 pm
Walk behind the mountain while pressing A.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on November 15, 2006, 07:20:48 pm
How do I get past the Dactlys layer glitch at the top of the mountain?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on November 15, 2006, 08:48:20 pm
something doesn't make sense to me....when you first meet Ayla...you tell her to run away...and she does...where in the first game she says "Ayla no run!"...Maybe you should have a small argument here...or something similar
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on November 15, 2006, 10:57:00 pm
She's pregnant, so she's not in the best condition to fight. At any rate, the story will be in a bit different form for the release.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Mixmasta_K on November 19, 2006, 08:22:04 pm
I made an account here after playing through the demo, so I could say how great the demo came along.

I found some of the maps to use a few incomplete tilesets, such as the snow forest in magus's chapter, and a few tiles fell on the wrong layer like in the Deandorino Mts.

Also, with all of the inaccessable places that freeze your game, it might help to just put an NPC event right at the entrances of those places to stop people from having to reset.

Dalton's hideout was a good idea, but you should make all of the entrances teleport events so that you can't cheat by just sticking the hero through the entrance to see if it's the right one. More rooms would be cool, too; and I suggest some more small battles in those rooms to make it feel like a full-on dungeon.

Saving Scala was a good idea to wrap up Magus's loose ends, and I could tell you obviously have plans for her. Just don't make her a clone of Magus and we'll all be happy. xD

I played the demo on a new game plus of maxed out characters, and I noticed that Chrono's Rainbow(AKA the "Death Wish" I think..) was a fist icon instead of a sword. Big letdown when I went to fight expecting chrono to use his bare hands. xD

I found most of the museum artifacts, and I find it to be a cool idea to have this be integrated throughout the game to have players go through an old dungeon again or to have an excuse to talk to all of the town NPCs.

Story-wise, I love the how you turn Porre and Guardia against eachother; it's a whole tangent off of most of the original CT storyline by going a litte political than usual. Be careful not to make the game way too wordy because of this though. The original CT story was great because the story was a little generalized to leave a lot to our imaginations.

One complaint of mine is the end of time. There is no reason for it to be abandoned since it will always exist no matter what. Even if Gaspar is gone, I think you should still have it be an accessable place.

Oh, and when you get an instrument out of a chest (either at the singing mountain or zeal palace ruins) it says "you recieved an Lnstrument!" or something like that. xD

Other than that, just poslish up here and there on your mappings and other small stuff and you have a great game in the works. :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ShoeMagus on November 22, 2006, 10:24:54 pm
Well I'm playing through it now, having finally stopped being brain dead and so far I have two questions/complaints:

When you're sucked through time after the Time Egg explodes, how come Glenn doesn't use the Shakespearan accent? I mean it sounds kind of weird not hearing him talk like he normally does, human form or not. And for the record I can't really imagine him, the honorable knight, using the word "crap." '

But thats kind of nitpicky.

How can Chronopolis be located in the El Nido Archipelago? That didn't exist until after Chronopolis and Dinopolis traveled back in time if I'm not mistaken.

Maybe I'm crazy, but if you're going ofr plot continuity with the other games you might want to look into that.

Otherwise is good. I almost feel like I'm playing the real deal.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on November 22, 2006, 10:42:31 pm
When you're sucked through time after the Time Egg explodes, how come Glenn doesn't use the Shakespearan accent? I mean it sounds kind of weird not hearing him talk like he normally does, human form or not. And for the record I can't really imagine him, the honorable knight, using the word "crap." '
He spoke that way in the Japanese version. The CE team changed his speaking style to be the same as the Japanese version because people didn't like the way he spoke in that scene in the first demo.
Quote from:  Glenn in CE Demo 1
GLENN: Masamune...
Ye helped realize mine dreams and hopes...

I once considered sealing thee back in yon cave, but nay, I shalt place thee where thine dreams are needed most...

In His Majesty's castle...

How can Chronopolis be located in the El Nido Archipelago? That didn't exist until after Chronopolis and Dinopolis traveled back in time if I'm not mistaken.

