Chrono Compendium
Marbule Gallery - Completed Fan Creations => Chrono Trigger: Prophet's Guile => Topic started by: ZeaLitY on January 05, 2007, 03:03:59 am
-
This thread will be used for my map exports.
Here is a preview of Mt. Woe; it is attached. It's the right side, involving an ascent. They're scripted to climb that little jagged area near the bottom, and on the right in the middle, they go around to the other side of the mountain (different map). When they return, they'll ascend a little more before crossing over to a tall tower off screen to the left.
[attachment deleted by admin]
-
Final:
(http://cc.herograw.org/Zeality/mtwoefinal.png)
Needs solidity / z-plane and clean-up.
I'll do the solidity if someone can volunteer to clean it up. Someone else is best suited for this, as he will be able to view the map with fresh eyes.
-
I'll do it.
-
Export is attached. I forgot which location but it's one of the Mt. Woes.
[attachment deleted by admin]
-
I'd love to work on it as well.
This is probably really silly, but I haven't used Temporal Flux in quite some time, and I'm having a problem importing the file. I load up the ROM, then File > Import, browse and select Zeality's Flux file, and it doesn't seem to recognize it. There's no information in the import window in TF, and I've checked and it didn't change any of the Mt. Woe map files.
Either way, I chalk this up to my TF inexperience. :|
-
I'd have to resign from this project. If we get Crimson Echoes done, then i'll be having more free time to work on other projects i'm planning to do...Sorry.
-
Worked on it a little. Tell me how you like the cave entrance.
[attachment deleted by admin]
-
I'd love to work on it as well.
This is probably really silly, but I haven't used Temporal Flux in quite some time, and I'm having a problem importing the file. I load up the ROM, then File > Import, browse and select Zeality's Flux file, and it doesn't seem to recognize it. There's no information in the import window in TF, and I've checked and it didn't change any of the Mt. Woe map files.
Either way, I chalk this up to my TF inexperience. :|
Do you have TF 2.00 still? 2.00 can't handle 2.50 or above export files, so that might explain it.
-
I'd love to work on it as well.
This is probably really silly, but I haven't used Temporal Flux in quite some time, and I'm having a problem importing the file. I load up the ROM, then File > Import, browse and select Zeality's Flux file, and it doesn't seem to recognize it. There's no information in the import window in TF, and I've checked and it didn't change any of the Mt. Woe map files.
Either way, I chalk this up to my TF inexperience. :|
Do you have TF 2.00 still? 2.00 can't handle 2.50 or above export files, so that might explain it.
Nope. TF 2.55.
-
In case it's a problem of procedure, what I do is doubleclick the file, press import, and save.
But that's a bit simple, so I suppose it's something else...I'll try to reexport perhaps.
-
In case it's a problem of procedure, what I do is doubleclick the file, press import, and save.
I've tried that and highlighting the file and pushing the "Select" button (or is it "Open?" No matter).
But that's a bit simple, so I suppose it's something else...I'll try to reexport perhaps.
I don't think it's an issue with the export, since Nightmare can load it up readily enough. Does its location on the hard drive have any impact, do you figure? Because I've got my folders organized in such a way that it's two directories in in relation to the ROM.
-
Are there any other maps I could be working on?
-
You could try and make a winding Beast's nest forest and icy area, like the one in CE.
-
Is Mt Woe supossed to be floating? From the way they talk about it, it should be on the ground.
-
Have an early draft of the beast's location.
Needs a lot of work. I hate caves.
[attachment deleted by admin]
-
Darn I forgot to post that Zeality is actually working on the beast's location too (tall opening area, then a long horizontal area, then the final boss area.). ...But there's no problem, I'll just connect both locations' versions when they're done so that it'll be even better.
Nice work anyway, it will look great with the layer-3 snowstorm and the wind.
-
I might as well post my first area. Second, horizontal area is being wrapped up right now. The beast's nest will be a little two-parter (it's still long enough for serious battles), and Mt. Woe will be a three-parter.
[attachment deleted by admin]
-
Part two; Magus goes left to right. I need to finish the solidity/z-plane here and I'll export.
Should someone make a master ROM?
The solidity / layers will have to be redone for a few tiles on these maps to get sprites disappearing behind the big cliffs to work properly, but that's for the polishing phase.
Would it take an awful lot of coding to enable Magus to fall off the cliff at any point (save for the final boss area at the extreme right)? I was thinking that the lower path would be easiest in terms of enemies, but dangerous because he could fall. He would end up back at the entrance area in the middle right with a set HP value from taking damage in the fall.
[attachment deleted by admin]
-
Map 85 and 7D respectively.
[attachment deleted by admin]
-
The passion of youth has spoken. Here is the darkish wing of Zeal Palace.
Vehek, can you make one little experimental palette with dark green carpet -- everything else kept the same?
I still need to make the two guest rooms, which you can see in the picture. At the head of the wing are King Zeal's room on the left and Queen Zeal's room on the right. I will have an NPC in the wing state that the leader of Zeal sleeps in the leftmost room, and the lieutenant in the rightmost (so to maintain Zeal's non-sexist monarchy). An NPC will also say that King Zeal's room has been declared off-limits; he'll whisper that dark energies have supposedly accumulated inside.
Perhaps Queen Zeal will receive the Prophet in her room at one time or another in the hack.
[attachment deleted by admin]
-
Sorry, forgot solidity and z-plane. I can't get NW/NE solid quads to work; it places SW/SE. So it's going to need some cleanup; the stairs haven't been activated either.
[attachment deleted by admin]
-
Sorry about not replying earlier. Do you want me to put it in a patch?
And if you do, should I replace the Telepod exhibit palette?
-
Sure; I suppose we won't be using that one. I'm thinking green will look better than the crimson we have now.
Did the Zeal rooms look okay?
-
I made the palette hack just now.
[attachment deleted by admin]
-
Map AD, used for the Ocean Palace Janus Flashback is corrupted.
-
Map AD, used for the Ocean Palace Janus Flashback is corrupted.
Really? It's not corrupted in the latest ROM I have. I'll check my backups when I have time to see if it had been corrupted and somehow uncorrupted at some point, but it seems to be fine in the latest version in any case.
Speaking of which, I should really post this latest version in case someone wants to do something. It's in the Plot Idea thread.
-
Have an early draft of the beast's location.
Needs a lot of work. I hate caves.
This post with screenshots is on the first page, at the bottom. Is this a scrapped version of the Beast's Nest or is it supposed to be the end part of the dungeon (with Zeality's part being the exterior)?
-
We made ours around the same time without telling one another. I like Zeality's better.
In other news, here's the developer's room! Hope you guys like it, kept with the zeal look.
Uses map 75, this is on slot 0D6: Arris Dome
[attachment deleted by admin]
-
Thanks!