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1  General Hacking / Project List / Re: GS HTML 5 on: 25, September, 2018, 11:51:04 PM
You can contribute to the repository freely. Just give your profiles, then I can add you as collaborators.
I really want to make it public, so anyone can help and give ideas to improve.
2  General Hacking / Project List / GS HTML 5 on: 23, September, 2018, 02:59:33 PM
Almost two years ago, I started building an engine in HTML5. I'm sharing here the source of what is done.
These last days, I tried to refactor the code to make it somewhat readable.
The project is on github, feel free to fork and test things. A demo is available.

Repo: https://github.com/jjppof/goldensun_html5
Demo: https://jjppof.github.io/goldensun_html5/index
3  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 28, October, 2015, 09:47:19 PM
It's been a long time but in case you missed it, I posted a new video:



just awesome!
4  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 13, April, 2015, 08:03:05 PM
I'm trying to learn XNA to don't get completely lost.

Learn MonoGame instead, since that is where this will go and XNA is dead.

Nice! Thanks for the hint!

Oh cool!  I don't think taking time-defined courses is for me, but thanks anyway. Say? Are they going to record their session for later viewing? (For those who don't enroll?)
(Edit: I just realized April 7th was about a week ago. :p)

You still can enroll and you can access the material without worry about time. Time is just for grading.
5  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 13, April, 2015, 11:41:02 AM
But regardless, looks like I have some motivation to drive my wish to learn C#.

There's a nice C# course by Microsoft starting this month at edx.org, look here.

I'm trying to learn XNA to don't get completely lost.
6  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 10, April, 2015, 08:45:35 PM
Awesome! Very very nice!
7  General Hacking / Project List / Re: Should we help Joao? on: 27, March, 2015, 09:33:23 PM
jjppof, I was wondering if you already have an overworld in your flash game.

Actually not. I got stuck with stair climbing and jump animation, but almost solving. Furthermore I had stopped the project due to the nice Open GS advances and my vacation end. Open GS does not have a recent update, I think He's with lack of time too. But I still can work on this project on weekends...

The only thing new after the blend effects is change of a map to another.
8  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 02, March, 2015, 11:46:16 AM

youtube tag [ youtube] [/youtube]



And very nice!
9  General Hacking / Project List / Re: Should we help Joao? on: 24, February, 2015, 04:05:43 PM
I found a place to host the swf file so you can tell me what Is needed to improve.

http://www.fastswf.com/PLwXoNc

You can pass me the maps you build and test in this website.

SHIFT dash.

Be sure you have a good flash player version: http://get.adobe.com/flashplayer
10  General Hacking / Project List / Re: Should we help Joao? on: 23, February, 2015, 09:46:17 PM
An engine for whole game.

You can try making a map in the tiled map editor (download here: http://www.mapeditor.org/download.html). It will be preferred that you use 16x16 px tiles, but you can use whatever you want. I attached the madra example, so you can see how It is. Give me the final project of the map (tmx file from the editor), that I will record a video explaining how to make the collision thing with your map, It's quick and easy.

Just make sure to separate the collision and the 'over the hero' layers.
11  General Hacking / Project List / Re: Should we help Joao? on: 23, February, 2015, 09:03:30 PM
Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?
Yes, these ones.

Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?

No, not yet. It's too recent. The next step will be the menus, cause I need them to make the battle system. Probably I'll be using Feathers (http://feathersui.com/).

Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?

Yes, using Flash and Box2D. The RPG Maker collision system was horrible and annoying to adapt. With Box2D I could make a collision system with a precision I want. Look these images:

In game:

High precision(unnecessary):


Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!

Of course I didn't make the map editor, texture packer and physics editor. But the flash project is mine. What I want is make something for who is gonna make the art don't get bothered with codes.
12  General Hacking / Project List / Re: Should we help Joao? on: 23, February, 2015, 02:40:42 PM
Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.

Here is a video of what is going on:



I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor). Look some images:

- The map editor with buildings hidden and, on the left, the tileset  I created:



- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:



- The physics editor with the magic wand to select where you want the char to don't walk:



To create a collision image, is just hide the collider layers in map editor and export the entire map as image.

In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.

Look the other city I made



This last map was bad, because I used 32x32 px tiles.

Do you think if It is easy to create maps and chars? What you guys think?
13  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 18, January, 2015, 09:59:52 PM
A suggestion would be use the Tiled Map Editor http://www.mapeditor.org/, or something like it. It's very simple to use and exports files like JSON, CSV, XML etc, that you can adapt your engine to use.

