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Author Topic: Chrono Trigger priorities in Temporal Flux  (Read 2957 times)

ChronoMoogle

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Chrono Trigger priorities in Temporal Flux
« on: January 12, 2013, 04:14:28 pm »
I got some problems regarding the priorities in Chrono Trigger. Even though the tiles are listed as "true" (aka over the hero) or I create a bridge with 2 possible layers to walk over the hero randomly seems to appear over the sprites (completely or partwise).

I compared to the mapping of original maps and it seems like I am doing everything right. And yes, I know that some tiles can be found double in a mapping tileset, one with true and one with false priority. I always doublechecked carefully if I used the right ones and I did.

Please help me guys, I want to give my maps the last finish and this is really bugging me.

Mauron

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #1 on: January 13, 2013, 05:28:53 am »
Are you getting a quarter of the tile appearing over the hero? If so, there are three other priority settings for the tile under the other quadrants. Otherwise I'll need a more detailed description.
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ChronoMoogle

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #2 on: January 13, 2013, 08:15:29 am »
Those are examples for usual problems I have, all from the same map:







January 18, 2013, 01:15:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nobody?  :'(
« Last Edit: January 18, 2013, 01:15:16 pm by ChronoMoogle »

Mauron

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #3 on: January 18, 2013, 03:49:07 pm »
What are the Tile Properties applied in those tiles (under the blue link not shown in the screenshot)?
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ChronoMoogle

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #4 on: January 18, 2013, 06:15:01 pm »
Can you show me a screenshot of TF with that area being marked please?  :o

Mauron

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #5 on: January 19, 2013, 12:29:31 am »


That opens this menu.

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ChronoMoogle

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Re: Chrono Trigger priorities in Temporal Flux
« Reply #6 on: January 19, 2013, 06:28:37 am »
I didn't even include those because I was somehow sure I double checked them Oo
But when I looked at issue 1 & 2 I got a big facepalm... I oversaw Sprite Over L1 &/or L2 being on "true".... So this is fixed. Thanks for pushing my attention to that and sorry for being so inobservant...

Anyway, the third issue still ain't fixed... :(
Here's the picture:

« Last Edit: January 19, 2013, 06:48:27 am by ChronoMoogle »