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Oh boy, not the Water Trial!

  • Marrend
  • 05/01/2011 09:14 PM
  • 2096 views
My Matsumori Muse is at it again. I have I tested, and implemented, up to the point where you switch protagonists and party members. Let me tell you, keeping track of who said what to which party leader was a pain when I was getting it all down, but quite worthwhile to see up-and-running.

However, this means that I now have the Water Trial to worry about. The basic idea is that this Trial consists of the Standard Water Dungeon Trope of lowering the water level to gain access to different areas of the dungeon. However, I'm finding it's not easy to relay the downward slope effect (or, really, any kind of slope effect) this kind of dungeon wants to have. I'm guessing that I'd have to use a non-RTP chipset, but I want to avoid that, if at all possible.

Well, maybe I could pull off a downward slope effect with the cliff-face chips, but last time I used those chips, I was yelled at. *waves at Legacy Reborn*

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21806
My Matsumori Muse has hammered me an idea (as is it's want), but I'm not sure if the effect works at all. Time to post some screenies in an attempt, feeble as the mapping may be, to relay the kind of idea I have.

Here's the Water Trial's entrance when you first come in:


After reducing the water level once, it should look something like this:


The final version, as the plan goes, would look something like:


So, the question I essentially have is: Does this work for the effect I'm looking for? Or no?
You may want to add some sort of stairs or ladder to indicate depth. The first picture doesn't look like its the same room as the second picture because in the first there was a lower floor flooded by water, but in the second picture the floor is the same level over all.
Marrend
Guardian of the Description Thread
21806
The thing about RTP stairs in VX is that they give me the sensation that they always go to higher ground, not lower ground. I even played around with stairs a bit, and I just didn't like how they looked. And if I don't like it, bad mapper as I am, I'm figuring nobody else would appreciate it either. As for ladders, they simply wouldn't work for this situation because of how the game camera is situated, and what illusion of depth I want to give.

I agree with you that an illusion of depth must be relayed, and that these maps aren't relaying it very well. But finding how to relay the illusion that I'm looking for is the tricky part!


...Wait, I think my Muse has hit me with something. Give me a bit...

*Edit: Okay, here's another try at getting the depth I want. Here, I'm attempting to, use stairs, as per McBrick's suggestion:


*Edit2: That... kinda looks ugly, now that I actually look at it.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I think that is a really neat idea, and in my personal opinion thought the first screenies you posted conveyed that idea well enough.
It's one thing to be looking at just bare screenshots, and another thing to actually be in the game messing with the water levels inside the temple, etc.
It made sense to me just looking at it, so I dunno.

To answer you question simply, yes I think it works.

EDIT: yeah, sorry, but those stairs look really strange and just not right.
It looks strange because the shadows are on the wrong side of the elevated portions...
Marrend
Guardian of the Description Thread
21806
The thing about RTP stairs in VX is that they give me the sensation that they always go to higher ground, not lower ground.

EDIT: yeah, sorry, but those stairs look really strange and just not right.

It looks strange because the shadows are on the wrong side of the elevated portions...

Yeah, the stairs were a bad idea. They'll be cut, no doubt. However, I'm not exactly comfortable with the initial maps as a final-product idea either.

*Edit: You know what's so ironic about this? I think I've an idea of how to do what McBrick suggests, but in XP.
I fiddled around a bit, and came up with the following:



I don't know about anybody else, but this works for me a lot better than anything else I've seen on the matter so far. It's not totally perfect, but I'm wasn't necessarily looking for perfection when I made that. However, like I said before, I was in XP when I took those screenies. This doesn't help my VX predicament.
...Unless I want to import an XP tileset into TileE? No, I want to avoid that, if at all possible.
Pages: 1