Maybe I'm crazy, but if you're going of plot continuity with the other games you might want to look into that.
The El Nido Sea is said to be an empty sea in this game. And we, the CE team, are working to make sure it fits in continuity.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ShoeMagus on November 24, 2006, 12:05:11 am
Anybody else figure out how to make Crono talk? If you switch him out from the first space, whoever is leading will assume the role of silent protagonist. Just a fun thing I found. Probably already mowed over and stomped and figured out, but oh well.

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on November 24, 2006, 12:09:39 am
Sort of. It's very easy to forget to put the necessary stuff in there to prevent him from talking.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Daniel Krispin on November 24, 2006, 06:27:16 am
I played the demo on a new game plus of maxed out characters, and I noticed that Chrono's Rainbow(AKA the "Death Wish" I think..) was a fist icon instead of a sword. Big letdown when I went to fight expecting chrono to use his bare hands. xD

Hm? I'm thinking probably because the maximum weapons weren't really worried about yet, because technically you weren't supposed to be able to get them yet. One of the few things I did do with CE is help come up with weapons names, and I don't recall that being one of Crono's. Of course, I've not really had anything to do with the project in half a year, so they could have changed something, but... I don't think so. ZeaLitY or Hadriel or one of them had a solid name for the final (and penultimate) weapons for Crono, and I don't see them having been changed.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Zakyrus on November 30, 2006, 11:30:50 pm
I don't think so. ZeaLitY or Hadriel or one of them had a solid name for the final (and penultimate) weapons for Crono, and I don't see them having been changed.

I was always partial to Eternity blade, Ragnarok, or Atom Edge(Odin's Sword) for Crono. Artemis bow/Orion bow for Marle, Reaper for Magus, DiamndFist for Ayla, Atlas Arm for Robo. I had a good name for Lucca's Gun, but it escapes me for the moment.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: rawdawg on January 19, 2007, 09:29:40 pm
I was just wondering if there were any updates in the last 2 months?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on January 19, 2007, 09:53:15 pm
Not too much. There's a secret mini-project to be released sometime in the next month or two, but I need to find a lead event programmer.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: satchel_dawg on January 20, 2007, 12:07:23 pm
it's a cool demo, one problem is that at the end if you don't talk to schala and go to the elavator instead it will make you'r ending disappear. and when you go back through everything continue as useull, when you talk to schala plot progresses and eventuly you fight.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Mullinsmcd on February 03, 2007, 02:26:39 am
Would it be possible for the Project Leads to start a Stickied walkthru/FAQ thread?  Im stuck after the dragon tank is destroyed and Id like help but Id prefer not to use this thread so the thread doesn't get off-topic on general game bugs and such.  Someone PLEASE message me if they can help.

If I do have any request, I would say, make sure you have Cronos mom always repeat what the latest task is to make sure that its not lost.  For example , if you werent paying attention to the beginning and who to give the items to, it would take a lot longer to find out who to give the card to.  At the minimum have her repeat the last text she said regarding the task she gave us to do.  This way we always have some information in case we get lost or cannot figure out what to do.

Thanks
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chrono'99 on February 09, 2007, 11:35:03 am
Would it be possible for the Project Leads to start a Stickied walkthru/FAQ thread?  Im stuck after the dragon tank is destroyed and Id like help but Id prefer not to use this thread so the thread doesn't get off-topic on general game bugs and such.  Someone PLEASE message me if they can help.

If I do have any request, I would say, make sure you have Cronos mom always repeat what the latest task is to make sure that its not lost.  For example , if you werent paying attention to the beginning and who to give the items to, it would take a lot longer to find out who to give the card to.  At the minimum have her repeat the last text she said regarding the task she gave us to do.  This way we always have some information in case we get lost or cannot figure out what to do.

Thanks
The thread is relatively quiet so I think we can keep the walkthrough questions here. After the Dragon Tank, you must return to Chronopolis to speak with Belthasar, by retrieving the Epoch hidden by Lucca in the Cathedral. Go to the room behind the chapel and Lucca will tell you about the secret passage.

And thank you for your suggestion. We will make sure things and information are better placed and explained :)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: TheMage on February 19, 2007, 06:12:56 pm
WOW! All I can say is GREAT JOB! I was amazed. I really enjoyed it and can't wait until the next one comes out. It deffinately had the Chrono feeling and I loved some of the puzzles you had to do to figure out stuff like the dungeon Magus had to go through. I loved the plot and the things added to the towns like the ferry in Medina etc, I forgot it was just a demo and wasn't the real Chrono trigger.

