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Messages - Drake baku

#1
welp we might have talked on discord a bit more
but since there is soo much to discus... here I go again with my replies in here XD

I also will be giving more replies here then I did in discord haha

--------------------------------------------------------------


firstly I overlooked your first section XD
I should name any name changes I made are not random, and from memory there is only one ability that I changed the name off to match a theme while keeping it the same further XD

--------------------------

Opinion suggestions

 :VenusStar: Tremor line = yeah that was the plan, as you know I plan to make an continuing with GS2, so naturally GM's Tremor's line will be directly connected to GMA's tremor bit XD

 :JupiterStar: Slayer = Yeah I missed up with the description and was hoping that the name would be enough
unless stated all of these are psynergies (I think only Rainbow was not XD)
the concept is an direct attack infused with psynergy with a chance to fell
but when I learned of Dagger Rain, I figured that works as well, slaying by raining daggers on the enemy (and in GMA it has the option to evolve with the right class in a group target version, so dagger rain there works just as fine (even a bit dull animation update wise, its function grows enough that its noticeable)

 :MercuryStar: Water Star =, yeah Shuriken also exists, so the concept or untagging that pallet linked flag

 :JupiterStar: Aura Sword and Claw = are indeed part of the same class so they will remain indeed XD

 :MarsStar: Hell Hound = as discussed in discord, you really went off track here XD
I am actually still confused about this entire post XD

help request Doubt group
 :MercuryStar: Holy Water / :MarsStar: Molten Metal line = I am keeping douse and volcano, through if I am not mistaken Molten Metal, Lava Shower and Volcano are all in different classes, so I have to look into Douse x Holy water to ensure the classes at least does not have both or it becomes an issue XD

 :MarsStar: Copper Ore line = Copper Ore is an line and its the ray in an wind seers ray to plasma setup XD

 :MarsStar: Devils Deal = Ill consider it, cause yeah it does make perfect sense and makes it a bit less broken as well, but yeah its power levels is tricky... which is why I liked to have use the 7% pp recovery effect XD

 :MarsStar: Force = firstly I like the idea of giving force an mutation form in GMA and use one of your overhaul animations  :heart:
for the current one... I just wonder a little about if from an energy blast with extended form in OW to go into soundwaves of circles.. its a tough one...
As for my reasoning why I made it a Mars option, cause in GS1 there never was an mars based utility option, I disliked it and figured Force works well as an mars path XD

 :MarsStar: HammerForge = tbh I never even considered an hammer based animation, cause I know there are none, I guess I failed with explaining it again haha
but the general idea is an heavy blow attack

basically a blacksmith attack with his hammer imbued with the heat and power of a forge, great to shape metal or smash enemies XD

 :MercuryStar: Water Dragon line = its a line so its tricky to only have an pallet changed dragon cloud BUT I admit to loving the idea, the entire pallet change path sounds like an very variable path ^^

 :VenusStar: Toxic Sand/  :JupiterStar: Poison Air = Glad Poison Air works well ^^
As for Toxic sand, I actually like the idea presented, an venus type ice breath
I do begin to wonder if I got enough open slots for animation variants to add XD

Djinne set Glad to know they all work fine, you also mentioned in discord that like with smoke bomb, there are other arguments for a lot of the buffs and debuffs, which could perhaps be used here as well? it sounds so interesting to play with

Help Request Full help

 :VenusStar: Land Divide = I should consider how far land divide would come across other classes that also have Gaia
but the idea is nicer then Quake XD

 :VenusStar: grand forest = Grand forest is not a line, I try and always state when an psynergy is an line, an set (two instead 3) or if I just use the name it will either be a stand alone or one of those evolve with the right class setups
I have an reason I made this one, an item bestow psynergy (if need be ill explain more about this one in discord dm)

 :MercuryStar: Cold line = its still cold now, not yet cool XD
Again the issue likely comes with conflict animations in a single class

 :MarsStar: Cremate = ah yeah the part of the arguments that I was unaware of that existed XD
I have to ask, what does smoke bomb 2 actually appear as?

 :MarsStar: Flame Arm = I am using Planet Diver in a new psynergy called Hell Blast
did I forget to list that one??
So I will have to look into mighty press XD
then again as long as Hell Blast and Flame Arm dont show up on the same class...

 :MarsStar: Fume line + Split = yeah that feel issue is a thing.... while the upside is that when the game switches to GMA, I can use the actual animations, so it would be a single game issue, the issue is still pretty high...
it would be one of the reasons that i feel like.. try and rip the animations or download from that spriters resource site and alter them to load them in the game as lower versions....
same with Laser yeah...

 :JupiterStar: Breaker = somewhere in my mind I have this little nagging feeling that I might have read something about that... but I cannot remember anything about it so I am pretty curious to how to use this cause it sounds very cool to play with

 :MercuryStar: Blood Point = Bloodpoint actually has no real concept, I see in my beta data that I had considered the animation of Headbutt, likely cause of the animation effect outside of the attack XD
however its a self target ability, so you get the animation effect and a get hurt blow I guess, which makes sense, even if it does not deal damage, the sensation of raising your stats by controlling your inner blood flow would be painful XD

otherwise I guess something like an red overlay that flikkers a few times...

 :JupiterStar: Angel Wings = I can see Zypher work, instead of boosting agility it allows a second action next turn, but both are considered fast movement setup XD

Help Request Spread line

 :JupiterStar: Fresh Breath line = Pallet swapped Wish sounds interesting XD

 :MarsStar: Blue Flame line = I would consider Flare line more with a blue pallet swap
also was there not an unused animation of blue flames?
could it be a line by chance XD

 :MercuryStar: Snow Line = I got to ask, if were talking about pallet swaps, would there be an white path to setup for a break clone?

