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Messages - snesmaster

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61
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 14, 2012, 11:25:21 am »
Yes, you are correct the bridge is available from the start, I just walked over it and did not notice it was an area you could enter when I was first going through.

As for items from talking to people like Taban Vest, there is also the stuff you get in Lucca's House connected with the Rainbow Shell and the Sun Stone.  For now I decided not to include stuff like that.  Let me know if you feel strongly that stuff like that should be labeled and I will think on it some.

I did not put the town name in front of Elder's House because it is the only one on the map, so there was not the problem of having two maps with the same name.  I like to stick to the original name the game uses as much as possible.

I will go back after everything is mapped and add in the alternate items / prices for stores.

What do you mean "In Order"  in Order alphabetically?  In the order you first visited them when you played the game (keep in mind different people can go different places and go to areas in different orders)? There are lots of different orders they can go in so you need to be more specific.

Don't worry I'm not screaming too loud :)  I do thank you for the input.  I may not agree with everything you suggest, but I certainly find most of it helpful.

62
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 11, 2012, 09:27:03 am »
Hi, thanks for taking the time to look through the maps and give me some feedback.

1.  I will fix the Legend for the Porre Ticket Office.  Thanks for catching that.

2.  Yes, I just checked and Zenan Bridge is also there in 1000 AD, I think it appeared somewhere along the storyline and I just never went back there.  So not only do I need to map it, but I also need to add the label for it to the 1000 AD Overworld Map.  Thanks for the heads up.

3.  About the Mayor in Porre, I don't think that information needs to go on the map, that is more something that should be in an FAQ for the game.  I mainly just label Chests or hidden items in the maps, not stuff triggered by talking with people.  At least not something as insignificant as 10 G :)

4.  I never noticed that about Guardia Forest.  I will have to check it out.  When starting to map the game I did not know if I should show on the map how the area looks when you first enter it, like just the enemies that are there when you are walking around, or if I should show the enemies that appear for the actual battle, and if something is there at first that you don't fight should I just leave it off the map?  Later I settled into for the most part just showing what you actually battle against.  So I should go back and do that for Guardia Forest to keep it consistent with the later maps.

Thanks for your input and let me know your thoughts on my comments.

63
Map Gab / Re: The Final Fantasy Legend (GB)
« on: November 07, 2012, 08:31:16 am »
I just got done checking out your maps, and they look great.  The labels are well placed and easy to follow.  I like the way you split of the floors for multiple floor areas.  They ready to be uploaded to me.

64
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 02, 2012, 08:30:58 pm »
I just finished all the maps from the 12,000 BC time period and they have been submitted and uploaded to this site.  I'm currently working on Death Peak and am almost to the point where the game opens up and I will have access to the rest of the areas.

65
Map Gab / Chrono Trigger on the Super Nintendo (SNES)
« on: October 21, 2012, 03:28:28 pm »
I started mapping this game about a year ago and then took a break from it for a while.  I have picked up this project again after getting a request that I finish all the maps for this game.

I just finished 17 new maps. Among those is a complete set of maps for the Prehistoric (65,000,000 BC) era.  All my labeled maps for this game have been submitted to VGMaps and should be up soon.  You can also view the maps as I complete them at: http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerMapSelect.html

I just finished the Prehistoric era and will be starting maps for the Dark Ages and Kingdom of Zeal next.  Let me know what you think of the maps I have done so far and feel free to offer any suggestions or comments on them.

66
Maps In Progress / Re: Zelda II The Adventure of Link
« on: October 20, 2012, 06:18:10 pm »
Hey snesmaster, is there any update on this? I'm really looking forward these new and improved maps!

I have switched projects to finish the Chrono Trigger maps.  My goal is to get them all done by December of this year.  Once I get that done I plan on returning to the Zelda II project.  I just have the last two Palaces to finish along with all the areas between them.

67
Great job on those maps, they are of great quality!

68
Maps In Progress / Re: Zelda II The Adventurs of Link
« on: January 28, 2012, 12:18:38 pm »
Thanks for the complement on the arrows.  I have used those same arrows in maps for multiple games I have mapped in the past.  Sometimes with or without the black outline and once in a while with a drop shadow.  I wanted something that would fit in nice with the 8-bit style of graphics.

