Author Topic: Mapper Recruiting and Glenn  (Read 2511 times)

ZeaLitY

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Mapper Recruiting and Glenn
« on: September 29, 2006, 12:20:55 am »
I'm posting at ACMLM's to find a couple good mappers. They don't even have to know Solidity; we can add that in post production. But we need to keep progress moving. So...

http://board.acmlm.org/thread.php?id=8281

Also, please finish playable Glenn. It's still honestly one of those "can't believe until we see" things, and the absence of spriting has me worried. You know me; I never ask people to complete things, since it's all voluntary. But I'm making an exception, since I'm worried and since this is a huge part of the project now. All you have to do is take a page from



and dedicate a couple days to blowing it away.

Chrono'99

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Re: Mapper Recruiting and Glenn
« Reply #1 on: September 29, 2006, 05:40:13 am »
I re-improved the prologue and chapter 1 maps up to Dalton's dungeon, and I plan on continuing up to the end if necessary, but since it does take a lot of time and I'd like to sprite some monsters/NPCs*, recruiting mappers would indeed speed up the project a lot.


*CC-style Ozzie and Flea would be nice huh?

justin3009

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Re: Mapper Recruiting and Glenn
« Reply #2 on: September 29, 2006, 08:22:18 am »
I've been trying to work on him but all this school work is starting to take up all my time at school and at home.

TheOutlaw

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Re: Mapper Recruiting and Glenn
« Reply #3 on: September 29, 2006, 10:04:09 pm »
I've finished running side, and am currently thinking my way through Surprised.

After Glenn is finished I can jump in on mapping,
also I believe we are passed the halfway point with the generic glenn sprites.(IE non-tech specific)

nightmare975

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Re: Mapper Recruiting and Glenn
« Reply #4 on: September 29, 2006, 10:20:25 pm »
God, if only I could just get mapping, but I can't. I have Chapter 5 of my novel to finish, plus schoolwork. :x

Chrono'99

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Re: Mapper Recruiting and Glenn
« Reply #5 on: September 30, 2006, 11:13:07 am »
The Chronopolis recoloring is a success. I've improved/debugged/re-coded everything up to Chapter 2, Porre Camp now. Once I reach the end of all that jsondag coded, I'll stop the revamping and sprite Glenn myself if necessary.

The end of all that jsondag coded is Reptite 1999 AD. I still have a long way to go but the post-demo 2 part just isn't polished enough (compare the 1002 AD world and inhabitants to the 1 AD ones... it's like the light and the darkness).

nightmare975

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Re: Mapper Recruiting and Glenn
« Reply #6 on: September 30, 2006, 12:38:45 pm »
I'm going to try and clean up the robot factory today, I think I can finally put a hold on everything else. For now.

ZeaLitY

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Re: Mapper Recruiting and Glenn
« Reply #7 on: September 30, 2006, 02:43:22 pm »
The Chronopolis recoloring is a success. I've improved/debugged/re-coded everything up to Chapter 2, Porre Camp now. Once I reach the end of all that jsondag coded, I'll stop the revamping and sprite Glenn myself if necessary.

The end of all that jsondag coded is Reptite 1999 AD. I still have a long way to go but the post-demo 2 part just isn't polished enough (compare the 1002 AD world and inhabitants to the 1 AD ones... it's like the light and the darkness).

Okay. JP is still really tied up, so can you find a couple maps in the ROM that we're definitely not using and can overwrite? Two people at ACMLM's are up for mapping. You can add me to the count, possibly, though my map making will be a slow process.

If anything, that ACMLM post has proved that a lot of people in the rom hacking community have faith in us and are eagerly awaiting.
« Last Edit: September 30, 2006, 02:48:29 pm by ZeaLitY »

Vehek

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Re: Mapper Recruiting and Glenn
« Reply #8 on: September 30, 2006, 04:05:34 pm »
Don't know if this will help, but according to the offsets guide, there are 256 location map pointers. However, I've discovered that only about 201 are actually used in the game.