Great job!!

The only glitches I noticed was towards the end of the demo before the search for Schala after you save Ayla if you go into Lucca's house it looks like a cut scene wil begin and the three party members you have will stand and look at her parents and Lara will walk around but noting will happen and than you can't move.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: AkNerd on March 05, 2007, 10:39:53 pm
I just got done playing the first part of the demo and i must say that you guys have done a terrific job. i cant wait for the finished copy. so far i only have a few complaints. The first is the begining quest, you should be able to do those in any order you want. Second is the dialogue for marle, lucca, crono's mom, and the king. i felt that some of the things they were saying didnt really fit their character. The third is the entrance to magus' dungeon. i would try to switch the position or(as stated above) have people in town or even the guy near the healing square say something about where to go. for example sargos could say, "i saw dalton heading off to the north side of the mountain" or something. but other than that stuff the game is GREAT. keep up the good work. o and just for fun see if you can put in the colliseum. that would keep people playing for a little longer.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: nightmare975 on March 05, 2007, 11:22:25 pm
You have access to the coliseum in Chronopolis just to let you know.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Foxbird Kitsune on March 10, 2007, 03:28:16 pm
I have to say, great job and I can't wait for the next release/final copy :D
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Tripleh213 on March 21, 2007, 11:19:49 pm
I want the whole game please
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: nightmare975 on March 21, 2007, 11:30:50 pm
You have to wait like everyone else.
Title: What's going to happen next?
Post by: ChronoCorridor415 on March 29, 2007, 01:54:23 am
About the part when you're going to save Schala from the unknown ruins (it kinda looks like the Undersea Palace): In Demo 2, when you talk to Schala, she will take you to the "ending" scene. Let's say the game is complete. What is supposed to happen after you rescue Schala?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on March 29, 2007, 02:12:32 am
The plot has been restructured. A lot of stuff won't even happen until after Schala is found in the new version, such as the trip to Zeal.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: satchel_dawg on April 04, 2007, 10:36:36 pm
i have seen problems. like instead of talking to schala you walk to the elavator, and it makes the ending disappear and you can travel to chronopolis with schala and magus will talk to her.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Lavodox on April 13, 2007, 10:26:15 am
If I could suggst anything, I'd suggest the dungeons, like the beast forest and Dalton's dungeon to be somewhat longer...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Rubedo on April 30, 2007, 07:41:36 pm
Aside from the freezing in the unused dungeons, this is a really cool mod.Lokking forward to the next release

After the getting schala back to chronopolis and being sent to get Glenn I get sent back to chronoplis after we talk.Is the cuz its not done?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: nightmare975 on May 01, 2007, 12:35:58 am
Aside from the freezing in the unused dungeons, this is a really cool mod.Lokking forward to the next release

After the getting schala back to chronopolis and being sent to get Glenn I get sent back to chronoplis after we talk.Is the cuz its not done?

Yes, you have to wait to see what's next.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on May 01, 2007, 12:38:02 am
If there is a next...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Majutsuko on May 02, 2007, 05:53:37 pm
*Keeps fingers crossed.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Mr. Molecule on May 06, 2007, 03:20:45 pm
I've just discovered and played Crimson Echoes, and would simply like to register my profound appreciation. Keep up the good work! Please, <i>please</i> keep up the good work.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: satchel_dawg on June 04, 2007, 11:18:12 pm
it seems really short to me for some reason, oh well the finished version will be awsome.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Spikeninja on June 20, 2007, 03:50:19 pm
Ok for some odd reason i cant get past the begining X_X I gave the Pie to the lady in Porre and the Vanguad post wont let me in to give away the Red Katana he keeps saying there on lock down wait 5 minutes, i went to midenia and saw the cut scene with the elder and the guy arguing about the ferry, but i cant seem to get rid of the ticket or whatever i need to give to the ferry guy in Midenia...

