Author Topic: Chrono Alter Release - Download Inside!  (Read 32970 times)

neo-fusion

  • Fan Project Leader
  • Mystical Knight (+700)
  • *
  • Posts: 782
  • Creator of Chrono Trigger Apocalypse... FEAR ME
    • View Profile
    • Neo-Fusion
Re: Chrono Alter Release - Download Inside!
« Reply #75 on: February 20, 2010, 06:41:03 pm »
So far I have just reached Red Moon Village (I think that's what it is called)

As of right now I have a few problems with the game, opinion wise, but it's a good game in it's own right as of now.
Send'em to me via PM. I'd love here what you have to say so I can improve CT3.

After I finish the game I will send em out!

Dinos

  • Earthbound (+15)
  • *
  • Posts: 44
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #76 on: February 20, 2010, 07:01:46 pm »
Me too, I'm gonna go beat it now. 

Lance VII

  • Black Wind Agent (+600)
  • *
  • Posts: 659
  • Power to the fans!
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #77 on: February 20, 2010, 07:27:33 pm »
So, I downloaded this thing the other day, and there was music for the title screen and stuff, but there wasn't any music during the opening scene, or when Lavos took the princess to another castle, or when Crono woke up in that inn, or when I got to the world map. Was that an artistic choice or a bug?
Check your sound settings. Your midi channel may be off.

Thanks everyone for the feedback! I want to improve my next game, so I'd love to hear your suggestions!

Dinos

  • Earthbound (+15)
  • *
  • Posts: 44
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #78 on: February 20, 2010, 08:02:11 pm »
I just died on the final boss, first death so far  8) 

Lance VII

  • Black Wind Agent (+600)
  • *
  • Posts: 659
  • Power to the fans!
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #79 on: February 20, 2010, 08:53:22 pm »
How do you like the final boss?

Fiery

  • Iokan (+1)
  • *
  • Posts: 2
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #80 on: February 21, 2010, 12:15:59 am »
Just started playing. My inner English major is protesting loudly and insistently, but as I just "lost the game" (HA) I think I'll keep playing. I hope there are more things like that in there, that'll make it totally worth it!

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #81 on: February 21, 2010, 12:55:53 am »
Finally had a chance to get into this a little. Color me impressed! Even though I consider myself pretty jaded (I guess all of us would), the game brought out strong pangs of nostalgia. Something about going into the first shop in Sealo and reading the equipment descriptions really affected me. I wanted to do a recording of the first boss and toss it up on Youtube, but alas, somehow I captured twenty minutes of video that were rendered completely impotent by random black frames. I was too worried about causing fits of epileptic seizures to upload, forgive me! I wonder what Fraps does differently from Camstudio; could have been the FPS setting I recorded with too.

Chrono Alter is an excellent and worthy fan effort. Here are some issues I'd point out in case you'll be able to address them in your next project:

1. Transitionary tiles, especially for rounding of pathway edges. Taking another look at Sealo Forest I think you did well with the transitions from grass to dirt paths there (still a bit too much squareness in the transition from animated to non-animated grass tiles though).  But in the first two towns the lack of transition from grass to other features, like pathways and buildings, really stands out. I'd have to guess that most of the resources were lifted from Seiken Densetsu III or Tales of Destinry, both of which should have everything you need. The question is how constrained your tileset space is for each environment.

2. Ah, man, those NPC animations! Chrono Trigger sprites simply weren't meant for three-frame animation in many cases, and seeing them in motion here really brought that point home. Looks like you often had two frames flowing naturally, but then you'd have to skip a frame that was present in Chrono Trigger to maintain a three-frame animation limit. Is there any possibility of creating some kind of custom script to expand the number of frames per animation? If so, I think the game's aesthetic would improve considerably next time around.

The battle animations turned out very impressive for attacks (I love that sword dive in Crono's "Cyclone!"). I suspect making enemies animate in-battle isn't an option in RPGMaker currently, but is there anything you can do for the main characters' idle poses? It seemed to me that Marle animated much more smoothly than Crono or Frog do, because she gets three frames for her idle pose IIRC whereas Crono and Frog seem to have two.

3. Helpful gameplay tweaks I immediately saw the need for:

*Some NPCs move so fast they're difficult to catch up to. For example, I had a hilariously difficult time talking to that lady who offers Crono a free stay at her house in Sealo; it was literally a ten second game of cat-and-mouse for me. However, I don't recall having this problem with NPCs who are milling about around town -- could have something to do with their walk paths. The lady who took Crono in was walking and making turns rapidly, whereas outdoors NPCs seemed to be either stationary or at least had limited motion.

*I'd love to see dead time during battles eliminated completely -- too much time is spent waiting for a character's ATB to fill up , and I wonder if there's some way to make the battle engine jump to the next character or enemy's turn. Doesn't mean you necessarily have to have a non-ATB setup like Chrono Cross or Final Fantasy X; Xenogears had a most excellent compromise between ATB and battle speed. Maybe there's a battle speed option I skipped over that addresses this though.

