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1  The Community / Tech, Gaming and Entertainment / JAAA - I My Me! Strawberry Eggs [ep3] on: May 12, 2011, 01:29:28 AM
Discussion thread for I My Me! Strawberry Eggs. Viewing is currently up to episode 3. If you would like to post anything about the series beyond that point, it must be spoiler tagged with an appropriate tag. Discussion for episode 4 will open at 6 PM PST/9 PM EST Saturday, May 21st. Do not post any unmarked spoilers for that episode until then.
Anime Overview:

Quote from: TVTropes
I My Me! Strawberry Eggs

The really weirdly named story of a gym teacher who has to crossdress to get a job.  I My Me! Strawberry Eggs is a thirteen-episode anime series created by TNK and Pioneer and initially ran on Japanese TV in 2001.  There is also a manga adaption.

The series follows Hibiki Amawa, a young, idealistic man who has recently graduated from college with a degree in physical education.  Unfortunately, he hasn’t been able to find an opening in his field, and is behind on his rent so far that his landlady Lulu honds his dog hostage.  At least Hibiki finds an advertisement for a position at Seito Sannomiya Provate School.  But when he applies, Hibiki is turned down flat.  While the school itself is co-educational, the principal refuses to hire male teachers.

Upon learning the situation, Lulu offers to help Hibiki out by disguising him as a woman – turns out that the landlady has a suspiciously field-ready assortment of gadgets for just such a purpose.  Sure enough, with this and some slightly altered paperwork, Hibiki is able to start work at school.

Naturally, things don’t go smoothly.  Not only does Hibiki have to conceal his true gender from everyone at school, but the misandrist attitude of the school administration is causing discipline problems with the male students and friction between boys and girls.  And when one of Hibiki’s students, Fuko Kuzuha, starts getting a crush on “her”, well…

But it isn’t all bad news.  Hibiki manages to connect with the students and mediate between them with some success, and even gets the administration to ease off on some of the more blatantly stupid rules.



Link to JAAA General thread: http://forum.goldensunhacking.net/index.php?topic=1275.0
2  The Community / Tech, Gaming and Entertainment / JAAA - To Aru Majutsu no Index [ep3] on: May 12, 2011, 01:29:12 AM
Discussion thread for To Aru Majutsu no Index. Viewing is currently up to episode 3. If you would like to post anything about the series beyond that point, it must be spoiler tagged with an appropriate tag. Discussion for episode 4 will open at 6 PM PST/9 PM EST Saturday, May 21st. Do not post any unmarked spoilers for that episode until then.

Anime Overview:

Quote from: TVTropes
To Aru Majutsu No Index (A Certain Magical Index)

Touma is just an extremely-unlucky ordinary high school student, living in a state-of-the-art city dedicated to the study of people with esper powers.  However, Touma possesses an unheard of ability to negate the effects of esper powers with his riht hand.  One day, he wakes up to find a young girl dressed like a nun hanging on his balcony.  Her name is Index, and she claims to be on the run from rogue magicians who desire the 103,000 magical texts in the Index Librorum Prohibitorum locked inside her head…

Based on a series of light novels.  As of 2011, with over 12 million copies sold, it is the best-selling light novel series of all time.  A spin-off manga entitled To Aru Kagaku No Railgun (A Certain Scientific Railgun) and a corresponding anime adaption has been released, centering on Academy City’s 3rd Level 5, Misaka Mikoto.












Link to JAAA General thread: http://forum.goldensunhacking.net/index.php?topic=1275.0
3  The Community / Tech, Gaming and Entertainment / JAAA - Angel Beats! [ep3] on: May 12, 2011, 01:28:27 AM
Discussion thread for Angel Beats! Viewing is currently up to episode 3. If you would like to post anything about the series beyond that point, it must be spoiler tagged with an appropriate tag. Discussion for episode 4 will open at 6 PM PST/9 PM EST Saturday, May 21st. Do not post any unmarked spoilers for that episode until then.

Anime Overview:

Quote from: TVTropes
Angel Beats

Angel Beats! Is a Light Novel, Anime and Manga series by Key Visual Arts.  The Light Novel was the first to see publication in November 2009, spanning seven chapters and one special until its completion in May 2010.  The series was authored by Jun Maeda, illustrated by GotoP, and published by ASCII Media Works in Dengenki G’s Magazine.