So PLEASE if anyone can help me i really want to play the rest of the demo T_T please help...
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on June 20, 2007, 06:08:06 pm
Go to the Medina Inn and talk to the woman there.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Spikeninja on June 21, 2007, 06:56:57 pm
Wow i dont know why im having such a hard time with this T_T now i just beat the boss golem with Magus and i cant figure out where to go, i went back to the commons and inspected the gravestone of the Elder or atleast i think thats whose it was, and i talked to i think everyone in all the villages and i wondered all over the woods where i fought the boss golem but im still completly lost.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on June 21, 2007, 07:17:52 pm
If you're using ZSNES, press 1 on the overworld and you'll see the cave behind the mountain.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Rickets on July 31, 2007, 04:05:03 pm
Hi, I have a couple suggestions, I think it would be cool to have a few segments in the game where you do sort of like a dungeon/sidequest with only two characters, but not having Crono as either player, that way people (like me) will use the dual techs that they don't usually use (or need) - force us to use those dual techs.  I don't think there was ever a moment in CT when you have two characters and neither are crono.
So, having a segment where it's just Frog and Lucca/Marle/Ayla/Robo or any combination of two of them would be very new and cool IMO.

Suggestion #2
I just said this in my last post, but...
I really like Level Zero and I think it should be implemented in this game as well as any other CT mods...
Wouldn't that fix the Magus power glitch?  maybe that's been fixed already though, but still - I like the idea of removing the level up very much.

Keep up the good work, let me know if I can help.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: mikeb123 on August 06, 2007, 12:01:36 am
You should make Schala a playable character
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: mikeb123 on August 09, 2007, 10:32:26 pm
\When the elder dies, nobody even mentions it. Shouldn't people explain how he died?Also when can i expect a full release?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: nightmare975 on August 09, 2007, 10:56:53 pm
Also when can i expect a full release?

In the words of 3D Realms, "When it's done."
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on August 11, 2007, 10:24:55 pm
You've got to remember, hacks take along time to make.  You can't expect just 1 release and then bam LOLZOR ITS COMPLETE!! message to happen.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 11, 2007, 10:25:40 pm
Here's a hint: no progress is being made.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: dankun on August 11, 2007, 11:04:32 pm
Here's a hint: no progress is being made.

How come? I mean I already knew this from having read it it in a few other posts, but what exactly is the reason? If I may be so bold as to asking the head of the hack team project himself.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Kyronea on August 11, 2007, 11:06:16 pm
Lack of effort on the part of many of the team members, mainly due to their being gone for one reason or another. Constant corruption is making editing a major problem and the frustration is delaying any chance of progress.

Basically a lot of issues that would pose no problem to a company with paid programmers, but that are fatal to a fan project.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: justin3009 on August 12, 2007, 11:12:24 am
We were doing well until Vargose left..
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Zakyrus on August 21, 2007, 09:38:00 am
Also when can i expect a full release?

In the words of 3D Realms, "When it's done."

I second that.

Constant corruption is making editing a major problem and the frustration is delaying any chance of progress.

God. How I know that. Here are the vicious stages:
Corruption -> frustration -> no motivation -> no progress

However, to combat that, just break it down into parts and work with one piece at a time, sooner or later it's going to be complete.... it just takes time.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 21, 2007, 02:22:17 pm
Easiest way around it is .Flux based editing and importing: develop everything as .Flux files, and import it all. It becomes an issue with large ROM hacks, but at that point you can divide development up into segments. After the first ten locations, play through those locations and verify that nothing has been corrupted.

Then rename that ROM, 01_Stage1Complete.smc

And you can always fall back on those as general backups. You can keep a concurrent log of development.

The issue is that with this random corruption, it seems to happen spontaneously. But with export / import based ROM hacking, if you find corruption, you can simply import your progress again. If it's there again, congratulations! One of the imports is bad, and if you give the ROM and relevant .Flux files to Geiger, maybe he can find out what's causing the problem.

It's just been a titanic headache messing with the scores of locations in Crimson Echoes.

Edit: Oh, and the other problem is that what you import has to have gone through post production. In this scheme, it'd be very difficult to do the entire ROM hack in phases, like an event / map skeleton, then post-production, tweaking lines, etc.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: dankun on August 21, 2007, 03:41:11 pm
Easiest way around it is .Flux based editing and importing: develop everything as .Flux files, and import it all. It becomes an issue with large ROM hacks, but at that point you can divide development up into segments. After the first ten locations, play through those locations and verify that nothing has been corrupted.