Other
 :VenusStar: Lift = I began thinking, since I am not using: dull, weaken or impair animations... maybe there is an option to lore wise explain Lift to match one of those effects and thus animation XD

 :JupiterStar: Air Shell set = it would be the first access to ward effect actually... ward itself does not exist, magic shell does and then there is angel guard (which is in set with Angel Blade, an ward + attack buff set) one is high level, the other is a trickier class to get, so in that sense its already different I guess XD
I can always list its stats if needed

 :JupiterStar: Psyseal / Time Rend = Never considered confusion as I looked for what matched my ideas in mind, but your suggestions work ^^

 :MercuryStar: Leech/ Drain Fang + Plasma Leech / Blood Drain = yeah I guess a pallet swap makes sense, cause yeah 3 fang types and currently 4 fangs XD
and yeah I know these need an update, which is 1. why they got an power upgrade, 2. if I can an accuracy update, 3. why they can evolve into higher forms with the right class upgrade
also one we could discuss further in discord to update them all to be more useful

 :JupiterStar: Angel Heal Line = oh yeah this line is a single target to cover the Fresh Breath as jupiter's group
I gave all 4 elements a single heal line, a group heal line and an revive XD

 :MarsStar: Aura Share =
 :VenusStar: Green Wood = with these two, I wonder, the spinny orbs seem interesting to use with Green wood or the unused orb animations, if one of them could be colored red, then use that as aura share??
both are group healers at least ^^

 :MarsStar: Warming Body = seems good XD

 :VenusStar: Earth Scan = I love this idea, would need some aid to do this but I love it
the animation then could also work from weaken I think XD

 :MercuryStar: Aqua Orb = yeah too similar...I will consider tonic ^^

--------------------------------

Sucks for the ones even you had issues with but I can understand it ^^
actually I wonder if you even considered unused options with this list?

Also I noticed that a lot of gaps were part of not knowing which abilities and animations I do keep and which dont or reuse elsewhere
So should I perhaps list all names and animations chosen for an better guide?
then it would perhaps be clearer and questions can be asked about them as well  :happy:
#2
Hello everyone,

So as the title indications I want to request some help for my rom hack related to animations.
I am currently working on Golden Sun 1 and have added a lot of new abilities.

Off course I want to be as versatile as possible with animation usage and while I am perfectly aware that Sala recently updated his Animation catalogue to include unused variations Salanewt Animation Cataloge
I have to admit that without being able to visually see it in use, I have a hard time grasping them based on description or snapshot alone...

and seeing there are no youtube clips showing unused variations or monster skills (that I can find) I end up having to ask for help from others    :medal:


Ill be listing all my abilities with name and information that I think is useful to give you an impression of what I look for, even those I already think I got something good for, to see if you all agree or would have an better suggestion in mind.

Option wise I am fine with any animation, unused ones, monster skills, weapon skills and existing psynergies.
I mostly want to have a good spread of animations instead of like 3 times using the same one for 3 different abilities (lines) so having some reused is not the biggest of issues if the animation is a good match but yeah there is something like too much reuse and classes having access to abilities that share the same animation which naturally does not look as nice    :medal::Sweat:
Also I cant say I find the descriptions on the wiki's about monster ability visuals to be as clear as well...

I have to be honest, I am not so far as to have considered Unleased animations to be set (for new or altered weapons)


EDIT:
I realized, like with Unleashes, I have not confirmed which monster skills have been cut and if any of them have any animations to them (most I know that were cut were those that do nothing)
anyway as I already have the idea for one psynergy to share the same animation as one unleash (unless someone has an opinion about an better one) you can feel free to just list all ideas regardless of use on monsters and weapons
Also I confirmed the following psynergy animations to be unused in my current list
dull
weaken
impair
impact clone
Impair clone
regen


Opinion suggestions?
[spoiler]
:VenusStar: Tremor Line Yeah I took gs2's tremor and made it into a full line already available in gs1, through without its utility effect...
Ive went with Quake's animation for this one (quake is removed so its a free grab)

:MercuryStar: Ice Rain it rain massive hail chunks, Prism is removed so this one uses this animation

:MercuryStar: Bubble bubbles are created that hit and hurt enemies... with Froth removed, Bubble takes its animation

:MercuryStar: Fog set Fog as the name implies is fog based, so I figured Delude animation would be fine

:VenusStar:  :JupiterStar: Angel Cure, Cure Toxic some simple clear status and poison ablities, use the same animation as cure poison/ restore, I very much doubt anyone would disagree with these  :Sweat:
:JupiterStar:  :MarsStar:  :MercuryStar: Angel bless, fenix, life water they are all revive versions, I could look for that different colored revive animation patch, through I need to confirm where they put these and how many of the unused animations I got to link to unused lines to judge if I even have enough space for that patch...
:MarsStar: Armor Smith buff defense so... guard animation XD (also its the only psynergy which has that animation)
:JupiterStar: Angel Guard buff element resist... so yeah Ward animation

:JupiterStar: Slayer an psynergy made to slay XD
I took an unused animation (dagger Rain) for this one

:MercuryStar: Water Star an water version of shuriken, I feel that shuriken itself would be good enough unless there is an alternate color version that has more watery shuriken's XD

:MarsStar: Sword Dive Yeah Ragnarok has been turned into an Mars psynergy with a new name XD

