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Messages - OpenGoldenSun

#1
Quote from: Luna_blade on 24, October, 2016, 12:18:57 PM
Wow man!! :!:
The new stuff looks good!

I really like how you made this little cutscene.

I really wonder about some things now though:
-How do you record and what resolution?
-What is the internal resolution of the game and do you use filters? (because it really looks like the normal game with smoothing effects)
-How much of the normal engine is already done?

I use Fraps and record at 1200x800. I then use Handbrake to reduce the file size since Fraps is uncompressed. The internal resolution of the game is the same as the GBA, 240x160 and it uses the HQ4X filter.

What is considered the normal engine? I haven't even begun reworking/remaking the battles or world map.
#3
Misc. GS Hacking / Re: Unusual Hack Ideas
02, October, 2016, 11:22:14 AM
#4
Misc. GS Hacking / Re: Unusual Hack Ideas
01, October, 2016, 10:57:33 AM
Oh man this is hilarious. You guys are in for a funny surprise in my next video.
#5
I've been working on getting some of the puzzle mechanics working properly.

#6
Little shout-out to the forums in this one:

#7
QuoteNo returning to GS1 locations in GS2.

This is up there as my biggest complaint. It is also the reason I chose Imil for my demo village. I loved the snow atmosphere personally, but I also wanted to do a demo based around Book 2 where the party visits towns in the first GS. So in terms of plot timeline it would be post party reunion and pre mars lighting.
#8
Sounds like someone should be subscribing!  :happy:
#9
It's been a long time but in case you missed it, I posted a new video:

#10
Quote from: jjppof on 13, April, 2015, 07:41:02 AM
I'm trying to learn XNA to don't get completely lost.

Learn MonoGame instead, since that is where this will go and XNA is dead.
#11
Quote from: MaxiPower on 11, April, 2015, 07:41:54 PM
@OpenGoldenSun

How long is the process from choosing what psyngery to implement to >>>> Having it inserted in engine? Like, does the thought of adding 100s of psyngery seem daunting? I would imagine it would be yet rewarding when it works and comes together.

It can take a few hours per psynergy, depending on the psynergy's complexity. Creating all the field psynergies will take a while (let alone the battle ones). But, that's just part of it. The nice thing is that I can kind of jump around to other stuff when I'm getting tired of one thing.

Quote from: MaxiPower on 11, April, 2015, 07:41:54 PM
I am so envious of your ability. :sad:

I'm a programmer by day, which helps a lot. But I'm self taught, no reason you can't be.  :happy:
#12
Quote from: Luna_blade on 10, April, 2015, 11:29:14 AM
I can't help noticing that some tiles on the map don't connect wel and other minor stuff, though.

Not really sure what to tell you, those land masses are direct copies from the game, I didn't make them. I think I know what you're talking about, where the edges meet the center pattern looks strange, but that's how they have it in the game.

Quote from: Luna_blade on 10, April, 2015, 11:29:14 AM
Also, it seems there are fixed points of where you can warp to... so, is that going to change or how does it work?

Yes, there are fixed points of where you can warp, if that point is fully visible on the screen, it will show up as a selectable destination.
#13
QuoteDo you plan on also having the field psynergy that Alex used just outside of Venus Lighthouse on the guards...?  (Drench?/Deluge?)

Shh... spoilers.  :happy:
#14
Warping around a map with Alex:

#15
Wasn't expecting such a quick response.

Quotenow get back to work!! ;)

I have some cool stuff to show...
#16
Quote from: MaxiPower on 08, April, 2015, 12:45:42 PM
Quote from: OpenGoldenSun on 08, April, 2015, 12:20:29 PM
Does anyone know where I could find all the sound effects that Golden Sun uses? Like opening the menu, cancelling the menu, using psynergy, etc...

I have the OST, but now I need the game's sound effects.

I might have them. I will have a look and if so, upload them for you!

EDIT:

https://www.sendspace.com/file/u8des4

Hope its all your looking.

Thanks. I ended up doing it the tedious way by recording the applicable audio channels from VBA-M before seeing this.  :sad:
#17
Does anyone know where I could find all the sound effects that Golden Sun uses? Like opening the menu, cancelling the menu, using psynergy, etc...

I have the OST, but now I need the game's sound effects.
#18
Here's where I'm at with the battle engine:



Hopefully I can make the next video an actual battle.
#19
@Atrius, thanks for the quick reply, that all makes sense. I'm thinking that I'll have possibly 2 different scale numbers to get this as close as possible to the original. A defaultScale like you've described (starting at 1.0) and a positionalScale, based on where they are in the party position. So for example if Sheba was in position 2 (second position looking from the front) it might be 0.90 - 0.05 or something. I'll see what I come up with, getting pretty close to the battle engine being demoable.

You've mentioned that your method is not really based on the code the engine uses, but that's perfectly fine. You've done the legwork to make a simulation that is pretty damn close. I can tweak stuff to see how close it can be for this.

@Rolina, you raise a good point that I've been meaning to bring up. Does anyone have some good game saves where all characters are in the parties etc...? If anyone could help me out and provide some good ones for GS and GS:TLA that'd be perfect. I know I can recreate it using the editor but if someone already has something that's even better. If would really help for field psynergy and battle psynergy.

@Luna_blade, MaxiPower, thanks guys.
#20
Hey Atrius,

Thanks for the reply. I finally got around to implementing the method you discussed (your instructions helped a lot). You may have seen my other video of my preliminary battle system where I use a technique called "Billboarding" to attempt to achieve the same effect. I'm basically comparing the two methods for ease of use, flexibility etc...

Here is yours:



Here is mine (note: I'm not doing animations of them at this point, it's just still images):



I have a couple questions for you, I'm hoping you can help me out (this is specific to your method):


  • As you can see in my implementation the background is scrolling slower than yours. Can you tell me how you are determining the speed of your background scrolling? Personally I just take the camera angle 0-360 degrees and translate that to an x-coordinate on the image background.

  • Your background scrolling somehow seems smoother or as if there is motion blurring. Is that the gif or did you actually put that in?

  • I've noticed in the actual game that Sheba seems a lot smaller than Felix. Is there some special consideration for their size that the game does? The current depth calculation doesn't seem to take that into account. If you look at my implementation Sheba is the same height as Jenna. If you look in this image that is not the case.

  • What camera rotation speed do you use? I go 1 degree every frame @ 60fps.

How is Sheba's height calculated?



Approximate camera angle from image above in my engine:



Pretty cool to have this implemented. Although it'll probably be a pain to make that start-up rotation and zoom the actual game does when a battle starts.