Golden Sun Hacking Community
October 20, 2017, 11:27:29 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home Forum DC Wiki Help Search Calendar Downloads Login Register  
  Show Posts
Pages: [1] 2 3 ... 10
1  The Community / Creative Works / Golden Sun Statues (Minecraft 1.11.2 Mod) on: September 26, 2017, 02:54:10 AM



(a mod for minecraft version 1.11.2)

Adds the beautiful statues and sculptures from Golden Sun to Minecraft!

DOWNLOAD
(by clicking this link, you promise you'll make a back-up of your world before loading up the mod)

To install, simply download the mod from the link above and place the resulting .JAR file in your Minecraft mods folder. Forge is required to run this mod.

Creator's comments...
Version 1.0.2: "This mod is part of the Golden Sun Decor 2.0 family of Golden Sun mods for Minecraft 1.11.2. The goal of Golden Sun Statues is to add some beauty to your Golden Sun builds by adding 3D statues from the Golden Sun series to Minecraft that aren't already accounted for in Golden Sun Decor 2.0. I aimed to get every statue from the first two games, but if you find one missing from the mod, please let me know and I will add it in a future update. Modeling these beautiful objects was a breeze thanks to oBeeWare's Cubik Studio. In cases where a statue's sprite included shadows or pedestals in-game to create the illusion of 3D, those elements were hand-modeled in 3D and appended onto the base statue object using the sprite as a texture to best translate the 2D objects to 3D while keeping as much original sprite work intact as possible.

Unlike the 3D objects in Golden Sun Decor, the statues in this mod can face in any compass direction. Object positioning is determined by the direction the player is facing when placing the statue (this choice was made to remain faithful to the original statue-based puzzles in Golden Sun, which are sometimes oriented diagonally or facing certain directions). Statues such as the Sol Sanctum Trap Statue are gravity-enabled, they will fall if the block they are placed on is moved or destroyed. To increase the size of a large statue or set piece such as the Desert Statue, place it on an Item Frame (a default Minecraft item found under the Decoration Blocks tab). Overall, this simple mod adds the many beautiful sculptures from the Golden Sun series to Minecraft. A great addition to Golden Sun Decor 2.0. Very cool!"


IMAGES

Spoiler for Hidden:








The mod goes great with Custom NPC mods, such as Noppes' Custom NPCs, which allows custom user-created quests, in-game dialog, essentially everything anyone will ever need.

FEATURES

 Venus Djinni Set Mars Djinni Set Jupiter Djinni Set Mercury Djinni Set

Golden Sun Statues adds a huge selection of 3D Golden Sun statues and sculptures to Minecraft, including:
The Venus Lighthouse Aerie Statue
Sol Sanctum Entry Statue
All color palettes of the Venus Lighthouse statue
All Jupiter Lighthouse statues
And more!


PROBLEMS?

If you encounter any problems, post a crash report here so I can take a look at it.
It should be 99.8% stable. I'd be surprised if it caused any issues for anyone other than ID conflicts with other mods, which is unlikely and easily fixed.


CHECK OUT THESE BEAUTS:
Previous Golden Sun Minecraft mods I've created:
Spoiler for Hidden:

COMING SOON...
Spoiler for Hidden:
Might make certain statues pushable at some point. A sound effect would occur when the statue is pushed by the player. Could add a function where the statue will not move further if the neighbor block is a puzzle floor border block as well as a Button block for the statue to be pushed onto, the "kerchunk!" sound effect would occur and the Button block would emit a redstone signal, allowing for functional puzzle designs.
2  The Community / Creative Works / Re: Golden Sun Decor 2.0 (Minecraft 1.11.2 Mod) on: September 24, 2017, 07:00:31 AM
9/27/2017: Fix one thing, break twenty other things! Updated to version 1.0.2 with the following fixes:

- Fixed some object textures that broke in v.1.0.1.
- Updated certain objects to include rotations based on which way the player is facing when placing the block to provide continuity with Golden Sun Statues.


9/24/2017: Updated to version 1.0.1 with the following fixes:

- Fix for incorrect object names in GUI.
- Moved Venus Lighthouse Pad object to correct Creative tab.