I really enjoyed having USB game controller support! At least RPGMaker allows you that much.
« Last Edit: February 21, 2010, 12:58:41 am by FaustWolf »

Dinos

  • Earthbound (+15)
  • *
  • Posts: 44
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #82 on: February 21, 2010, 01:48:16 am »
Just to clarify when I go hunting for extra endings, are there four MORE endings once you start new game plus, or is it 3 new ones plus the normal ending you get from beating the game?  Also, are any of the portals possible to miss permanently?  Besides the first one at the start of the game obviously. 

neo-fusion

  • Fan Project Leader
  • Mystical Knight (+700)
  • *
  • Posts: 782
  • Creator of Chrono Trigger Apocalypse... FEAR ME
    • View Profile
    • Neo-Fusion
Re: Chrono Alter Release - Download Inside!
« Reply #83 on: February 21, 2010, 01:57:53 am »
Finally had a chance to get into this a little. Color me impressed! Even though I consider myself pretty jaded (I guess all of us would), the game brought out strong pangs of nostalgia. Something about going into the first shop in Sealo and reading the equipment descriptions really affected me. I wanted to do a recording of the first boss and toss it up on Youtube, but alas, somehow I captured twenty minutes of video that were rendered completely impotent by random black frames. I was too worried about causing fits of epileptic seizures to upload, forgive me! I wonder what Fraps does differently from Camstudio; could have been the FPS setting I recorded with too.

Chrono Alter is an excellent and worthy fan effort. Here are some issues I'd point out in case you'll be able to address them in your next project:

1. Transitionary tiles, especially for rounding of pathway edges. Taking another look at Sealo Forest I think you did well with the transitions from grass to dirt paths there (still a bit too much squareness in the transition from animated to non-animated grass tiles though).  But in the first two towns the lack of transition from grass to other features, like pathways and buildings, really stands out. I'd have to guess that most of the resources were lifted from Seiken Densetsu III or Tales of Destinry, both of which should have everything you need. The question is how constrained your tileset space is for each environment.

2. Ah, man, those NPC animations! Chrono Trigger sprites simply weren't meant for three-frame animation in many cases, and seeing them in motion here really brought that point home. Looks like you often had two frames flowing naturally, but then you'd have to skip a frame that was present in Chrono Trigger to maintain a three-frame animation limit. Is there any possibility of creating some kind of custom script to expand the number of frames per animation? If so, I think the game's aesthetic would improve considerably next time around.

The battle animations turned out very impressive for attacks (I love that sword dive in Crono's "Cyclone!"). I suspect making enemies animate in-battle isn't an option in RPGMaker currently, but is there anything you can do for the main characters' idle poses? It seemed to me that Marle animated much more smoothly than Crono or Frog do, because she gets three frames for her idle pose IIRC whereas Crono and Frog seem to have two.

3. Helpful gameplay tweaks I immediately saw the need for:

*Some NPCs move so fast they're difficult to catch up to. For example, I had a hilariously difficult time talking to that lady who offers Crono a free stay at her house in Sealo; it was literally a ten second game of cat-and-mouse for me. However, I don't recall having this problem with NPCs who are milling about around town -- could have something to do with their walk paths. The lady who took Crono in was walking and making turns rapidly, whereas outdoors NPCs seemed to be either stationary or at least had limited motion.

*I'd love to see dead time during battles eliminated completely -- too much time is spent waiting for a character's ATB to fill up , and I wonder if there's some way to make the battle engine jump to the next character or enemy's turn. Doesn't mean you necessarily have to have a non-ATB setup like Chrono Cross or Final Fantasy X; Xenogears had a most excellent compromise between ATB and battle speed. Maybe there's a battle speed option I skipped over that addresses this though.

I really enjoyed having USB game controller support! At least RPGMaker allows you that much.

Well Faust really put everything I was going to say in a nutshell.

But I also want to express some of my problems with the scripting. Some of it seems a bit sub-par. One line I can't stand is Glenn's: "The failure from Zeal?" Sorry, but the line seems a bit off-tune with Frog's personality. Maybe it's just me. Either way, my full review will come later and please don't take any of what I have said the wrong way. I am trying to help you improve.

Dialga_Palkia

  • Chronopolitan (+300)
  • *
  • Posts: 314
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #84 on: February 21, 2010, 05:22:41 am »
downloaded, but how to get it working?

Lance VII

  • Black Wind Agent (+600)
  • *
  • Posts: 659
  • Power to the fans!
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #85 on: February 21, 2010, 10:45:17 am »
Finally had a chance to get into this a little. Color me impressed! Even though I consider myself pretty jaded (I guess all of us would), the game brought out strong pangs of nostalgia. Something about going into the first shop in Sealo and reading the equipment descriptions really affected me. I wanted to do a recording of the first boss and toss it up on Youtube, but alas, somehow I captured twenty minutes of video that were rendered completely impotent by random black frames. I was too worried about causing fits of epileptic seizures to upload, forgive me! I wonder what Fraps does differently from Camstudio; could have been the FPS setting I recorded with too.