Then rename that ROM, 01_Stage1Complete.smc

And you can always fall back on those as general backups. You can keep a concurrent log of development.

The issue is that with this random corruption, it seems to happen spontaneously. But with export / import based ROM hacking, if you find corruption, you can simply import your progress again. If it's there again, congratulations! One of the imports is bad, and if you give the ROM and relevant .Flux files to Geiger, maybe he can find out what's causing the problem.

It's just been a titanic headache messing with the scores of locations in Crimson Echoes.

Edit: Oh, and the other problem is that what you import has to have gone through post production. In this scheme, it'd be very difficult to do the entire ROM hack in phases, like an event / map skeleton, then post-production, tweaking lines, etc.

That's sounds like it would take an incredible amount of work! It's no wonder development has been postponed indefinately because of all these problems of the ROM hack getting spontaneously corrupted and all other kinds of issues involved with the hacking process.
I just have one question...
If this is something that has affected ROM hack development in previosuly released versions of Temporal Flux, how come it hasn't been dealt with? Or maybe it has, but not completely. I don't know, which is why I'm asking.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: nightmare975 on August 21, 2007, 04:09:22 pm
Another problem is when you update your ROM with someone else's IPS patch to test something out and find out all your work is erased. >.=.>
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on August 21, 2007, 04:51:38 pm
Well, IPS patches can be a little unreliable. Two people working with Temporal Flux can fill up different segments of empty data in a Chrono Trigger ROM, and when one guy applies the other's patch, the data it's patching to has been rearranged or filled in by the one guy's own editing.

For stuff that never changes, like the address of the player character sprites, IPS patches should work. Still, be on the safe side.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: BROJ on January 15, 2008, 05:36:06 pm
Sorry to ask, and for being blunt, but is this project dead or is it just busy (e.g. due to bug fixes, graphical data, scripting, etc.)? I am new to this forum and just wondering :? ?

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on March 05, 2008, 04:40:31 am
Dead, dead, and d.e.a.d. (much to my torment.)  Too big of a project; too unorganized a team - or so I understand it.  (D***it, I feel as though I should attempt it myself.  I simply cannot rest until there is a tie-in game between these games.  All I have to say about this incredible loss is, don't EVER start something that you cannot finish.  It will haunt you until death...)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on March 05, 2008, 04:56:23 am
Aha, jsondag would object. He's coded the backbone of chapter 15 as it stands, and is moving forward without delay.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Azure on March 05, 2008, 12:49:39 pm
Dead, dead, and d.e.a.d. (much to my torment.)  Too big of a project; too unorganized a team - or so I understand it.  (D***it, I feel as though I should attempt it myself.  I simply cannot rest until there is a tie-in game between these games.  All I have to say about this incredible loss is, don't EVER start something that you cannot finish.  It will haunt you until death...)

So has everyone heard what happens when you assume something? xD
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on March 05, 2008, 01:08:15 pm
There's 23 Chapters:

Three chapters have not been coded at all, one is a sidequest chapter though
Seven Chapters have been coded as standalone chapters, but haven't been "strung together" into the main story (they are flux files)
I'm currently on Chapter 16 with bringing them into the main ROM.

I expect to be able to play through the game start to end before May, that being said the game is still awhile off:


We may or may not ask for help from Kajar later, I think it's better to keep a group small and efficient.

But yea you really shouldn't assume stuff when a project has hidden itself from the public especially a huge project that'll take awhile to complete.


--JP
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Boo the Gentleman Caller on March 05, 2008, 04:55:04 pm
i'm glad neptune got proved wrong.  not because i want to see him proved wrong or anything, it's simply because it means that the project is alive and kicking.  but if it wasn't for neptune's comment we wouldn't know what we know now!  so thanks.

anywho, keep up the good work guys.  this is good news.

we can't wait to play it.  CANNOT wait.

Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on March 05, 2008, 07:50:21 pm
Yea unfortunately you still have quite awhile to wait, thats why we try to keep from making announcements because we don't wanna get your hopes up to soon.  When the time is near, we'll make sure everyone knows.