A Manga adaption quickly followed the Light Novel, under the title of Angel Beats! The 4-koma, first published in December 2009.  Also authored by Jun Maeda and illustrated by Haruka Komowata, the manga was again published by ASCII Media Works in Dengenki G’s Magazine.  The manga is currently ongoing.

A thirteen episode anime installment of the work was also developed, simply named Angel Beats!.  The series is again written by Jun Maeda and directed by Seiji Kishi for studio P.A. Works and began airing on April 3, 2010.

Finally, a second manga was published, coinciding with the completion of the Light Novel series.  This manga, Angel Beats! Heaven’s Door, is again written by Jun Maeda, illustrated by Yuriko Asami, and once again published by ASCII Media Works in Dengeki G’s Magazine.  First seeing publication in May 2010, his manga series is also ongoing.

The Light Novel and Manga served as a prequel to the rest of the series, following the character of Hinata and detailing the formation of the SSS.  The anime adaption follows Otonashi, a boy who lost his memories of his life after dying.  He is enrolled into the afterlife school, which seems to exist as a middle ground between Heaven and Earth, where students learn to give up any lingering attachments to life before finally going to heaven.  Otonashi then meats a girl named Yuri who invites him to join the SSS – Sinda Sekair Sensen (Afterlife War Front) – an organization which fights against God and the student council of the school led by Angel.

And now, it’s been recently announced that Angel Beats! Has been licenced by Sentai Filmworks, the founders of ADV Films, for the North American release.  No surprise, considering that they picked up many key titles in the past.  The series will be released with an English dub with the first episodes being shown in Anime Boston.

Link to JAAA General thread: http://forum.goldensunhacking.net/index.php?topic=1275.0
4  The Community / Tech, Gaming and Entertainment / JAAA - Yumekui Merry [ep3] on: May 12, 2011, 01:28:18 AM
Discussion thread for Yumekui Merry. Viewing is currently up to episode 3. If you would like to post anything about the series beyond that point, it must be spoiler tagged with an appropriate tag. Discussion for episode 4 will open at 6 PM PST/9 PM EST Saturday, May 21st. Do not post any unmarked spoilers for that episode until then.

Anime Overview:

Quote from: TVTropes
Yumekui Merry

Yumeji Fujiwara has a strange ability.  He can see the aura of peoples’ dreams.  Around himself, there is a black aura.  A nightmare.  Though Yumeji lives a comfortable life with his childhood friend Isana and his school’s Literature Club, he’s had a recurring dream of cats.  Multiple cats attacking him, trying to claim his body so they can cross over from the nightmare to our world.

There is another party involved.  A girl in a strange set of clothes.  She falls on top of Yumeji one day and, after getting her hat back, finds her way into his world.  Her name is Merry Nightmare, a dream eater.  She has no memories of where or who she was, and seeks to return to the world of dreams.

Based on a manga by Yoshitake Ushiki.  Yumekui Merry was adapted into an anime in the winter of 2011 by JC staff.  Touhou Project fans may recognize the author from his doujinshi work Advent Cirno, and the people handling the music as IOSYS.















Link to JAAA General thread: http://forum.goldensunhacking.net/index.php?topic=1275.0
5  The Community / Tech, Gaming and Entertainment / JAAA - Puella Magi Madoka Magica [ep12] (finished) on: May 12, 2011, 01:28:06 AM
Discussion thread for Puella Magi Madoka Magica. This anime has been completed, so expect unmarked spoilers.

Anime Overview:

Quote from: TV Tropes
Puella Magi Madoka Magica

Madoka Kaname is an Ordinary Middle School Student with a working mother, a stay-at-home dad and a close circle of friends. Other than a strange dream about a black-haired girl fighting off a huge monster in a ruined city, her life is a peaceful one. Then, one day, that black-haired girl, Homura Akemi, transfers to their class.