Chrono Alter is an excellent and worthy fan effort. Here are some issues I'd point out in case you'll be able to address them in your next project:

1. Transitionary tiles, especially for rounding of pathway edges. Taking another look at Sealo Forest I think you did well with the transitions from grass to dirt paths there (still a bit too much squareness in the transition from animated to non-animated grass tiles though).  But in the first two towns the lack of transition from grass to other features, like pathways and buildings, really stands out. I'd have to guess that most of the resources were lifted from Seiken Densetsu III or Tales of Destinry, both of which should have everything you need. The question is how constrained your tileset space is for each environment.

2. Ah, man, those NPC animations! Chrono Trigger sprites simply weren't meant for three-frame animation in many cases, and seeing them in motion here really brought that point home. Looks like you often had two frames flowing naturally, but then you'd have to skip a frame that was present in Chrono Trigger to maintain a three-frame animation limit. Is there any possibility of creating some kind of custom script to expand the number of frames per animation? If so, I think the game's aesthetic would improve considerably next time around.

The battle animations turned out very impressive for attacks (I love that sword dive in Crono's "Cyclone!"). I suspect making enemies animate in-battle isn't an option in RPGMaker currently, but is there anything you can do for the main characters' idle poses? It seemed to me that Marle animated much more smoothly than Crono or Frog do, because she gets three frames for her idle pose IIRC whereas Crono and Frog seem to have two.

3. Helpful gameplay tweaks I immediately saw the need for:

*Some NPCs move so fast they're difficult to catch up to. For example, I had a hilariously difficult time talking to that lady who offers Crono a free stay at her house in Sealo; it was literally a ten second game of cat-and-mouse for me. However, I don't recall having this problem with NPCs who are milling about around town -- could have something to do with their walk paths. The lady who took Crono in was walking and making turns rapidly, whereas outdoors NPCs seemed to be either stationary or at least had limited motion.

*I'd love to see dead time during battles eliminated completely -- too much time is spent waiting for a character's ATB to fill up , and I wonder if there's some way to make the battle engine jump to the next character or enemy's turn. Doesn't mean you necessarily have to have a non-ATB setup like Chrono Cross or Final Fantasy X; Xenogears had a most excellent compromise between ATB and battle speed. Maybe there's a battle speed option I skipped over that addresses this though.

I really enjoyed having USB game controller support! At least RPGMaker allows you that much.
Of all the animations in the game, the only ones I made were the Gates, Darkbomb, and Crono's Cyclone. n.n

There isn't much I can do about the transitionary tiles. That's an Rp2k3 Chipset thing, and considering I don't know how to format them, there isn't a way I can fix it.

Battle animations with the characters all have three frames, only Marle has a third frame that differs from everyone else.

Animated enemies are possible, but eliminate the possibility for scrolling backgrounds, and are VERY difficult to code.

I know there is a way to make overworld chars have more than three frames, but I don't know how to do it. This may be fixed, as the CT3 engine hasn't been 100% decided on yet. If I decide to go with XP, everyone will have four frames on the field  maps.

The NPC walk speed was my bad. D:

The dead time in battles is difficult to get rid of because the speed values of Rm2k3 are weird.

Thanks for the suggestions! I'll see what I can do to address all of these in CT3!

Lance VII

  • Black Wind Agent (+600)
  • *
  • Posts: 659
  • Power to the fans!
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #86 on: February 21, 2010, 10:48:48 am »
Just to clarify when I go hunting for extra endings, are there four MORE endings once you start new game plus, or is it 3 new ones plus the normal ending you get from beating the game?  Also, are any of the portals possible to miss permanently?  Besides the first one at the start of the game obviously.  
There's one in the Prehistoric cave with Lucca and Robo. There's one in a mansion (Forget which one, I think it's Revar's). You can open it after you get the Epoch. The last one is in a cave just west of the Borean Region.

chi_z

  • Squaretable Knight (+400)
  • *
  • Posts: 483
  • And you thought the dalton idea was ludicrous!
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #87 on: February 21, 2010, 04:09:08 pm »
good god dude those are some high quality tile/chipsets.

Dinos

  • Earthbound (+15)
  • *
  • Posts: 44
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #88 on: February 21, 2010, 09:20:37 pm »
Playing on new game plus now, when I recruited marle she for some reason got at least a 7 level bonus, and is now level 63 while crono is only 56.  Not really a big deal since it's new game plus, just thought I'd post it for review.  I assume this happens because in the normal game when marle is recruited, you take her initial level and then add a number to it, so that she is on equal footing with the other characters. 

GenesisOne

  • Bounty Seeker
  • Dimension Crosser (+1000)
  • *
  • Posts: 1215
  • "Time Travel? Possible? Don't make me laugh!"
    • View Profile
Re: Chrono Alter Release - Download Inside!
« Reply #89 on: February 22, 2010, 12:02:40 am »

Darn it! I can't get it to play.

Well, this is embarrassing.  Here we have everyone else commenting on the game dynamics and story line and everything else (including grinding, of all things), and here I am still trying to turn on the game console after I've inserted the disc.