I get it now. Then I don't think that I've probably done that in any of the other maps. If I do however have that problem again I'll at least know how to start trouble shooting before I send you another HELLLLLP e-mail.
And kudos on the Strongbad!! I didn't recognize him at first haha
Glad that's cleared up, I'm tapping my foot for this one.
It's been a while since I was this excited for a game.
Realistically, since I've kind of put myself behind by re-editing some of my previous level designs, I'm realistically looking at June 1 for the beta release. I need to clean up some of the graphics and just make sure that I'm completely happy with the level design. I started looking back through some of the maps I had done more towards the beginning of phase 2 and I see where I wasted A LOT of kb for no real reason other than to try to keep the layouts of the original levels (Marsh Cave B3 springs to mind since its basically just a big square). I'm also really trying to keep about 500 kb open so that I can try to make a dungeon of my own. I've learned enough about teleport tiles and the way that Hackster works that I think I can basically make a series of rooms that runs back through some of the empty space in the previous levels (i.e. a series of rooms that go from the Terra Cave to the Ice Cave to the Gurgu Volcano to the Sky Palace and then dumps you back out at the Terra Cave since that's the starting example). Come to think of it, since there is already an existing exit tile for the Temple of Fiends (past) and all of the different shrines, it really shouldn't be that hard to just start and end with a dungeon that doesn't use a warp point to get back out, but uses an "exit dungeon" tile. I wish there was a way to make the game recognize that you've beaten it like with the Advance games and then open up the new dungeon as a bonus. I might just have to start the chain within the past Temple of Fiends (since that's what I've got to call it at this point) and then return to somewhere in the blackness of that level to pop back outside of the present version. The setup I know has to be like Grond's Bahamut's room with no warp tile or I'll just warp back to the dungeon that I just came from. I've seen how what I used to think was like 5 or 6 different floors is actually often 2 distinct maps within 1 level of flooring that are just separated by empty space.
May 12, 2015, 06:32:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
My replies will probably get combined, but I posted a message on the general discussion board about a Fantasy artist needed for a collaboration. As I said earlier in this thread, since I'm changing a LOT of things in that game, I thought that I would re-do the Final Fantasy Nintendo Power Strategy Guide with the new levels, items, enemies, etc. I'm an artist myself, but I just normally don't have the time to spend penciling, inking, and coloring that I used to and if I do it myself it will take me a year just to do the strategy guide. I was just wondering if anyone would be interested in contributing artwork. I wouldn't even mind a few different people who might want to help. I've found a lot of concept artwork on the net and I think I can put together something that is at least passable.
While you can get to both of these dungeons fairly early (Chaos shrine after you get the ship and Crystal ruins after you get the airship), you CAN'T get into them before the 4 crystals are lit. I originally was going to put my "super weapons" in existing locations, but since I made these two extra dungeons, I'm just going to put the chests in there. That way the player can't just go there and beat the crap out of the rest of the game. Also, both dungeons are FULL of the most difficult monsters in the game, so you're not just going to walk in there at a low level. I'm not posting pics of interiors of the bonus levels because they share the tileset with the final level, and that is just something you'll have to wait to see. Also, although its kind of a small aspect, I removed the whole door open/close issue in Coneria and made it similar to the later games where the player was transported to a "treasure room". I also went ahead and just opened up the treasury in Elfheim and in the Northwest Castle. This was mostly done b/c I just don't have enough teleport tiles to take away to make every room a treasure room like that. I eliminated 2 of the teleports in the Sea Shrine that took you to "waypoint" rooms that were just there to make you go up one more level. As always, constructive criticism and feedback are welcome and encouraged.