Things begin to change when, after school, Madoka hears someone's voice calling out to her. This voice belongs to Kyubey, a small ferret-like creature. She and her best friend, Sayaka Miki, then find themselves in a bizarre dream world where they witness an upperclassman, Mami Tomoe, transform into a magical girl and save them from otherwordly monsters. Kyubey then asks Madoka and Sayaka to become magical girls, too...

Too bad things simply are not as they seem to be.

Bringing together an all-star staff, Puella Magi Madoka Magica has Studio Shaft animating, Shaft's primary director Akiyuki Shinbo directing, Yuki Kajiura producing the music, Nitro+'s Gen Urobuchi writing and Ume Aoki designing the characters for Shaft's first original series. The show started airing in January as part of the Winter 2011 season.

Currently has two ongoing manga series: a manga adaption of the anime, and a spin-off entitled Puella Magi Kazumi Magica: The Innocent Malice, which focuses on a different cast. A third manga series, Puella Magi Oriko Magica, will be released after the anime's conclusion; it will be a prequel featuring the eponymous Oriko along with Kyoko and Mami.
 
 



 
 

Link to JAAA General thread: http://forum.goldensunhacking.net/index.php?topic=1275.0
6  The Community / Tech, Gaming and Entertainment / Flash games on: March 20, 2011, 07:47:46 PM
I'm astounded this topic doesn't exist already.

I'll start us off with a few of my favorites:

The Life Ending Adventure
http://flashgameblaze.com/games/views/27/The-Life-Ending-Adventure.html
A megaman-inspired flash game that will kill you. Repeatedly. And you'll like it.

N
http://www.addictinggames.com/ngame.html
N for ninja, of course. I'd actually be surprised if people haven't heard of this one, though.

Curveball
http://rhinoxsis.homestead.com/zfcurveball.html
3D pong, essentially.

Tower Defense (too many variants to list individually)
http://towerdefence.net
The classic timewaster flash game. Build towers to shoot down foes advancing along a path. Among my favorites are vector TD and onslaught.

Cubefield
http://www.cubefield2.com/
You fly at high speeds through a field of well, cubes, trying to not crash.

The Missile Game 3D
http://www.freeworldgroup.com/games6/gameindex/missile-game-3d-hs.htm
You guide a missile that is progressively gaining speed through an obstacle course using your mouse. Gets very intense. Expect to die a lot until you get a feel for where the missile is at any given time.

Level Up
http://www.flashninjaclan.com/zzz4330_Level_up.php
A game you can level up anything, from running, to turning nobs, to standing still and sleeping.

Alice is Dead
pt1: http://www.newgrounds.com/portal/view/511552
pt2: http://www.newgrounds.com/portal/view/524348
pt3: http://www.newgrounds.com/portal/view/547837
A point-and-click adventure game set in the world of alice in wonderland.

Endeavor
http://www.newgrounds.com/portal/view/555072
An adventure game that's sorta like a cross between zelda and shadow of the collosus.

Castle Crusher
http://geaky.com/286-Castle-Crusher.html
Wipe out castles with a trebuchet.

Feel free to post more flash games you've enjoyed, and I'll add them to the list!
7  Golden Sun Games / Golden Sun: Dark Dawn / The manual lies on: December 31, 2010, 06:20:03 AM
So, when I first got the game, I decided to glance through the manual to see if there was anything that changed that I should be aware of before playing. I saw the weapon unleashes thing which I instantly thought was cool, but another thing I noticed was that it said that djinn are set back randomly after performing a summon. Wait... what? Random? Why would they do that, when they already had a great system in the first two games? Well, that prompted me to do some testing once I got a couple djinn. As it turns out, djinn work the same as they always have: whichever djinn are placed on standby first are the ones that are used in the summon and come out of recovery first. If using the standby all function, djinn are placed in standby from left to right (top to bottom in GS1+2), and then in order of the characters. I dunno if they did it on purpose, or if the person writing the manual just couldn't tell the difference, but it's pretty bad to get something like that wrong.