:NeutralStar: Rainbow Monster skill to instantly recover the monsters entire PP pool, using the unused animation Element Harvest (its a mini boss type monster so something this OP'd felt right)

:JupiterStar: Aura Gauntlet an aura made gauntler to slam the target hard, so I figured brute force would work
:JupiterStar: Gravearm an aura made full arm armor to hit a target with HARD, As such I felt Truncheon fist to be a match

:JupiterStar: Aura Sword aura made sword, I figure rapid smash/ Slice animation

:JupiterStar: Aura Claw aura made claw to attack with, I figured Bear claw works well

:MarsStar: Sacred Ash sacred ashes are thrown to the target, considering nothing else really works I went with for Smoke Bomb

:MarsStar: Beal Furry you could consider this a summon of sorts, yet instead of a god, you summon the demon lord Beal, as such I feel that Outer Space works well, afterall it actually does not show the Fusion Dragon but it does show the purple flames that come down with that dragon ^^

:MarsStar: Firebreath underdeveloped version of Firebreath in gs2... it makes sense for it to use firebreath
:MarsStar: Hell Hound precursor of Cerberus, so I figure an firebreath type animation like the cerberus releases
The difference between those two will be the angle of the camera when used, Firethrower will use the 128 value to set the camera to face the team when using firebreath
while Hell hound will have the camera behind the party (and thus why we dont see the Hell Hound, hiding in the parties shadow)

:NeutralStar: Dragon Blood an self healing ability, only acquirable with the right very rare drop, I figured Recovery would be a good animation here


[/spoiler]

Help request
Doubt group
[spoiler]
:MercuryStar: Holy water as on the box, douse an enemy with holy water, too bad there is no monster attribute in the game or this ability would deal 3x damage to undead and demons, but yeah animation concept is as you can imagine, I think I could use douse but im not sure...

:MarsStar: Molten Metal line psynergy made molten metal is poured on a target, I personally think along the lines of Volcano line, Molten Metal is unique to a single class which lacks volcano so it could work

:MarsStar: Copper Ore line pretty much like Molten metal but with heated ore instead of liquid metal, I guess I could use Blast animation (Mad blast line) for this line, as its not used by the only class that can use the ore line, but yeah.... not that certain its a good match


:MarsStar: Devils Deal an little gimmick I noticed with orb based animations is that they are really influenceable on caster to target, you could take an orb based animation and aim it at a group and the orb scatters among the targets, aim at a single target and all the orbs come together on that target, target an enemy, the orbs go to the the enemy, target an ally and the orbs move out and return towards said ally
I have came with the idea to use Drain animation's orbs for this one
its a self target so the orbs will move out from the caster and move back to the caster, healing 7% PP
I however am a bit in doubt if Drain did or did not put the target in his/ her "get hit" pose...

:MarsStar: Force never understood why Force was not useable as offence ability... so I changed it, I picked Heatwave animation cause it feels similar vibe wise but yeah with Force being an bestow type psynergy... you can easily grant it to the heatwave user so I kinda feel this might need a revisit?

:MarsStar: Hammerforge slamming a target with an forge hammer, I think... forcible arm??

:MercuryStar: water Dragon line originally this could be considered a water form of Fume, however the dragon moves in a straight line more, the first is simple, the second has heavy currents spinning its bacy behind the head and the last is massive
only thing I can think off is... Water breath..

:VenusStar: Toxic Sand sand that contains poison is shot, I figured Acid breath would work
:JupiterStar: Poison Air Air that is poisoned is released, Again Acid Breath is the go to one, I made sure not one class has access to both, but seeing I wanted as little as possible reuse... I am a bit iffy still...
[/spoiler]

doubt cause of djinne related animations
[spoiler]
:VenusStar: Rock Wall rising the ground in front to create a defensive wall, I think granite as animation but need to be sure the djinne itself wont be shown

:MercuryStar: Avoid Yeah combat form here as well XD, to avoid better in battle, one boost one's agility XD
Maybe Tonic if the djinne itself wont show

:MarsStar: Weapon Smith an weapon smith can boost the teams weapons... Forge without the djinne?

:JupiterStar: Aura Shield an shield made from solid aura to take a blow, I think Breeze djinne?


[/spoiler]

full help request group
[spoiler]
:VenusStar: Land Divide land divide, as its name states, would split the land into two, making it harder to move and thus lowering agility.
In a sense I could use Quake animation here as well, but it is shared with Tremor line in 2 classes...

:VenusStar: Grand Forest grow a forest that steals life...
item bestowed psynergy so everyone can learn it, in a sense I could use something in thorn's line but as its an bestow... that would make it too easy for it to be useable by someone using thorn line....
too bad I cant use Cybele's vines without the toad god XD

:MercuryStar: Cold Line an precursor of Cool basically... weaker and underdeveloped.. As the cool line does not exist I made this weaker version but naturally its animation, while it can differ, should still hold a bit of a candle to the concept it came from...

:MarsStar: Cremate an evolved form of Sacred Ash, meant to burn a target...



:MarsStar: Flame Arm inspired by something I had seen on tv XD, the user covers their arm with flames and slams into the target hard, I could take a guess at Helm Splitter but... I feel there has to be an better option

:JupiterStar: Backstab Yeah I pulled Bakcstab into gs1 as well XD
it is weaker as well then the gs2 version cause of the lack of animation, I guess I could use quickstrike but like flame arm, I cant help wonder if there is not an better option out there

:MarsStar: Call Devil precursor of call demon, since you cant summon in gs1 I feel I need something to give the idea of an devil that attack from the shadows or something
I could try vorpal slash if only there was a red option of it... but even then I cant help wonder if there is not an better option...

