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Messages - SirusD

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16
Chrono Trigger + / Re: Maps/Areas
« on: September 25, 2007, 09:38:52 pm »
Graedus or something close to it.

17
Chrono Trigger + / Re: New Techs
« on: September 21, 2007, 12:27:22 am »
You know, as neat as the Atom Edge sounds, I'm not to keen on the idea of it.

I agree there is a need for new content end game weapons, but a weapon that does 9999 every time to every monster goes beyond the necessity.  For example,  what's the point of ever using techs if you can just do 9999 dmg by just attacking?  A sword with a super high crit rate is good (even if it does already exist in the Rainbow).

But isn't max damage every time a little... absurd?  I think it takes away from the game more than it adds to it.  But that's just my opinion.

18
Chrono Trigger + / Re: Maps/Areas
« on: September 19, 2007, 05:55:14 pm »
Truce Canyon is about 95% done.  It could probably use a few touch ups, but since Zak is going to add a bunch of Layer 3 effects, I figured it's not worth bothering with mostly.


19
Chrono Trigger + / Re: Maps/Areas
« on: September 19, 2007, 04:55:35 pm »
Are we going to add that one gun of Lucca's that was never released in the game?

It does exactly 1/2 of the enemies HP, up to 9999 damage.

20
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 02:20:29 am »
I want to get everything done in order (storyline wise).  It'll make things easier to keep track of plus, it'll give us a very concrete idea of where we stand as far as map completion goes.

I'm still trying to get my head around the bizarre way Truce Canyon is set up.  Just can't seem to figure that one out, but there's gotta be some sort of reason.

21
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 02:08:36 am »
Ugh, okay...

So this may be a bit more difficult than I first thought.  You have to do a lot of tinkering with the layers to make everything look right....

I like cities.  Cities are so easy :(

22
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 01:43:21 am »
I think I'm just going to completely rebuild the entire Truce Canyon.  I kinda like the effect it'll have on people when they walk into the area and go "Woah!  Where did this come from!?"

Plus...  fucking Square...  What the hell did they actually do with this crap?

As for Layer 3....  Is it ever actually used in the game?  I would figure it's a layer that always appears over everything, stuff like shading and what not.  However, most of that is done on layers 1 and 2.  Did they ever actually get around to using it?  I don't think I've seen a map that uses Layer 3...

23
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 01:27:04 am »
Well, apparently Enhasa is gone too.  The exported file I have is corrupted somehow, but Enhasa was easy and I can have that back quick.

I can see what you've done.  It's odd because the room seems to be designed almost backwards.  Layer 1 is on Layer 2 and Layer 2 is on Layer 1.  The REALLY weird part is that this was done by Square.  Don't ask me why...  I'll get to work on it probably tomorrow and work my way back up to dealing with Cursed Woods and Enhasa later.

I really could use a drink.

24
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 01:06:02 am »
I'm going to throw my damn computer out the window.

Now, while trying to patch the game so I could fix up Truce Canyon (which looks very... odd to me;)) I ended up deleting the rom file I was working on.  Cursed Woods is gone... again... completely this time.  I still have Enhasa at least (I exported it a while ago).

I'm going to go shoot something.

25
Chrono Trigger + / Re: New Techs
« on: September 17, 2007, 12:17:18 am »
Yeah, it doesn't seem like Tech editting is that much of a stretch.  It's nothing more than an event call within a battle basically, right?

26
Chrono Trigger + / Re: Maps/Areas
« on: September 17, 2007, 12:14:55 am »
I'm finishing Cursed Wood's solidity right now.  Oh my god I hate forests  :(

After that, I'll go take a gander at Truce Canyon and fix it up.  Then it'll be on to my To Do lists :)

27
Chrono Trigger + / Re: Maps To Do List
« on: September 17, 2007, 12:12:55 am »
Honestly, I didn't know anything about making maps until I started working on Enhasa, and look what I did with that.  The easiest thing to do is look at the original maps (I used an unedited version of the game) and copy the style Square used.

First, there's a difference between Layer 1 and Layer 2 and the manual says that the top half of the tile palette is for layer 1 and the bottom half is fore layer 2.  Honestly, they seem interchangeable.  In order to manipulate Layer 2 (and 3 for that matter, which I haven't really had to do), you have to turn off Layer 1 first (otherwise everything comes out on layer 1).  The difference between the two is how they react with sprites.  For the most part, Sprites walk "above" Layer 2 and "beneath" Layer 1.

Two things you absolutely MUST pay attention to:  Solidity and Z-Plane differences.  These effect how characters walk about the maps.  For instance, do you remember the original expansion to Cursed Woods?  The room was a mess.  You couldn't navigate the room clearly at all.  The reason for this is because of Solidity.  If you push CTRL + 6, part of the map will be covered in red.  The red layer indicates areas that are "solid" to PCs.  In Cursed Woods, that whole area is out of whack and random areas are shaded red, being solid.

Z-Plane also works with solidity.  There are two Z-Planes, Plane 1 and 2.  If a character is on Z plane 1, the Z plane 2 is solid to him and vice versa.  Enhasa actually uses Z-Planes almost exclusively to create the boundaries between one layer and another.  In order to get from Plane 1 to Plane 2, you have to use the Transitional Plane, which allows passage between the two layers.  It's kinda like height, although if done correctly you can have multiple "levels" by alternating between Planes 1 and 2.

The other type of solidity works with NPCs during battle.  Some NPCs move around, meaning you have to put steps to make sure they don't do something stupid, like walk right through a tree or wall.  I haven't actually fooled around with this because I believe NPCs also respect the other solidity as well.  I'll only know if I set up a demo room and port myself into the various maps I'm changing.

Beyond that, it's just a matter of setting everything up the way you want to.  I have my own style, which is a little different than the one Square uses (even if it does mimic Square pretty closely).  Most of the fine details I didn't realize while playing through the game I become acutely aware of when editing the maps.  One thing I haven't quite really messed with (which I'm sure I'll have to go back through and fix) is the options for things to appear over sprites.  Haven't messed with that much, but I also haven't really needed to.

Eventually, I'd like to set up a demo room that'll let me go through and explore each room I'm editing on my own within the game.  That'll let me test things myself to make sure they're all peachy and nothing is working completely different from what I'm expecting....

28
Chrono Trigger + / Re: Maps/Areas
« on: September 12, 2007, 10:24:48 pm »
yeah... would have been nice if it saved  :shock:

You'll never appreciate all the work that goes into making that damn room solid...

29
Chrono Trigger + / Re: Maps/Areas
« on: September 12, 2007, 06:15:54 pm »
Tada!!


30
Chrono Trigger + / Re: Maps To Do List
« on: September 12, 2007, 05:20:42 pm »
Yeah, but I'd like to work on what we need now.  For instance, we're not up to Zeal yet (as far as I know) so working on those areas right now is like putting cheese on a pizza before you've put the pizza sauce on it.

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