--JP
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on March 05, 2008, 10:28:33 pm
...Wow.  Am I taken aback.  Somehow, some silly rumor got started that the project was dead, back in October.  Sorry.  I was just real sore about it; who started that stupid rumor???  (Now I wanna find that person and shake him for all he's worth, whoever he is.  Unless he's a part of the team....)  And WHY does the Fan Project section say that it's been abandoned?

Sorry, fellas.  I'm terribly embarassed.......  Attribute my previous snobbiness to pure desparation....  (I used to stay up late on school nights, sometimes most of the night, trying to figure out the obscure details.  I'm a pureblood fan, through and through.  I'm _extremely_ passionate about this project, and the series...  My friend used to not be able to accept the fact that Chrono Cross was a sequel to Chrono Trigger - in fact, it was Chrono Trigger, and a discussion about it, that started our friendship, though our friendship means more than a game - and I used to come up with a few theories, based upon my knowledge of the series.  It was a real tongue-twister, and brain-rotter for the longest time.  And, when Crimson Echoes was announced.......  It was just like, a light shone over the darkness....  All of a sudden, the questions of "what if," potentially became more plausible.  It became more tangible, and at last, some of the VERY HARD questions, might plausibly be answered.  And when I heard that it was "cancelled," something in my psyche, went _SNAP_!  Call me an extremist, but consistency/continuity is one of my achilles heels.

Anyway, sorry.  I deserve the "slings and arrows."  Keep on rockin' in the free world, guys!  My apologies.

EDIT: Oh, and, Boo the Gentleman Caller, is it?  I'm glad I was proven wrong, too...!  *smiles*  Don't worry about it, eh?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Vehek on March 05, 2008, 11:32:17 pm
Zeality declared it dead back in October 2007. That was before Chrono'99 took up working on Crimson Echoes about a week later.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: ZeaLitY on March 06, 2008, 03:32:08 am
Yeah, I deserve to be shot more than he does. Chrono'99 and jsondag2 were on hiatus though, so outlook was grim.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on March 06, 2008, 05:58:59 am
Ahh...  Okay...  ...I guess it would be better that way, as opposed to you guys telling everybody that it's still up, and therefore getting bugged all the time, "when-is-it-going-to-be-done-omg-omg-omg!"  I could definitely understand about how that would eventually wear on someone.  Still, though....  *breathes a deep sigh of relief; thanks Yahweh*  Say no more, unless you want.  Work away.  (I still feel kinda like a jack***, though.  Guess I should have paid more attention to the news post on the main page; in particular, to the words, "no longer a priority."  As in, "not absolutely dead, but looking bleak unless someone picks up on it.")  Yeah, I sure didn't mean to come on as a hothead, but when you've poured over it like I have, refusing to leave the untold parts unresolved...  Believing that Cross was a sequel, when it seemed my friend disagreed with everything I said.  (That's all we would talk about for the longest time - Trigger - but it was mostly me, trying to up a few IQ points, and some understanding.)  Well, after all this time, it doesn't take much for a pressure cooker to pop the cork.  Call me crazy, obsessive, weird.  I guess that's just who I am.  (Should I stop talking now?  I tend to talk a lot...)

EDIT:
So has everyone heard what happens when you assume something? xD

Matter of fact, me and my friend had a joke about that very thing; he made up the word "ashume," so "it makes an ash out of you and me," as opposed to...  Well, you know...  Heh!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Boo the Gentleman Caller on March 06, 2008, 03:34:37 pm
bah, who cares!  it's still alive and thats all that matters!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: brifye19 on March 26, 2008, 10:58:47 pm
Ok So I'm at the singing mountain part and I don't relly get the clues.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on March 27, 2008, 05:20:30 pm
Yeah...  They kinda caught me off guard at first...  The number sequence that you have to input is, 1, 2, 4, 3.  I think...  It's been a little while since I last played it.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: brifye19 on March 31, 2008, 01:37:24 am
Actually I need help finding the instruments. Am I supposed to fight those monsters to find pieces of the instrument Because. I scoured the land but I seem to be overlooking something. Thanks
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: NeptuneNavigator2001 on April 01, 2008, 08:26:11 am
You can fight them, but the Instrument pieces are in treasure chests scattered throughout Singing Mountain.  Sorry I didn't get to this in time, but I don't check the Compendium Forum enough.  (I do check the Chrono Crisis Forum quite a bit, though...  But that's irrelevant at this time...)  Actually, I'm pretty sure that the monsters won't just let you grab the treasure chests; you have to fight them to get the pieces.  Once you get the pieces - just make sure you've opened all the treasure chests, then you'll be guaranteed access to the last room inside Singing Mountain - return to that area, skip over the dialogue, and when it comes time to input the choices - you'll see what I mean when the time comes - enter 1, 2, 4, 3.  There ya go...!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: brifye19 on May 02, 2008, 01:40:08 pm
This was a fun game. Definitely isnt finished but it was a great demo. I cant wait for the final version to come out!
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Boo the Gentleman Caller on May 02, 2008, 02:14:25 pm
And just think: that was just a taste.  JUST A TEASE.