:VenusStar: Call Skeleton precursor of... I think it was call zombie XD
same issue as Call Devil... I really dont know with this one, something skeleton based at least XD

:MarsStar: Fume I should first note that this too is an precursor and thus weaker and everything, only the first form shares its name with the later one, the others are named differently
but yeah you can imagine how hard it is for this one to have any good animations...
Fume itself has to be weaker and I guess maybe instead of throwing it, you can imagine a weaker one to be more up close and personal so I guess we could look into unleashes?
its development based on names are "snake Fume" and "red fume" to be replaced with Serpent and Dragon respectively, so if that helps a bit?
It should also be noted that there are 2 different paths Fume can develop, the other is basically 2 fumes at the same time
and as final both fumes compressed back into one focused one that explodes on impact

:JupiterStar: Funnel the idea in my head is an long thin tornado from the users palm directed to a single target, hitting them with the force of an tornado in the chest...
I am almost 100% certain that such an animation does not exist in gs1, in gs2 there is something more similar but... yeah wont help here XD

:JupiterStar: Breaker an close range attack that breaks status buffs, fun little fact in gs2 this will evolve into an ability I love to call Rassengan  :JupiterDjinni:

:MercuryStar: Aurora Field heal and revive the team, would love an aurora borealis like effect XD

:VenusStar: Rock Shield an rock lifted from the ground to act as a shield for one turn

:MercuryStar: Blood Point water control on the users own blood to boost reaction ability and thus agility

:JupiterStar: Angel Wings wings made of light allows the user to fly and act twice next turn
only thing I can think of is Soothing Star but I am very much certain that wont really work...

 :VenusStar: Burial line the concept is that the target(s) are pulled under or buried by other means

 :MarsStar: Laser line precursor of Beam, you can imagine what a laser looks like XD

 :MarsStar: Great Heat precursor of raging heat line... I can take one of the blast animations, have to check if they conflict so I am hoping a bit more for something better

 :VenusStar: Carry useful in battle cause it can stun is the idea, but not sure what kind of animation works with the idea of stunning a target by holding them in the air

 :JupiterStar: Angel Glow an evolving psynergy, the first one glows to hurt all with a delude chance, second stage Angle Light and Angel beam are in a way laser like but instead of heat they are more like holy light or something, making them perhaps a bit easier but.... yeah

[/spoiler]

Spread Animation Lines
Lines where each ability has different animations and with it different imputs
[Spoiler]
-Dont know :JupiterStar: Vacuum Point an specific point where air is compressed by an vacuum of air, I am not sure about this one's animation, I guess Confuse animation? I really dont know
-dont know :JupiterStar: Vacuum wall an vacuum is generated that it shapes a wall that slams into the enemies
-dont know :JupiterStar: Vacuum Blast Vacuum pressurized so much at a single point it actually causes an explosion

-Doubt :JupiterStar: Darkthunder black thunder is released from the user's arm, as such I think numbing sting but i am not sure
-Dont know :JupiterStar: DarkStrike an black thunder strike from the sky
-doubt :JupiterStar: Electrocute up close and personal, you touch the target and electricity electrocutes them from within, I could use stun voltage but I wonder if its not too... weak for a 3e stage psynergy with the potential of insta fell

-Doubt :MercuryStar: Snow snow falls on the target, this version could use break animation??
no classes with Snow has access to break but still not sure
-opinion :MercuryStar: Snowflurry an more directed snow based attack, so I thought Ice breath?
-opinion :MercuryStar: Whiteout final stage and using the unlease animation Blizzard

-Doubt :JupiterStar: Fresh Breath yeah no name change, just a direct grab from DD XD, I wanna say Zypher Djinne if the Djinne wont show??

-Doubt  :JupiterStar: Shock Palm the user is electrically cloaked and strikes the target physically at high speed, I think bone charge? (color has to be yellow or orange)
-Doubt :JupiterStar: Spark Dash pretty much the same as Shock palm, but stronger so maybe... Onslaught?
-Doubt :JupiterStar: Raiky Slam again an upgraded, so... Dynamite??

-Doubt :MarsStar: Blue Flame an flame cold as ice, a blue flame, Mystic flame might work? through I wonder if there are any better options?
-Doubt :MarsStar: Cold Flame an very cold blue flame, following the color pattern and size of.... I think... Deadly gas?
-Doubt :MarsStar: Frozen Flame blue flames so cold they are both frozen and flaming at the same time, maybe... Dragon Diver? feels like an upgrade from Cold flame's animation

-Opinion :VenusStar: Undead Spirit the precursor of the Undead Curse line from DD, weaker again off course XD
-dont know :VenusStar: undead ghost precursor again of undead gloom this time, I guess.. haunting??
I figured since there is no matching animation, that Undead Sword animation would work
-dont know :VenusStar: Undead Wraith again precursor..
[/spoiler}

other
the group for things outside animations I would like feedback on (well all could also have some animation feedback requirement but have other things I want to ask opinions and suggestions on )
[spoiler]
:VenusStar: lift figured ill make lift more useful by giving it an in battle effect, the idea is that you can lift cause lift boosts your strength, so an attack boost, so likely Impact animation but tbh I am not even that sure I want this effect to begin with but what else would make sense?

:JupiterStar: Air Shell set In general I think about this one boosting elemental resist, but I could say defense might also work... not fully sure...