Here are a couple of quick screenshots of a structure built with Venus Lighthouse blocks:









A model for one of the bridges in Vale. This model will be scaled-up slightly and then broken out into three or more separate parts, so that the player can customize the length of the bridge in-game as part of a future Golden Sun mod:

3  The Community / Creative Works / Re: A few compositions on: September 24, 2017, 03:14:16 AM
9/23/2017: Updated with a quick piece in the style of Golden Sun and Golden Sun: The Lost Age. Wrote this piece for a short video trailer in the works for one of the Golden Sun Decor Minecraft mods.

Villain Encounter
https://d26dzxoao6i3hh.cloudfront.net/items/2P1I3C3N2F0S0k1y2V0d/music.wav
4  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: September 23, 2017, 10:35:26 PM
I can chip in with coding where I can. C# would be new to me but I can learn. We use a lot of SQL sprocs and use Java for backend stuff occasionally. Learned Visual Basic For Applications for fun in 2015 just from coming up with solutions for Excel problems and asking Google for the basics and stack overflow for the crazy stuff, lol.
5  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: September 23, 2017, 05:40:36 AM
Hmm, that is a good question. There are two ways of looking at it that I can think of. On one hand, the development of a tool designed to work with ROM or ISO copies of a complex game with valuable features like reading and writing data, viewing game assets, value editing, etc. requires a healthy amount of research time and a specialized skill set that may even be foreign to many software engineers. Out of any big development task I can think of, this is one that would definitely warrant a good paycheck and the work of a team. Nothing crazy like a SCRUM project or anything lol, but it's a big enough project that it could easily overwhelm any one person. On the other, a bit of a precedent has been set in that Atrius' editor is a labor-of-love freeware release, and this editor is the inarguable trendsetter for similar tools (just recently I randomly came across a Pokemon site discussion talking about how much they wish they had an editor like Atrius' editor for Pokemon games -- it's a wonderful tool!). Perhaps a shareware, trialware, or commercial release would leave a bitter taste in the mouth for users accustomed to the free tool, especially for Golden Sun: Dark Dawn, which doesn't receive quite the same amount of praise as its predecessors (a bit unfairly all in all; I think of it in the same way as StarFox Adventures -- a great game, but fans more set in their ways than others often receive change poorly, which can stifle creativity and impede the success of a series in the long run).

If I had to think about it, if the tool delivers the same features in a way as easily understood and used as Atrius' tool, users would be willing to pay for it at the end of the day. One comparable example I have is the paid Minecraft modeling software Cubik Studio by oBeeware. I've recently changed over to it from several years of Java modeling in Techne, a similar software. It has the same features as the latter, but offers improved compatibility with other model formats like OBJ, JSON, etc. and importantly, it improves on its modeling features, offering greater user control and a great UI. That product sells as a one-time payment for a user license with lifetime updates for roughly $20-25 USD.

Perhaps crowdfunding through Patreon is an option? Do you know which language you want the tool coded in?

In a perfect world, I would plan the project in phases, starting with the completion of research and documentation of Dark Dawn during a period of time spent crowdfunding online (on sites such as the Golden Sun Subreddit, fansites, Nintendo fan sites, etc.) and beginning development of the tool soon after, using any funds to commission a UI designer to model the tool and software engineer to design the backend and implement the features prioritized by how easy they are to add.
6  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: September 23, 2017, 12:17:30 AM
This is an awesome idea, I'd love to see a Dark Dawn editor.
7  The Community / Creative Works / Re: Coming Soon: Golden Sun Decor 2.0 Minecraft 1.11.2 Mod on: September 22, 2017, 11:58:35 PM
9/22/17: Updated with a download link.
8  The Community / Creative Works / Golden Sun Decor 2.0 (Minecraft 1.11.2 Mod) on: September 21, 2017, 08:02:34 AM


(a mod for minecraft version 1.11.2)


This project has been in progress for quite some time. I think the result will prove to be a great boon for the art of Minecraft world building using assets from Golden Sun. It's quite a beautiful mod so far, I hope you enjoy it!

Posting this preemptively because I honestly can't wait to finish development, compile it, and actually start building with it.
Be sure to screenshot your creations and send them to Hiroyuki Takahashi (or, even better, Nintendo) as a friendly daily reminder to
rev up development for a Golden Sun title for Nintendo Switch.

DOWNLOAD
(by clicking this link, you promise you'll make a back-up of your world before loading up the mod)

To install, simply download the mod from the link above and place the resulting .JAR file in your Minecraft mods folder. Forge is required to run this mod.

