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Messages - Nangbaby

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I had no idea the slow or poison statuses affected evasion. Even after over 20 years, there is something new to learn.

Kajar Laboratories / Re: Chrono Cross.... for the SNES!!?
« on: September 03, 2017, 06:20:24 pm »
Well who, really, is needed for the  story?

There are the core four, Serge, Kid, Lynx, and Harle. Harle and Kid can share a pallete if designed carefully enough.

Who else strongly contributes to the story as a playable character and can't wriiten out as a NPC?

Nikki (of the three Viper Mansion candidates he is the most connected)

So that's 13 right there.

Luccia is a borderline case, as is Glenn. Add Grobyc, Marcy, and Zoah. And you have 18.

However, we really don't need the Dragoons as playable characters. Yeah, it's nice to reunite Fargo with his family and to have them all on the same side, but it's not necessary.  Swap Glenn for Karsh,  so there's 15 counting the borderline cast.


Four Greens is too mich, so Razzly's got to go. Sprigg's ability would be impossible to program, so down to 13, but there needs  to be a second Red element usee, especially since Kid woild be out of the picture for so long. Janice, Miki, or Draggy would probably be my three top.choices.

Yeah, I know this is all abritrary, but I'm just idly musing.

Kajar Laboratories / Re: Chrono Cross.... for the SNES!!?
« on: September 02, 2017, 11:11:07 pm »
Ah, okay. Thanks for the clarification. While it was still an incredible achievement lost, at least I can rest easier knowing someone didn't have a CC battle system replacement working in CT that just disappeared from the Internet like that Goku sprite I continually complain about (it has been, like, 13 years at this point).

Kajar Laboratories / Re: Sutible RPG Maker for CT fan game
« on: August 30, 2017, 12:17:20 am »
This is a necrobump, but it is related to the topic.

Someone finally made a CT-like Battle System for RPG Maker.

Obviously, it's an approximation and not the exact thing, but it's functionally close and actually offers more possibilities from a gameplay perspective.

Kajar Laboratories / Re: Chrono Cross.... for the SNES!!?
« on: July 19, 2017, 05:57:53 pm »
It's topics like these that make me realize a Chrono Trigger engine would be of more use than dealing with the constraints of the SNES.

On the other hand, cutting down CC's cast is a welcome idea. Is there really any point to Funguy, for instance?
 Literally half the cast is fodder and one could easily pare down the playable characters to 18 without blinking and to a more economical 12 with creative editing.

Edit: As to not double post, I do remember someone experimenting with this idea years ago. They got to the point where they had sprites of Grobyc and two other characters. That person even recreated the element system in battle and uploaded a video to prove it. However, the video was unlisted to prevent prying eyes from looking at it.

Now I can't find the video at all. Does anyone else remember this?

It can be taken as a mere premonition.

Or taken more darkly, the majority of the dream itself is a nightmarish subversion of future-telling dreams, with it starting out as wish-fulfillment, with the real foreshadowing being that Crono can't wake up, indicating that this future is NOT to be.

Fitting that he used the DS version.  Way to make Guardia great again.  :picardno

Then again, that Trump is president is proof that Lavos doesn't exist. Any entity bent on guiding human evolution and erupting at its peak wouldn't let someone that incompetent into office.

Chrono Compendium Discussion / Security Certficate Expired
« on: April 22, 2017, 03:12:22 pm »
My browser is reporting that the security certificate associated with this domain name has expired.

I'm not sure if it's happening to anyone else. 

General Discussion / Re: God, I Miss This Place
« on: December 17, 2016, 08:27:42 pm »
As someone who was never a hardcore member of this community, I am surprised to find myself in such agreement with the original poster.

I remember when there were spriters galore around here and how fan sprites of Chrono Trigger characters were as common as dirt. There were people not just creating art and remixes, but discussing theories in depth.

At the same time, the busy nature of this place turned me off it early on. Because most of the members knew more bout the game than I ever would, I never really got into this place until after it suffered it's own Day of Lavos (and then only well after the event).

It's weird in how even without any significant other or offspring, that over the years, my life has just gotten so busy that I don't even have time to play my absolute favorite games.  It's reassuring to learn it isn't just me; life has a way of draining us all.

I'm late to the party, apologies for posting in a dormant thread, but I could not help myself once I found that there was recent activity on this project. I realize that the good people working on this are probably excellent spriters as well as experts with Temporal Flux, and that there are technical issues to sort out, but if sprite and animations are still a major obstacle, I would like to offer to help. I totally get it if the major players here want to keep this among themselves, no hard feelings. I am excited to see some movement on this (even if the last post is months old.)