:JupiterStar: Psyseal, Time Rend the first is as stated, the latter is an stun, yet for some reason in my notes I see I have picked the animations as follow
Psyseal uses the Confuse Animation
Time Rend uses Bind animation
I can see them both work but also wonder if it might not be better to switch them around?

:MercuryStar: Leech, Drain Fang Leech is meant to be a bite attack that steals PP while Drain Fang is an bite attack that steals HP, they will have evolved forms in gs2, each turning into an full 3 psynergy line
one thing is, I know there is an monster skill called Drain fang, so I am a bit conflicted with the name issue there to begin with
(the evolved forms for Drain Fang are "blood drain" and "life drain" so either this one needs an new but matching name or the original drain fang needs a new name XD)
(to match, the leech line will become "Plasma Leech" and "Spirit Leech")
but I also got the matter of there being 3 draining type bite attacks (Drain Fang, Vampire Fang and Cannibal Fang) so which would be better for which...

:JupiterStar: Angel heal Line tbh this is an healing line so I dont even know why I am not just using one of the other ones, but which would be best or would there be an better one

:MarsStar: Aura Share line precursor of the Aura line, so yeah same as the Angel Heal line, its an healing based line, I think there might be something useful for it in the unused variants but im not sure, I could also use some various Animations like Berserk, Spasm and Recover but I am very much in doubt... so yeah...

:VenusStar: green wood line an other precursor, the elder wood set will become a line and this is the precursor, since you cant summon it, I am looking for something ground/ plant related that can be considered an healing animation... all i can think off is Worms...

:MarsStar: warming body an psynergy to forcefully warm the body, boosting agility, at least that is the idea, other suggestions would be nice to play around with
I am also unsure of the animation, I think Berserk cause of its glow but yeah... maybe something better exists...

:VenusStar: Earth Scan a tricky ability, in general it works like reveal but also gains an combat function, all I can think off is an buff on agility (earth scan shows the true terrain so the adept can move across it easier) but im not so sure
and I also dont really know any animation for this one...

:MercuryStar: Aqua Orb the user covers herself (individual person class only) with water in an orb form to protect herself from damage for 1 turn, I think Reflect but I am not sure?
also what would people thinj
Water Orb or Aqua Orb
which name is better?
[/spoiler]


EDIT: 2 edits, 1 for clarity, if its an psynergy line (3 or more, or branching) I have marked those as a *name* line
if its a set (two psynergies, such as ward), it will be marked as *name* set
all others are either stand alone or one of those evolving psynergies (such as heatwave or ragnaroc)
2
all abilities listed here are psynergies unless stated (such as with Rainbow, being stated as monster skill)
I found I have forgotten some psynergies
water wall = Merc, an team defense raising psynergy, naturally this would fit best with guard animation (Opinion)
ice pick = Merc, an single offence attack, close range attack (imagine adding ice spikes on the weapon while attacking), a simple attack animation would be nice (it also is meant to break through defenses, which is not a real effect so I figured, break effect XD) (help request full
artic dust = merc, a precursor to diamond dust, I feel an more dust based concept would be a nice fit as a much weaker and lower version help request full
#3
Misc. GS Hacking / Re: Golden Moon
04, November, 2018, 02:43:53 PM
hey all, so the post before could be ignored on the matter that while working on the sequel.. well my old lap started to get bugged out big time, various data files i made were deleted, my entire music folder ive been building since i was 16 gone (odly enough that one returned on its own 2 months later)
but with the files that did disappear and never returned, included all my data on GMA and all important ones of GM
figured ill look for the paper written work, it was beta type with various bits redone on the files i had, but figured it was better then nothing and i could likely remake what i got from the GM file i had left and memory
but those two were hidden from me somehow (typically my luck...)

as such i ended up with a bigger break to mourn the loss and get myself a new laptop
once i got that i startedit up again, remaking some char classes but before i could get past Jermain (aka Felix), my youngst put a remote control car on a headrest of the couch and my eldest could see the fun of it, driving it across till it had nowhere to go but fall, which was exactly where i had stored my new lap, so that needed a screen replacement
then came some personal issues i do not wish to indulge in followed by a move to my new home

so yeah lot happened, did not leave here cause i wanted to
but i am taking my chances to return now
however I have been thinking on GM and decided to reboot it, the general idea likely remain the same, but some bits will be tweaked and rebalanced
as ive still got nothing of my old data so ill be redesigning that and more

so yeah... back to the drawing board but this time start more on a GMA level first so i know the limits before i get to GM itself
(feels like in the vanila they also first designed it too GS:TLA and then went from, lets see how far we get with GS alone...)
#4
Misc. GS Hacking / Re: Golden Moon
10, April, 2018, 06:35:26 AM
Hey everyone, im back

Due to many factors i ended up taking a break feom GM
But i started working on its sequel and with that fixing up some flaws and soon will continue testing GM as well
I got a few small things i need to clean amd test before i can share it