69
Maps In Progress / Re: Zelda II The Adventurs of Link
« on: January 28, 2012, 12:41:39 am »
TerraEsperZ, I think I like your option 2 the best.  I have included a sample of what it would look like with a connection arrow instead of the letters I was using.  I have the baseline of the arrow 16 pixels above the floor for each part, and would keep that consistent through all the maps.  I think it definitely has a cleaner look then the letters version.

Let me know what you think.  Thanks again for all the suggestions.

70
Maps In Progress / Re: Zelda II The Adventurs of Link
« on: January 27, 2012, 10:31:53 pm »
You make a good point about the alignment of the maps.  I have given that some thought.  The problem is in some areas I can align them just fine, but in others they would not fit together if I did that.  Problems with one section running into another and needing arrows to show how the different areas connect and spacing them apart so they don't collide with each other.  I thought about aligning the areas that would not collide, and then not aligning where it would collide, but I would rather keep it consistent.

However it is a good point.  Would people rather have the walkways line up in areas, and then have arrows connecting other sections that no longer fit together because of overlapping, or keep it the way the maps are currently set up?  I am open to suggestions if you have any ideas on how to best layout the map sections.

Thanks for your input.

71
Maps In Progress / Zelda II The Adventure of Link
« on: January 26, 2012, 10:27:28 pm »
Hi, I just wanted to post an update on my current project.  I have already posted maps for this game, however I made those maps early on when I was just learning how to do it.  Since then I have learned about things like the Name Table Viewer, and the ability to turn off sprites and how to find codes to walk through walls so I can get to every part of the game.  I am going back through an redoing all the maps for this game, along with mapping all the other areas other then just the towns and palaces.

I am finding errors in my old maps and places where I cut off a few pixels from the edge of the map that I can now capture with the name table viewer when the game does not scroll all the way to the end of the map.

I'm also making an overworld map that will be completely labeled with all the secrets and traps in the game as well as the towns and palaces.

Once I finish working on this project I will continue to work on more Chrono Trigger maps for the SNES as requested.

72
That sucks, I remember when you made those maps back in 2007 and you even gave me credit for using my maps from the original NES game as a starting point when swapping out the tiles you found from other 16-bit games.  I don't see why they don't just give you credit and a link to your site.

In a few cases I have had people steal maps I made and use them for projects they have done.  Every time I contacted them, they apologized and had no problem giving me credit and a link back to my site.  I wonder why Flip does not extend the same common courtesy to you.

73
Mapping Tips/Guides / Re: Numbering things on your maps - A question...
« on: November 01, 2011, 10:45:07 am »
I know what you mean with the naming files.  I do the same thing with leading zeros.  I have some programs that will list them numerically and others that do alphabetically, I also noticed different versions of windows do it differently.  I typically don't count on all programs to be smart enough to organize files numerically, however more and more are doing it now.

I think for your case TerraEsperZ that switching colors would work the best.  Normally I would say do ..Y, Z, AA, AB.., but if that obscures too much of the map then colors should work just fine especially since there is a clear cut off point so two of the same letter with different colors won't be anywhere near each other to cause confusion.

74
Mapping Tips/Guides / Re: Tile Slicer 1.0
« on: September 29, 2011, 06:05:09 pm »
If you find that program let me know.  I did find a temporary solution.  I just loaded up the .html file that puts all the tiles together and take screen shots of that page and use that to rebuild the map in only a few screen shots. 

Thanks for making this program.  It is useful for R.C. Pro-Am where the levels are exactly the same, except for different tree and bush sprites.

75
Mapping Tips/Guides / Re: Tile Slicer 1.0
« on: September 29, 2011, 05:45:28 pm »
Hi, I downloaded Tile Slicer 1.1 and cut up some maps and replaced some tiles.  That worked great.  Now I want to rebuild the big image with the tiles I replaced.  After all that work I found I can't do that with this program.

Is there a new version of this that lets you rebuild the image?  Without that feature, it severely limits the usefulness of this program.

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