The final product...  Oh man.  Can't wait.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Belthasar on May 25, 2008, 12:19:49 pm
As a person whose played Chrono Trigger over 50 times *even learned to read by playing it* I can say that this is going to be great when its finished its already awesome. =)
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: tushantin on May 27, 2008, 12:26:03 pm
Lotsa bugs man! Crap, I defeated Zeal (WTH Crono disappeared from Battle and I can't recruit a third chara in my party and the SECOND chara just seems to be standing! O_o) I traveled to 600 AD and got stuck while landing from the epoch. ;o Lotsa bigs, but I guess it'll be fixed in the final version. =] *can't wait for it's release* I are impatient!

Lmao, I hate how weak Magus is in the beginning though (against Dalton, at least). >_< But I guess that's just me. And... Instead of "killing" people can't Crono just knock em out and arrest em? Coz that suits Magus's style. :P And I want Glenn's old Shakespearean accent back! xD

*keeps quiet* Lol, sorry if this all seems like an annoying complaint. The story's wonderful, but a few minor things just didn't seem right compared to the old one.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Agent 12 on May 27, 2008, 05:13:19 pm
maybe my memory isn't serving me correctly...but i'm pretty sure the zeal fight and beyond was an easter egg (you weren't actually supposed to do it in game).

--JP
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: tushantin on May 28, 2008, 10:22:16 am
Easter egg? =o Where?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: RoxSilverFox on June 06, 2008, 07:20:08 am
This was an awesome demo can't wait for the full version. I did spot a few minor glitches but nothing serious.

Oh major awesomeness I managed to glitch further into the game I'm at the bit with glenn but it screws up when I talk to him and sends me back to chronopolis.

BTW
Does any one know what the glass rose is for?
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronicono on June 22, 2008, 09:20:49 am
Hey, I just discovered this and dl'd all the additions I could find on here. OMG!!! I discovered CT when I was 12 and depressed... (Blahblah, long story of life...) and fell in love w/ this game. Never knew what it was, but I never even knew that other ppl felt as strong about this game as I did, and many ppl either only heard of it or didn't even finish it... I am happy to find this community, and would like to say to all those making recreations & sequels that this shit is amazing. THANK YOU FOR THIS. I am interested in messing around w/ this temporal flux if it is easy enough for someone who is in no way a hacker to use, and making my own, or helping w/ this if possible.

I just finished the CE demo 2, and wow. Like my dreams came true w/ a new CT. I'm really geeked about it. I look forward to a finished product, more so than graduating w/ a bachelors degree. I don't have the attention span to read the entire forum, but I'm sure all bugs & glitches have been brought up already, but I do have some ?'s about some things. I found the Masamune w/ Magus, along w/ a bow in the same level, and a couple barriers in the singing mountain that were "hidden" and didn't know what was up w/ that if anything. I done the secrets yet, so once I go back I may have ?'s answered, but if not, then would like to know. :)

Amazing work, I luv you all 4 it (no homo) and keep it up.

Oh, and the ruins that Schala are in, aesthetically a wet dream for me. Yes.
Title: Re: Chrono Trigger: Crimson Echoes Demo 2 Feedback
Post by: Chronicono on June 27, 2008, 03:27:37 am
just a random thought... But it would be a dream come tru. Work SEPHIROTH into it... (Drools)