And on that note i wanted to ask cause i cant seem to find it (i think it was pisted somewhere but i just cant find it)
Forr GM2 i wanted to see if its possible to make 2 new boss scripts in order to make those 2 unused boss sprites appear
I got some more experience with game edits and while hex is still a bunch of unreadable code for me, i got some understanding and with some help and or tutorial i am confident i can use that now
I would also love it if i could make like a new dungeon for the lion boss but i am assuming that to be impossible..
Still adding 2 new boss scripts should be possible right?
#5
Misc. GS Hacking / Re: Golden Moon
07, May, 2017, 07:23:07 AM
feels kinda confused XD

but yeah then instead of type this might mean that they dont work cause they are placed in the wrong order...
explains why the tri-stages I added for the mars and venus dont work at all, placed those at the first open location I could find

guess I need to check the heights of the similar class builds that were based of already existing ones then nd then relocate them all
damn and here I thought it was just types that were the issue XD

wonder if its an idea to make a pinned topic explaining class creations, like what types are needed for the djinn builds (especially when making a class that uses odd numbers of djinns (like 3 jupiter and 2 mars for a mercury adept, or quatro in GS1)) and what order would be best to place them for the game to read them correctly
would make it easier for new hackers and even more experienced ones to work from
#6
Misc. GS Hacking / Re: Golden Moon
06, May, 2017, 09:43:21 AM
wait, location in the class list has influence in its functionality???
#7
Misc. GS Hacking / Re: Golden Moon
05, May, 2017, 05:37:29 PM
considering no remarks
lets give a little insight into changes

-pretty much overwritten all classes, the only 2 truly remained but altered (not counting the dragoon which remained by name mostly but as you rank up it becomes something completely new)
-changed some items here and there, mostly equiptabilitie based on the character new roles
-added more items
-replaced some psynergy and added many more
-changed monsters to make them more variable in combat abilities
-limited the class stats to make the game harder when your deep in
-relocated character base stats based on the new character roles:
--Isaac has be renamed to Blade, element is changed to Jupiter and has gotten a spellsword build (attack and PP are strong points but low luck)
--Garet is renamed Michael, remained fire and warrior build, through the extend of strength and defense has been slightly altered, they are still his strong points, agility has been dropped but others have been changed accordingly
--Ivan is renamed Damian and changed to Venus with a explorer build (forgotten the name i used officially so i will role with this at the moment) having high hp, agility and luck (but is weaker in PP and defense)
--Mia is now called Runa with a mage build of HP and PP strong points, but also good defense, through the weakest attack possible
(mostly took the original stat points and reordered them, as for the not original ones, calculated a base value from all original ones and at most added a small amount of points that it would be below the original stats strongest points (basically lightly above base value and still below highest value))

also added a few new things, mostly by name only through
-class series (a group of classes for 1 character that are directly connected to each other)
-shapeshifting weapons
-multiple mono elemental for a single char
-Class pair (both symbiotic pairs have access to the same or similar class with some changes based on elemental issues and otherwise different growths when ranking up)
-if i get it to work, natural quatro-elemental classes for 2 characters
-item sets
-split ending or even 2e stage of psynergies

so if anyone wants to hear more details matters, feel free to ask ^^
#8
Misc. GS Hacking / Re: Class Type settings
05, May, 2017, 04:11:05 PM
yes that is the page indeed, it has the tie priority list added as well
now I need to figure out which type number I need based on all this

thanks ^^
#9
Misc. GS Hacking / Class Type settings
05, May, 2017, 03:04:22 PM
Hey everyone I have a question
for my Golden Moon Project (to which i was surprised not to have a single remark of curiosity XD (not that it matters so dont feel guilt or anything))
I decided to add a few more classes
most I have made by overwriting the original ones, so type and djinn settings were easy enough to work with, even splitting the symbiotic dual classes like Brute into separate cases (gravedigger for Michael (garret) and Demon for Damian (Venus Adept)), all worked out fine

But the 4 new lines are giving me trouble
as we all know, taking examples from the base game
Ninja require's 3 symbiotic and 3 jupiter
while Samurai require 4 symbiotic and 3 jupiter

side note: I made it so that both path's can be used with the bare minimum (1 symbiotic, 1 jupiter / 2 symbiotic, 1 jupiter)

but while test playing it to find oversights and such I became a little bugged that it only worked with the jupiter side
so I made 2 class lines with mercury
using 2 symbiotic djinn and 1 mercury for the lowest stage
looked up on the types in the games data for the types best fitting

but when i tried it out in the game, it did not work as it should
for the mars venus pair, it did not show at all
and for the jupiter mercury pair, it seemed to have traded places with the normal style (example:
sorcerer costs 2 symbiotic and 2 mercury
while i wanted spirit seer to cost 2 symbiotic and 1 mercury
but those two have traded djinn costs)

and with the 2e pair of new classes
i wanted to make 2 quatro class, one for the jupiter char and 1 for the mercury char
i set the djinn set up as 5 for the characters natural element and the rest got 1
also here i guessed on the required type and during the test
they did both got access to the class for them, but the djinn requirement was all messed
they seemed to require 2 djinn from one of the other elements, forgot which was through, but yeah instead of 1 symbiotic and 1 of each of the non symbiotic types it became 1 symbiotic, 1 non symbiotic and 2 of the other non symbiotic


these djinn counts did not add up one bit, so i figured I messed up with the type
changed it to my second guess, and now non of the new classes show up
as that I had completely forgotten which ones partly worked to top it of...

I figured to take a brand new look on how it works with classes of how it works with the original and came to the conclusion it may have to do with the way the game priorities the elements for classes

I know Atryu (did I type it correctly) had researched this quite a bit, but I for the life of me cant find that entire topic no matter how I search for it

I dont know if anyone knows anything about this, either how to fix this or the topic that had listed this situation (though I dont remember any remarks about tri elements, I think his research only counted for dual types?)