Since I guess this isn't much of a topic on its own, you could use this thread to talk about all the little stuff they got wrong in the game, or official material related to the game (e.g. the manual that comes with it). Like, I know I saw some typos in the game, too, but I can't remember what they were atm.
8  The Community / RP Section / Leaf's system on: July 19, 2010, 11:22:32 PM
Alright. Since role and I are doing things very differently, I'm gonna need my own thread. There will be a certain amount of c/p'ing from stuff I've previously written, although expect some things to change. I've also simplified my explanations where possible. Note that everything here is subject to change.

---

To start things off, when the game begins, each clan will be able to station 6 of their units (in this usage: characters) in each "zone" under their control. A zone is defined as an area on the world map where units can be stationed. All combat that takes place will be fought over the control of a given zone. Clans will start out controlling a number of zones equal to the number of commanders in their clan, with somewhere between a quarter and one-half of the map originally unoccupied. No more than 6 units from a given faction may be stationed in a zone at a time, and no more than 1 commander. A commander is a special unit with enhanced stats and the ability to use Djinn and Summons (more on that later); all PCs will be commanders, and in clans with fewer members, NPCs will fill in the remaining slots (all clans will have an equal number of commanders).

The game will progress in rounds, which are divided into three phases:
1) Negotiation
2) World (movement)
3) Combat

- In the Negotiation phase, the clans are free to speak with each other about the game. This is where forming alliances comes in. Knowing when to form and break alliances is a vital part of succeeding in this game.

- In the World phase, each clan decides how to move their troops about the world map. This is done simultaneously, without knowledge of the other clans' actions, and thus will require a third party to receive PMs from the clan leaders and post the results. Each unit is capable of moving through one zone each round.

- The Combat phase will begin if there are troops from opposing factions stationed within any given zone after the end of the World phase. Note this means there can be up to 24 units in any battle, 6 from each faction (although it would be fairly chaotic if this ever actually happened). A separate thread will be given to each battle. When all battles have been concluded, the round ends, all units are fully replenished in HP and PP, and the game returns to the Negotiation phase.

At the end of each round, clans will be given reinforcements equal to the number of zones they control divided by 4, rounded down to the nearest whole number. If this would give 0 reinforcements, it instead gives 1. So if a clan controls either anywhere between 1 and 7 zones, they will receive 1 reinforcement; if they control 8, 9, 10, or 11 zones, they will receive 2 reinforcements; if they control 12, 13, 14 or 15 zones, they will receive 3; etc. Reinforcements can be placed in any zone controlled by the clan, so long as it does not cause that zone to have more than 6 units. The exception to this is the clan's capitol, a special zone that can house any number of commanders, and up to 24 units total. However, enemies may also invade in equally large numbers. If a clan would receive reinforcements but cannot place them anywhere, the extra reinforcements are discarded.

A clan loses when all of its forces have been defeated or if its capitol is taken over. A clan wins when all other clans have lost. A clan can also win unconditionally if they ever control 75% or more of the map.

---

To expand on the Combat phase, battles can be concluded in one of the following ways:
1) Rout: One side defeats all enemies.
2) Retreat: One side chooses to retreat after 3 or more turns have passed. This is performed by reaching an exit point with a commander and declaring the intent to retreat.
3) Truce: Both sides agree to a temporary truce and cohabit the zone for the round.

On routs: Any unit defeated in combat, except for commanders, will die permanently. Commanders will survive, but will only come back after 1 round has passed, and will use up one of the reinforcements for the round in which they return. If a commander is defeated in combat, the battle will progress as normal, but without the option to retreat.

On retreating: Note that since the exit direction matters, this can be used strategically to gain control of adjacent land. You may not retreat to a zone where there is currently a battle being fought. You also may not retreat to a zone occupied by the clan you are currently fighting. And of course, you can never retreat from your own capitol. If retreating into a zone occupied by another clan, another battle will begin, which you will not have the option to retreat from. If retreating into a zone controlled by your own clan, during the next World phase, you must move your units in such a way that no more than 6 will be in any given zone (except the capitol, which can hold up to 24).

On truces: These can be agreed upon at any point in a battle, and will result in both clans occupying that zone at the beginning of the next World phase. If in the next round, neither choose to move, or if both choose to move to the same location, they will begin another battle. There is no limit to how many times a truce can be agreed upon. However, if a clan is cohabiting a zone with another clan, it will not count toward the percentage of the map they control, and thus cannot be used toward reinforcements or a win condition.