Chrono'99

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Re: Mapper Recruiting and Glenn
« Reply #9 on: September 30, 2006, 06:17:47 pm »
From {000} to {0A1}, those locations are free to overwrite (except if someone says otherwise, but I only picked the ones I'm 100% sure of). There are obviously much more after 0A1 that but these ones should be enough for a start.

{047} Prison Cells
{048} Prison Stairwells
{04B} Prison Exterior
{053} Fiona's Forest Recriminations
{060} to {065} Black Omen
{06B} Black Omen Celestial Gate
{07E} to {080} Geno Dome
{083} Manoria Headquarters
{0A1} Sunken Desert Devourer
« Last Edit: September 30, 2006, 06:22:54 pm by Chrono'99 »

TheOutlaw

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Re: Mapper Recruiting and Glenn
« Reply #10 on: October 01, 2006, 01:35:50 am »
I just remebered, jason gave me the go ahead to sprite the statues not used in dalton's dungeun for Sunken black omen.

does anyone know what value to decompress for those statues?

ZeaLitY

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Re: Mapper Recruiting and Glenn
« Reply #11 on: October 01, 2006, 02:14:05 am »
I told the two respondents to do the 1002 Forest Dungeon and the 602 A.D. Serran's Fort, since the other maps before that are a little complicated. And, because I'm under the impression that someone's still working on the factory dungeon at 1999 A.D.

So, just one note to Chrono'99. Are there any tiles on the Blackbird that we can substitute with like...shopping mall type stuff? Cltohes racks, or counters? Anything to just have that effect for the places in Chronopolis's era. We can get by without anything special, but wow...the Blackbird tileset has a lot of promise.

With these two maps in the pipe, the project will continue somewhat. I'll probably pick a map to do as well. Optimally, when jsondag2 returns, he'll be able to code everything as he pleases. I'll follow that with a giant round of dialogue composition, and then we can roll right in to extensive bug testing, polishing, and post production.
« Last Edit: October 01, 2006, 02:24:47 am by ZeaLitY »

Agent 12

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Re: Mapper Recruiting and Glenn
« Reply #12 on: October 01, 2006, 01:05:43 pm »
"when jsondag2 returns" haha I love it.

Guys you're doing a helluva  job over here it's great to see that this is a group effort way to pick up the slack.  I swear there's going to be a point where I get less busy the deal is the beggining of the year is a "project a week" cause they are "short projects".  But eventually we'll get to the "big projects" and it won't be a project a week so I'll have more free time. 

If you are using a map PLEASE make a note of it on the "change thread" it's really really important. 

I'll be back  eventually, just the fact that I'm able to make this post means that things are slowing down.

Mapping, Glenn, and Enemies/difficulty are huge things that will need to eventually get done. 

--jp

Chrono'99

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Re: Mapper Recruiting and Glenn
« Reply #13 on: October 01, 2006, 04:24:52 pm »
So, just one note to Chrono'99. Are there any tiles on the Blackbird that we can substitute with like...shopping mall type stuff? Cltohes racks, or counters? Anything to just have that effect for the places in Chronopolis's era. We can get by without anything special, but wow...the Blackbird tileset has a lot of promise.
I set some tiles so that they can be used for simple shopping malls and counter (see an example in location {171}), but that's it basically because I used all the empty tile space in the tileset and started to actually replace many Blackbird tiles. I sort of left my work at it, but I suppose I can try to delve back into it to see if other useless tiles can be replaced.

By the way, soda cans and other sprites can be added on top of the maps also.

Chrono'99

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Re: Mapper Recruiting and Glenn
« Reply #14 on: November 02, 2006, 07:08:43 pm »
Oh my gosh! I've just learnt what a "shopping mall" is! Before that, I thought it was just a synonym of "(small) shop"... There was a misunderstanding, I'll definitely have to delve back into that tileset. Something like the Dead Sea mall (but less ghostly of course) would be nice to have in CT:CE.