----------------------

knowing my talent in explaining things clearly is bad
recap in short:

looking for the class type setting for the following:
-Venus/ Mars Adept : 2 symbiotic djinn plus 1 mercury
-Jupiter/ Mercury Adept : 2 symbiotic djinn plus 1 Mars
(in order to compliment the already existing 2 symbiotic + 1 Jupiter for mars/Venus
and 2 symbiotic + 1 venus for mercury/ mars)

-Jupiter adept : 1 mars + 1 Venus + 1 Mercury
-Mercury adept : 1 Mars + 1 Venus + 1 Jupiter
#10
The Classic GS Editor / Re: Change a djinn to fight it
23, April, 2017, 08:13:50 AM
O.o

I think I understand that you guys know how to do it, but that is pretty much all I can understand from this
Hex editing is really complicated
#11
Misc. GS Hacking / Golden Moon
23, April, 2017, 07:47:00 AM
hey everyone,
good new's
I FINALLY SUCCEEDED

currently I am playing the game to explore oversights and such, had to make a few fixes already (removed 2 weapon powerups, one resulted in always unlease (which was odd with a total of 45 rate (2 items granted 5 critical) so i removed the one i had on the weapon itself), the other was xPP recovery, which did not worked the way i hoped it would
plus oversights on psynergy levels and class stat growth)

but during my tests I noticed something off
I made the rat drop an item for a item set
as such I figured to use the RNG trick (ending on 31RN)
but no matter what I try, it does not seem to work

I am trying to play on my phone using the app Johnemulators My Boy
does anyone know why I cant seem to get the RNG to work, or otherwise know of a cheat to enforce drops?

once I tested it all, incl drops, then I will make/ finish the change log and share it
afterwards I will start on the lost age version as follow up (already took notice of data transfer for items ^^)

for those curious, I can list a few undetailed changes I made ;)

EDIT: almost forgot, after testing I likely will do one final round of editing, text to fit the changes and perhaps even character build up XD
(on that note, does anyone know how i can make it so that even the player character can speak?)
#12
The Classic GS Editor / Re: Change a djinn to fight it
20, April, 2017, 12:43:41 PM
So nothibg is known yet XD

Oh well, until we know something ill just use a djinn sprite with altered pallet and play around with team builds in crossbone
Either overwrite it on the 8th floor toad guard, or add it to the cerberus 9th floor gate XD

#13
The Classic GS Editor / Change a djinn to fight it
20, April, 2017, 04:35:51 AM
I have a question
Is there a way with the editor to change it so that i can make Bane (golden sun 1) into a djinn you have ti fight?
I want to make use of the unused venus djinn battle data

If not by editor, is there an other way? (if by hex, please give me a atep by step cause laat time i tried to hex rdit, i ended up not getting the game to play when i had to pick a name, and that was witj a graphic change that had nothing to do with that scene so....)
#14
The Classic GS Editor / Re: Error message
20, April, 2017, 04:29:23 AM
I see
Well for reasons beyond my understanding it starts up agaij just fine (well i changed its conpatibility again and thus i guess i got it right now)

Still have the errors for trying to look at item and psynergy images, but i can ignore those
#15
The Classic GS Editor / Error message
15, April, 2017, 01:59:34 AM
Hello all, long time no see

a few weeks ago I started up on my old project, starting from scratch after having learned from past mistakes that corrupted the file beyond fixing (which was one of the reasons I stopped, having to take a break, not feeling like redoing it al again, but my own life also got in the way as time passed)

anyway, I have been working on my wife's old laptop at first, windows 10, outdated laptop in general
it worked perfectly, finally got all the classes to work as they should
but we both got a new laptop as mine old one pretty much died (it works but each time i shut down a program it loses files, data and such (broken harddrive)) and her old one was on its last straws (the editor being one of the few things it could still handle)

But here comes the problem
On my new laptop, also windows 10
Yesterday during editing I kept having an error message each time I wanted to change one of the images for items and psynergy's
but with the press of ignore it continued working, it just had issues with loading random images (being select-able and functional but just showing the image)
knowing the images by heart I could work with this, no problem

BUT, today it took a turn for the worst, No matter what I do, what compatibility mode I try and so on
I keep getting the same error, and this one does not allow the editor to work by pressing ignore....
all I can do is press abort

the error is

ERROR in
action number 1
of Trigger Event: Trigger0
for object obj_stresstest:

Error defining an external function.

does anyone here know what to do and what is causing this in the first place?
I doubt its a compatibility issue seeing my wife's old laptop, where it worked fine, and my current laptop are both windows 10
but at any rate, I am already getting sick of my new laptop like this and feel like I am forced to abort the project again all over (and seeing the list of projects I started but never got to finish due to being to large (mostly is with written projects) or technical issues like this, I really want to finish this one as its just getting longer and I am more and more getting annoyed at my bad luck with computers)
#16
The Classic GS Editor / Re: Editor Questions I think
26, September, 2015, 05:33:46 PM
feel like you guys are talking about this so deep that I get overthrown
maybe I should just redo it all and use Rol's blank sheets for it (is by chance the blank ones put down without symbiotic types for those that dont want to have a symbiotic class like brute)
#17
The Classic GS Editor / Re: Editor Questions I think
25, September, 2015, 07:26:31 AM
completely lost XD

should I otherwise just post all the stuff I did, well not all all, but all relevant to this issue, such as:
-Who is it for and kind of the role (like Isaac - Jupiter)
-stage name number (like: single-Mars 1, single-mars 2)
-type value its on (and how I came to it if I remember)
-levels needed values

and then the issue I am having with that one in the game
though I have to admit I have yet to test the triple and the 2 attempts for qautro element ones, but I am guessing those would have issues as well if its already has issues with the dual ones.

with that I should note: I have done some attempts at splitting the symbiotic dual ones and played with the triple element ones a little like that as well
#18
The Classic GS Editor / Re: Editor Questions I think
22, September, 2015, 06:43:59 PM
so basically, for a beginner like me, what I was planning is pretty much impossible huh?