Creator's comments...
Version 1.0.0: "Creating the ability to build a world that faithfully employs the designs and artwork of the Golden Sun series within Minecraft through the use of new tools and advancements in Minecraft modding was the goal for this mod. Memorable set pieces from Sol Sanctum to Mercury Lighthouse, Lemuria, and more have been captured in meticulous detail, from the arched doorways and wall decorations of Mercury Lighthouse to the two microscopic red decorations that adorn the entryways of the castle in Lemuria (did you know this design only appears twice in all of Lemuria?). The use of relatively new 3D modeling tools such as oBeeware's Cubik Studio has greatly improved the ease of implementation for 3D objects in Minecraft, so much so that it is now possible to generate 2D 3D-capable objects directly from a source image or 3D object file via voxelation. This was a huge benefit, as many sprites and textures from the series which demand three dimensions to translate and truly 'look good' in Minecraft are now able to be implemented in-game (circular models are still a pain, don't get me wrong, this is Minecraft we're talking about here -- I put in a good effort with the Boulder object, at least! Perhaps a switch from .JSON to .OBJ is in order?).

Object positioning was taken into consideration in development as well, given the top-down camera angle present in the Golden Sun games -- objects will face south at all times with few exceptions, forcing you to rethink your designs and build with the Golden Sun camera perspective in mind. New 3D objects, new blocks, custom animated water designs straight from the Golden Sun world, and more will be included. Also included are a great selection of sounds from the game. The classic Golden Sun "jump" sound will occur when the user jumps, (I will include a version that omits this as well as I can see some users finding it annoying after extended play) the explosion sound will occur when Sol Sanctum platforms are placed, an eerie wind-in-the-trees sound will play should you happen to right-click on a Cursed Tree, etc. Overall, this mod packs a lot of character, wonderful sprites and textures, and just "looks good".
I hope you like it!"


The mod adds a huge selection of 3D objects, new blocks, and more to Minecraft.

IMAGES

Spoiler for Hidden:
































The mod goes great with Custom NPC mods, such as Noppes' Custom NPCs, which allows custom user-created quests, in-game dialog, essentially everything anyone will ever need.

FEATURES

 Venus Djinni Set Mars Djinni Set Jupiter Djinni Set Mercury Djinni Set

3D Golden Sun models appearing in Minecraft for the first time.
Archways
Modular planks
Seamless textures with articulations
Operable doors
Sound effects
Animated fluids:
Lemuria Fountain water
Mercury Lighthouse water
Desert oasis water
Sol Sanctum "deep blue"
And more!


PROBLEMS?

If you encounter any problems, post a crash report here so I can take a look at it.
It should be 99.8% stable. I'd be surprised if it caused any issues for anyone other than ID conflicts with other mods, which is unlikely and easily fixed.


CHECK OUT THESE BEAUTS:
Previous Golden Sun Minecraft mods I've created:
Spoiler for Hidden:

COMING SOON...
Spoiler for Hidden:
A fix for object names in GUI.
9  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 28, 2016, 02:20:18 PM
So you want to see our ideas, but want little to do with them unless they fit with what you're looking to do?

You are correct. Hardly a far-fetched concept, of course not every single idea can be considered. I wouldn't take it to heart, there are plenty of ideas I would like to implement as well that are certainly desirable, but in practice just aren't quite achievable either.
10  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 27, 2016, 10:50:23 PM
True, I do prefer the option to integrate stats as they exist rather than scaling, adjusting, or altering them to account for perceived issues with the original or with regard to how they affect Minecraft's combat experience (my reasoning for this is multi-faceted, but a primary point is, upon completing this basic framework of stat modification based on some allowed user-entered variables, interesting things such as Monsters with weaknesses and strengths based upon your Element can be implemented at a later point. Who would even want to fight dull vanilla creepers or zombies when you have Dullahan to contend with lol, would be low-level shenanigans in comparison with end-goal's results).

I choose to emphasize the importance of gender as a variable that affects separate elements for many reasons, but foremost so as to allow the user a more custom Minecraft experience, which even the most stubborn person can agree often has a degree of separation from the user. Of course you can dress up your user skin as fully as you possibly can within the limitations of ~16x16 textures and square model shapes, but the experience itself does not change to reflect your choice; you are a model that exists to break blocks, lol. Think of Pokemon, Final Fantasy, even Zelda to a degree post Hyrule Warriors: Legends, you are given a greater ability to customize the game experience to you, be it by playing as a male or female, or as your favorite character. In practice, this is the difference between not implementing a feature at all, implementing a feature based reasonably upon two static variables, and implementing a feature based on an indeterminable number of variables, one for however many gender options one may insist on being included. For this purpose, I do not find this reasonable level of customization a topic of debate. Further, I also do not find one's gender identity to be a primary port of call in developing or not developing a feature; restricting development to account for one demographic among many is not feasible from a development standpoint, and does not suit the goal of this project. There are places for issues like these, neither this Minecraft mod nor this thread are among them.