---

That should explain about everything that needs to be explained for the macro level of the game. The remainder of my posts will focus on the micro level (individual battles), including how battles will progress and how stat customization will work. Micro level stuff begins in the next post.
9  Golden Sun Games / General Golden Sun / Isaac in Super Smash Bros Brawl: How would he play? on: December 12, 2009, 04:46:27 AM
I'm assuming most of you are familiar with the smash bros series. Brawl hacking has come far enough along that we're actually able to add almost entirely new movesets to characters, and through texture and model hacking, play as almost anyone imaginable. However, that requires a group to actually put forth the effort to make that happen. I'm currently working with a group for creating a playable isaac in brawl. While we're using isaac's assist trophy model, most of the animations have to be made from scratch. This makes the sky the limit for what we can make him do, even if the process may be somewhat tedious. As we're still only starting, we need to form a direction for the character. This is where you guys come in. If you've got ideas on how you think isaac should play in brawl, then come out and say it! Should he stick with mostly sword based attacks? Or use mostly psynergy? Should he use psynergies from multiple elements, or just earth? If he uses psynergy from multiple elements, should they be restrained to just field psys? How fast should he move? How high should he jump? Should he be a combo oriented character? Or a zoning character? How good or bad should his recovery be? The questions could go on forever.

The following are my current ideas. Note they're in the mindset of making an isaac for brawl+, not the original brawl, although most of the same concepts will carry over. For those not familiar, brawl+ is essentially a faster paced brawl with a greater focus on combos and pressure (largely due to the higher hitstun and shieldstun, as well as the reduced landing lag on aerials), and a more balanced cast. A version of isaac meant to be played in a brawl without those changed mechanics will also be made. I'd appreciate it if you formulated your own ideas before reading this part, though, since I'd like to hear as many different takes on the character as possible. Also note that nothing here is set in stone.

Code:
v
v
v
v
v
v
v
v
v
v
v
v
v
v
v

Physics:
Short Hop - very short (Brawl+ or Melee Falco SH)
Full Jump - just barely reaches first level Battlefield platforms
Double Jump - weaker than FJ
Momentum - fairly low, but high horizontal jump velocity
Running Speed: somewhere between Marth and Yoshi
Weight: 103 (similar to Link, who is at 104)
Floatiness: similar to Brawl Falco

Playstyle:
Consists of mostly psynergy, though some attacks do use the sword. Predominately uses psynergy from the Squire (and above), Ninja, and Samurai classes, although also uses some psys from the Dragoon class, as well as general field psys.
Plays a game heavily reliant on his range and speed. Being very mobile near the ground, this makes most of his combos horizontal in nature, and also relatively short compared to some of the more combo heavy characters.

Moveset:
Probably going to make the neutral special alternate between Flint and Venus. Flint would be his strongest attack, but also have incredible startup and endlag. Venus would only be usable on the ground.
The UpB will likely be Teleport, capable of moving Isaac a fair distance in one of 16 directions. Although if anyone has a better idea more suiting for him, I'd love to hear it.
Ragnarok will either be Forward B or FSmash.
One attack from each of the Gaia, Quake, and Spire lines will also make it somewhere into the set (probably DownB, DSmash, or DTilt for the first two, though Spire seems more appropriate as an "up" attack of some sort).
Grab will probably be the Catch psynergy, thus making it a ranged grab.
I'm thinking of using Cutting Edge for a Dash Attack and Quick Strike as a Jab (except, you know, actually make it quick).
When invincible during dodges, will also be invisible with an outline, similar to the Avoid/Cloak psynergies.
10  The Editor / Golden Sun: The Lost Age Editor / Download link to editor down on: November 14, 2009, 05:19:15 AM
In this thread, there is supposedly a link to download v0.2 of the editor. Instead, when I try to go to that page, I get a Not Found message as such:
Quote
Not Found
The requested URL /atrius/GS_Editor/GoldenSunTLA_Editor.zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
Apache/1.3.33 Server at www.mitxela.com Port 80
Pages: [1]
Cbox
Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
Yesterday at 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
Yesterday at 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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