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Messages - jmillart

#1
Golden Sun: The Lost Age / Re: Hidden Data
09, September, 2011, 10:52:54 AM
Very nice! I wonder if I could mess with the magnet (MA) psynergy to make it have an effect?
#2
The Classic GS Editor / Re: Light and Dark Psynergy?
20, August, 2011, 01:06:23 PM
Quote from: Atrius on 19, August, 2011, 08:14:54 PM
The game's engine only supports 4 elements.

it might be possible if I could add more elements into the editor and ROM. I'd have to change the peramiter number to a higher count to add the extra 2.
#3
The Classic GS Editor / Re: Suggestion for the Editor
20, August, 2011, 01:04:01 PM
Quote from: Menaus on 06, January, 2010, 12:39:27 AM
How about in the next version we have a feature to edit the names of the ability's, items, etc. It would really help me when I edit things like making the wheat sword. 

I think we should go beyond that. Make it so we can add new items by changing the limit number and then editing the blanks to whatever we want. It probably wouldn't take too much coding then we could use the same technique to add new creatures, battlers psynergy, ect.
#4
Quote from: zman9000 on 19, August, 2011, 05:25:14 PM
... well space wise (on the computer) i think it would be fine, but the way the program is set up it can only have so many slots for enemys and items and moves and other stuff... and i don't think you could fit all the enemys from gs1 and 2 in the empty slots... wait... is there even any empty slots???

Well we are on version 4 of the editor and all the versions just have minor updates. I suppose someone would first have to clear up slots by changing the encoded limit to a higher number. It would also help community hackers/modders by allowing them to add more content instead of change it. for example if you wanted to add more playable characters you would first have to make the limit bigger than 8 to add more slots in right?




Quote from: Atrius on 19, August, 2011, 08:16:16 PM
I looked at it briefly to see what it would take, and partially converted 1 map from the original game into TLA's format.

My conclusion is that it would take WAAAAY more effort than it's actually worth.

after I learn how to do it, I'd be willing to do the map part. The thing I couldn't do is change the editor to allow for more creature ext slots. I told zman9000 it might be possible to have all creatures from both games if you could change the limit number for creatures to allow for more, then port in the original creatures from the first game. It is all possible, just hard.
#5
Project List / Re: Kraden Fights
19, August, 2011, 03:05:14 PM
Quote from: Atrius on 16, October, 2008, 03:36:00 PM
I did a quick experiment on inserting custom graphics into The Lost Age.  Someone gave me a link to some battle sprites for Kraden, so I used those.

- Click on the image to view a video

Consider this proof of concept for the feature being in The Lost Age Editor.  It'll take a while, but it'll happen eventually.

Would it be possible to set him up as additional character, not as a replacement, with no Psynergy type (and no Psynergy points or very little psynergy points) and block him from having Djinn but maybe more natural HP and Defense/Resistance strength to compensate. I'd use that mod! It would make Kraden so much more useful if he could carry stuff and join in the fight instead of hitching a ride through the whole story.
#6
Quote from: JamietheFlameUser on 07, August, 2011, 09:30:24 AM
But surely a mere lack of light wouldn't be enough to cause evil monsters to form out of the darkness? There was something worse than that in the Eclipse. It was spreading darkness, too, if you look at the animation, rather than just blocking light.

Just my two cents on the subject.

But yes, the Eclipse Tower was designed to absorb light. The Apollo Lens fills the tower immediately, causing it to shut down.

Actually you may be both right and wrong about that. The tower can only absorb and emanate light. The eclipse caused Dark Light as it were or it began emanating copies amounts of Dark Psynergy. I think the Apollo Lens not only created enough light to cancel out the darkness but to make the tower a force for good again as the people of Morgel seemed to have been effected by it by gaining Light Psynergy
#7
The Classic GS Editor / Non-Psynergy fighters?
19, August, 2011, 01:31:32 PM
After seeing hacks/mods like Kraden Fights http://forum.goldensunhacking.net/index.php?topic=16.0 and other points of the game where others join your team for a short while, I think it would be good to add a few more battle characters to the team. Set them up as additional characters, not replacement, with no Psynergy (and no Psynergy points) and block them from having Djinn but maybe more natural HP and Attack/Defense strength to compensate.

At the end of The Lost Age I suppose the team would look like
Felix Jenna Sheba Piers
Isaac Garet Ivan Mai
Kraden

Other playible charicters might be the witchdoctor and Babi's right hand man (for the first game)
#8
The Classic GS Editor / Light and Dark Psynergy?
19, August, 2011, 01:20:36 PM
Light and Dark psynergy are hinted at in the original games, and I think it would be interesting to add those catigorys as well as allow people to create psynergys for it.

How I see it so far
:NeutralStar: is people W/O psynergy
:VenusStar: is people with Venus as their main type
:MercuryStar: is people with Mercury as their main type
:MarsStar: is people with Mars as their main type
:JupiterStar: is people with Jupiter as their main type
:Luna: is people with Darkness based Psynergy things like drain HP/PSY or summon zombie.
:Sol: is people with Light based Psynergy
#9
It might be interesting to do this, and I don't have the skill to do it myself but wouldn't it be nice to fuse the two games together in a single ROM? Probably could be done with The Lost Age editor since it includes most all of the Golden Sun features. The rest would have to be ported over.

I'd have it like so:
Part 1: Golden Sun
Part 2: Lost Age with the ability to visit previous cities from GS under disguise after reunion (mainly to still be able to get all Djinn :VenusSet:), and remove transfer code and GS Djinn locations from the Lost Age map.
Part 3: Set it up so hacks/mods/updates can be made off of this ROM version.