Of course we all feel a certain way, it's rare for one not to have an opinion, which is why liberty was taken to include and label my own in parenthesis within the list of three available polling options, where it currently seems to be leading, as of 5/27. Feasibility is paramount in any project, and speaking bluntly, Golden Sun 1 would still be in development to this day if each project aspect were open to discussion with the goal of pleasing everyone, lol, that's life, unfortunately. I ask for your opinion on the issue to see where you stand, as everyone is capable of producing interesting ideas, which are of course welcome and are not all implausible, but please do not confuse consultation with a promise to consider, modify, or allocate development time one way or another.
11  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 26, 2016, 10:05:48 PM
No need to be rude, Rolina, I understand that this is a topic you have invested quite a bit of time into. This is why the thread is directed to people such as yourself, who have a better understanding of the class system in Golden Sun than I. The reason I use extra exposition in this thread is to help clarify the topic to new visitors, perhaps someone coming to this thread via a Google search, to provide some context. Please calm down.
12  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 26, 2016, 02:21:25 AM
Definitely an interesting approach.
I was thinking to perhaps integrate all existing classes from the first game, Squire, Knight, Gallant, and so on. What I'm still thinking through is by which variable should the user be able to choose which class they like. In Golden Sun, the number and type of Djinn you assign to one character is what drives this. This could be achieved in Minecraft in a similar way, perhaps an If Then type setup (check for items in player inventory/r/n If item x And item y And item z exist in inventory, do event). I could use existing assets from the Djinn mod, if needed. I'm sure there are other methods that can be used to achieve this, as well
13  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 25, 2016, 12:11:59 PM
Perhaps we view the game from a different perspective, seems we may agree to disagree on this issue of scaling stats of the original Golden Sun. Bear in mind, this is a Minecraft mod, the idea is to implement a class system dutiful to the source in a Minecraft setting - balancing the source game's stats to fit a new scaling criteria, easing the Mage's original gameplay experience, and managing females with 'beast ears' are examples of what I consider to be unnecessarily beyond the scope of a Minecraft mod. A classic case of getting a little too bogged down in detail work.
14  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 25, 2016, 04:14:58 AM
Quite sure, lol. The transgender community will have to resign themselves to using traditional pronouns for this occasion, if that can be managed. Think anything more than this from a development standpoint is a bit beyond the scope of a Golden Sun Minecraft mod. The importance of a true gender is notable in that it would affect which classes are available to the user.

Also added a quick demo video of the current setup:
https://www.youtube.com/watch?v=Nu8KnzbWO_k
15  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 25, 2016, 02:48:49 AM
Personally I'd call that an interesting bit of trivia lol, kind of awesome actually, going to town in end-game with a stick of all things. Could draw comparisons with the Zelda series' use of items obtained early in the game during end-game boss battles, such as the Fishing Rod and others. You can distract Ganondorf (and Demise as well, if I'm not mistaken) with items like the Fishing Rod, causing them to pause momentarily perhaps out of awe of the sheer ridiculousness on display, allowing you to get a few good attacks in. I'd say that adds charm lol; a quality Golden Sun is often thought to have, perhaps more so than any particular technical issues.

Not a bad idea, Fox, was thinking about how it would look all on one page. It would certainly make for a more open GUI, worth taking a look at. The current GUI I have here is a simple draft where opening the Name Entry page triggers the Golden Sun GBA start-up tone and starts to play the Golden Sun Menu Screen music, where entering a name and pressing OK triggers a Menu Select sound effect and opens the Gender Select screen, where selecting Boy or Girl simultaneously triggers a Menu Select sound effect and a short snippet of either a male or female 'voice' from the game (the squeaky voice everyone has, it's great lol) and opens the Element Select page, where selecting an Element simultaneously triggers a Menu Select sound effect and a 'sparkling' Djinn sound effect from Dark Dawn. Each page with the exception of the Name Entry page also offers the ability to go back. The idea is to use each user variable to determine how to build the Creation Suite spec; if the user selects Boy, a fork is then followed, where they will be led to a Character Portrait Select screen that only displays male portraits, and a possible Class Select page (changeable later on at any time) will therefore not display classes exclusive to females, such as Witch, and vice versa. Can use the NameEntry variable possibly as a string to be used in a feature such as the Minecraft chat box modification I mentioned earlier, where the name you entered is displayed next to your character portrait a la Golden Sun for a few seconds. The Name field is currently limited to 8 characters, up from Golden Sun's original limit of 5.