EDIT:
Unless somehow I can Switch around Ivan and Isaac base data completely, making Ivan the main character in all regards, then I wont conflict like this and makes some stuff better and easier for me as well actually
#19
The Classic GS Editor / Re: Editor Questions I think
22, September, 2015, 02:12:00 PM
back, been away for vacation for a while and had no internet

I have no idea if the rom is clean, I downloaded it for the sake of editing it (I have the original game store bought XD)
I will have to see, reordered the psy's to put the utilities back, just in order to save room and all had to change a few, nothing special at least, much like with the how whirlwind can be used in battle.
I just have one possible issue left, changed Reveal into something I called Earth Blessing
It was a earth based group healer, but to make reveal's utility effect work, I have added revesl to the utility effect, just dont know if a psy that would do reveal and group heal at the same time will conflict, I just have to test that

If I at least can get the utilities to work now I can try out the classes, see if I can make those work normally, if not I will download Rol her empty class patch and remake them all using that

main bummer was that I had to figure out how to fix the starting moves again, ended up making 2 rings for the 2 main problems
both Ivan and Isaac will start with those and with it will have the fix
a ring that say's it bestows move to true adepts (meaning that for the player it seems like its not working at the start as Isaac and garet are not adepts yet) but in reality bestows mind read
and a jewel that works exactly in the opposite, says it gives mind read but actually gives move
both are blocked from De-equipting and not cursed so they should be dead locked I hope.

--------------

EDIT:
little question, I noticed that with a sword weapon that I created between the long and short sword, in Garets hands it became a mace for come reason
is there a way to effect this?

-------

EDIT:
Ok so found something off, it all seems to work now, except for mind read at least, for some reason that one is still acting weird
Ivan;s mind read shows the move hand that now effects NPC's (followed by normal text, most likely mind read text)
Aura sense, a Mind read granted by an item however is not working at all, perhaps Aura sense is not working cause it has 0 PP cost but then why would the normal one act like that?


----------

EDIT: so if people want to know, Earth Blessing is not conflicting but its effect varies from in battle and outside of battle, inside battle it will restore the party but outside the battle it works solely as reveal

also I noticed something off, A ability using froth animation but on the user with the effect of increasing the team's def by 25% only seems to effect the user
I guess I such change its effect to ally instead so will try that, just informing you guys of what I am up to until now XD

---------

EDIT: ok so new question aimed @Rol
for some reason my class systems are off, for example, I changed Ivan to a venus and for some reason when I give it Jupiter djinne's it has the names wrong, the stats and abilities work fine without issue, gaining psynergies in the right order and all
but it starts with the name I had typed for tis highest stage, well nor even that actually, but I guess the highest stage is Lost age exclusive, as for with Isaac who is now Jupiter by nature, giving him just 1 earth djinne will make him start in the 3 stage name and from there same problem.
is there a reason for this?
if needed I can list all stuff I did in the classes?
#20
The Classic GS Editor / Re: Editor Questions I think
10, September, 2015, 05:39:54 PM
so yeah came into a few weird things
first off I seemed to have messed up with the classes, though I have a small idea on what went wrong and I would have to work on that a little more before I can fully report my problems and ask for help with those

but currently I have found one major problem

due to GS1 not being able to change the starting utility psynergies such as move and retreat, I played around with it to fit my taste
switched Isaac and Ivan their elemental type around, isaac Jupi, Ivan Venus.
with this I had need to change the utilities like I said, changed Move into Retreat (never really used it outside exiting Sol sanction but you never know)
changed retreat into aura sense (Mind read) and mind read itself became Move. plus reveal became a team healing venus to make it fit
also made some items to fill in the holes left by this, a ring that gives Garet Move, A sphere (image is Jupi star) to grant Area sense (reveal), the shaman rod now gives Gale (removed whirlwind)
but during my test run I came to realize, THEY DONT WORK???
I set them down as Utility, fitted in the right utility functions, but...
I tried out some psynergies that were pretty much meant to be like Gale and whirlwind, a normal battle but with a utility use, also wont work
used one of the originals, douse, that work
but none of the ones I set up are working and I have no idea why???

when I try to use move it shows the hand and then nothing happens
when I try to use aura sense (mind read) it takes me back to the area's entrance (tried it at Babi tower entrance)
when I use reveal the effect happens but nothing gets shown (tried that at venus lighthouse exit where a door should appear)
when I try to use retreat the char disappears and, well all hell breaks out, walking outside the map in a small fixed area while invisible, second attempt cause getting stuck where only Aura sense worked and back to babi tower entrance (tried this in the underground part of babi tower entrance, the one which leads to the djinn Luff)
Aura claw and Shaman Rod both wont clear vegitation (while the Shaman Rod gives the original psynrgy Gale, so at that note, it should work seeing douse worked before)(added Note, the original Gale is not working either, I tested it in Vale)

only thing I can think off, I had already used the debug mode on this save/ game in order to teleport and get other stuff such as all the djinn (scrap all, the game keeps giving me all but luff) in order to test various stuff
I dont know if this may be the issue, that for some reason the game refuses to accept those commands as I originally should not have access to those yet?
but that wont explain aura sense and retreat's problems