If you have graphical skills and the technical skills necessary to make CT-compatible sprites, please don't wait for permission.

Not only have most of the spriters and pixel artists moved on, but anything you can add could be used by the entire community if you were willing to allow it. We need more content!  MOOOOOORE!

I say this as someone who still thinks of that Chrono Trigger-style fan sprite animation of SSJ Goku that I found but never saved and has been lost to the only exists in my head at this point.

Knowing El Nido, I'd probably get killed by a wandering Beach Bum, since I can't fight and I probably don't have an element grid.

If I'm lucky enough to survive, I'll go to Marbule and let the locals throw rocks at me.

Chrono News / Re: Potential Chrono Trigger CD for 2017 : Ideas Wanted
« on: January 19, 2016, 05:31:16 pm »
Another evil, impossible mashup has come to mind...

Underground Sewers with Moonlight Denetsu

I know it can't work, but it's in my head for some reason.

Chrono / Gameplay Casual Discussion / The Choice to Save the Future
« on: January 09, 2016, 02:23:23 am »
Recently I started playing Chrono Trigger again, and I played past the part where Chrono, Marle, and Lucca see a clip of the Day of Lavos.  Afterward, the player is given the "decision" as to whether to save the future or not.

When I was a kid, I thought this was a no-brainer; this bleak world should not even be allowed to exist.  Replaying the game, though, made me appreciate that the characters were going to fight for a future they would never get to truly live in and that they could have simply walked away from adventure after finding a way back home.  Still, there was something off about how this decision was presented.

However, on this latest replay of the game, what struck me was how willing both Marle and Lucca were to change things for the better, practically goading the player into hitting yes. While I understand this was done in part to push players to choose to agree to fight destiny, this also robbed the decision of the weight it was supposed to have. Glossing over the ethics is understandable, but the lack of hesitancy or even bringing up a counterpoint doesn't make the decision seem like much of an actual choice.

What do you think?  Do you think this scene was fine as is, or do you think that there could have been a little back-and-forth to drive the weight of this decision home?

Chrono / Gameplay Casual Discussion / Re: What if... (Gameplay Questions)
« on: December 20, 2015, 06:21:57 pm »
In theory, that would be awesome...but something like that would necessitate both two-player and more importanly, separate screens, as I don't think one person could manage 7 characters at once and I can't even imagine how the menu would be set up to conserve screen real estate.  That being said, it would have been nice if the DS re-release offered a two-player mode where two players controlled two different parties at the same time. What if two-parties took on the same boss, not serially but at the same time? It might be outside the existing architecture of the game, but it would be awesome.

Still, I like the idea of everyone involved as a broad concept. Imagine if every character from every era went to defeat Lavos. Whether it be all at once, in separate parties, or even a character-switching concept (although character switching typically only works in a turn-based make it work in an ATB system is an interesting thought experiment in of itself).

Chrono / Gameplay Casual Discussion / Re: What if... (Gameplay Questions)
« on: December 19, 2015, 04:11:29 pm »
I agree with you two-player mode would have been a mess because of the combination techniques alone. But to play the devil's advocate, I can also imagine how fun it would be if a player and his or her friend were playing the game they knew by heart and worked together and learned to work a system out between each other to co-operate.  In the same room with little lag, instead of these kids and their blasted Internet, it would be an exercise in frustration until synchrony ("SynChrono Trigger") is achieved, making the combo techs very meta.

There are other solutions to the "you stole my turn" problem, one of which is to require combo techs to require the consent of both players.  For instance, the first player selects it and the second player confirms it (assuming he or she controlls both characters), and if the second player denies it and a character whose ATB bar is filled, they can select actions from their own list. Yes, there is still a "wasted time" issue due to only having one selectable menu onscreen at a time and there are much more elegant solutions to the problem that has been created with opening up the Pandora's Box of a two-player co-op.

Concerning the idea of more playable characters in a party by itself, while the number of unique-palleted and animated characters (so many tiles) in Chrono Trigger wouldn't the battle system itself also cause problems?  As much as I love FFVI, the battlefield itself is static despite the deeper customization of the playable characters. By contrast, Chrono Trigger deals with enemy positioning and AoE attacks aside from the animation/sprite composition, and adding an extra figure on screen would complicate matters. Would it even have been doable within SNES limits and if so, if everything was pared down to a lesser complexity, how much would it still be Chrono Trigger?

Still, if in a magical world where it could have been done without sacrificing the aesthetic, I was imagining what it would be like, and was wondering what anyone else would have thought it would be like.  Just radically daydreaming...

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