I have a feeling I may prefer the current setup of keeping each function separate from others over having all functions onscreen at one time, however, as I like to imagine the result is being displayed from a small device, such as the GBA screen for example. Gives it a pleasant vibe true to the source. That, and as many of the icons used are extracted from GS/TLA/DD, the image resolution tends to be on the smaller side, the images will often fare better on a smaller screen. Having too many small items display to the user at the same time may have a jarring effect.
Pages: [1] 2 3 ... 10
Cbox
October 16, 2017, 09:57:26 AM
AZVRE: Im pretty okay, what about you?
October 16, 2017, 01:17:14 AM
Fox: I think the nine is doing a cirno on me, though... Anyway, how is everyone doing today?
October 16, 2017, 01:12:20 AM
Fox: onesixtwo*
October 16, 2017, 01:12:00 AM
Fox: Okay... Meanwhile... ah... 162 being a number that has made itself known to me.... I look at the relationships of the numbers.... 162  1+6+2 = 9 ; onesizetwo = alphabetical order = 9 characters ; Distance apart analysis: os = 4 = 1[6][2] , st = 1 = [1]6[2] , ot = 5 = [1][6]2 ; ost = original sound track?
October 15, 2017, 06:31:17 PM
AZVRE: ah okay :D i thought i caused some trouble
October 14, 2017, 07:49:16 AM
Fox: Oh i know... You were messing with yours, and the description says mine. It's kind of a funny bug. :P
October 13, 2017, 08:18:31 PM
AZVRE: I did not edit your profile tho. Just to erase that confusion ^^"
October 12, 2017, 04:49:56 AM
Fox: e.g. this art = http://forum.goldensunhacking.net/Themes/Jupiter/images/catbg.gif (etc.)
October 12, 2017, 04:48:58 AM
Fox: I have a question: Where did the art for the headers come from? (Like the backgrounds to each of these things... "Affiliates", etc... Asking just incase it inspires me to do something... but if Charon made it, then that's cool too.
October 11, 2017, 04:23:02 AM
FoxWas thinking about having something for the editor anniversary, but I believe I had to change my mind....
October 10, 2017, 12:58:36 PM
Fox: That's alright. ;       @AZVRE's profile: "Current Activity:  Editing the profile of Fox." ...Eh... That looks weird.
October 07, 2017, 11:45:16 PM
Atrius: Sorry about that, the auto bot detection is still working, but it also requires an admin to visit the site regularly.
October 04, 2017, 04:17:40 AM
Fox: Yeah, it does bring a small amount of activity. Not good quality activity, but it's still activity, nonetheless.  Now if we can get them to randomly post pictures and vdeios!
October 04, 2017, 02:10:48 AM
Majora: If nothing else, I like how they're copying the content of real posts at random. Interesting to see how they adapt to seem more authentic
October 03, 2017, 08:29:38 PM
Fox: medico6601 = Most likely another bot. :(
September 26, 2017, 03:32:24 PM
Fox: by ten* Excuse me.
September 26, 2017, 03:32:12 PM
Fox: Oh yes... Also multiply all levels by two. (So actually, an adept will have levels of 54, 3, 2, and 1, rather than 5, 0, 0, 0.... if going by those.)
September 26, 2017, 03:29:07 PM
Fox: ...I mean the theory also saves space on the Status Screen.
September 26, 2017, 03:26:11 PM
Fox: Random/fun concept theory: What if we got rid of ePow/eRest, and just made eLevel do everything. :P (A process of cleaning stuff up... Though, could make things less versatile. - Like, if a Djinni add 1 eLevel = Okay, that's understood... by why specifically +5 on the ePow/eRes (Rhetorical))
September 23, 2017, 04:42:08 AM
Fox: Oh nevermind, it does... but I swear I saw that a minute ago.

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.1 seconds with 20 queries.