I searched at google images 'golden sun tileset', got this http://img.photobucket.com/albums/v48/psgels/psgels-Ruins-Exterior-01.png, set white as transparent color and easily made the image below.It will be very nice to build maps. And It's free! An example of JSON file is also attached.
14  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 15, January, 2015, 11:13:19 AM
Actually, with 2d calcs, you won't need to do hundreds of attacks since you create a standard, so you can pass just few parameters (or only the type of attack... physical, summon, psy... then the algorithm does the animation). That's how recent 2D engines do these things, like starling and cocos2d. They are told 'easy to use' cause they treat things in this way.

I know this math isn't complex, but once you can avoid, why not? And I don't think this is fake math, It's just another way to deal with this.

Of course, this things I'm talking is only possible if his engine gives support to it.
15  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 15, January, 2015, 01:39:53 AM
Ok, I don't know how golden sun engine works. But this scene can be made in 2D using resources like scale, hierarchy, sprites texture change and xy coordinates. The effect will be the same and, maybe, done in an easier way. Depending how his engine treats the texture atlas, he only has to concern about the 'real' xy position of the char on the screen making animations become easier to be made.

--------- edit

To make this scene, you had to adapt to the golden sun base engine, but I don't think that's the way the programmers took. Perhaps they used a framework.
16  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 14, January, 2015, 12:22:10 PM
Maybe put a limit on it, could be interesting... some game engines calculate a scale factor based on the stage and viewport width and apply it in the sprites size.

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

Looking at that Atrius gif, it seems that Y position of the heroes don't change. The sprite texture and hierarchy change with X variation. The X speed variation at this animation seems to be cos/sinusoidal with zeros near the borders and peaks at the center. But I don't know about your resources, but I think that an easeInOut animation can substitute the cos/sin functions once you call it everytime you need to vary X.
17  General Hacking / Project List / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: 24, December, 2014, 11:17:38 PM
Very nice work! I am very impressed!  Happy

Looks like you are using xna, right? C# is a lovely language.
That's a very hard and professional work and you have already done lot of stuff.
Can't wait to see the source!!  Happy
18  General Hacking / Project List / Re: Should we help Joao? on: 23, December, 2014, 01:57:20 AM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.
And furthermore, the work to adapt the engine is usually not effective and always leaves gaps ... He did something that everyone has laziness about doing: made his own engine. But the more impressive is the fidelity he's keeping with the original GS, I just can't see difference. Very very nice work.

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
Spoiler for General description of the functions... but this can be ignored.:
1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.

Well.. I'm waiting something based on a API like opengl, those filters he's using is probably a clue... I'm waiting some battle videos to try understand better the engine base. One thing I'm almost sure is that the code will not be organized (thought) as assembly, the latest paradigms greatly facilitate the programming work. Unless he's doing the engine directly based from the game ROM, here your work will be of extreme importance. But even so, I bet only on formulas and game data in general.
19  General Hacking / Project List / Re: Should we help Joao? on: 22, December, 2014, 04:22:06 PM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
20  General Hacking / Project List / Re: Should we help Joao? on: 12, December, 2014, 12:01:16 PM
Well, yes, but that method has more lines of code. I guess I like things simplified too much. (As long as it doesn't make things too confusing anyway... Usually this is the case: More lines of code equals more confusing.) Fewer lines of code could help in decreasing file size... And sometimes the benefit of fewer lines leads to faster execution, but this should only be a concern when things are executing too slowly.

@Move psy: By the way, where is that code? (I have no idea if I thought it was the same code as the push one or not... but oh well.)

Yes, we all have to make the simpler. You are absolutely right.
In the push event, the if-else I showed at the last reply is splitted into two if-elses, because in 'conditional branch' I just can check things once. So I had to do a 'gambiarra' (maybe in english you call it macgyverism ahahahahah) to make the two things a needed to check (face and button pressed) work.

The move event is the one below. That's the one that needs some improvements. In my list I checked it as yellow.  Happy
Pages: [1] 2 3 ... 6
Chatbox
31, August, 2020, 08:40:32 AM
Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
27, August, 2020, 10:37:30 PM
Salanewt: Hey, thanks! 
25, August, 2020, 12:59:22 AM
Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
19, August, 2020, 01:14:56 PM
Awec: Ye not bad, just checked back in for updates on GS Reloaded really. Although now I'm looking back through some of my old forum posts, which is fun :D how are you?
19, August, 2020, 01:43:07 AM
Salanewt: It sure is! How have you been?
16, August, 2020, 09:40:57 AM
Awec: Yo nice to see this forum is still going
14, August, 2020, 09:06:44 PM
Salanewt: Hey! How goes it?
01, August, 2020, 01:31:53 PM
KyleRunner: Hello, people!
08, July, 2020, 08:57:11 PM
Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.
27, April, 2020, 07:54:10 PM
Daddy Poi's Oily Gorillas: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P
25, April, 2020, 10:42:07 PM
Daddy Poi's Oily Gorillas: Tried to list those in order of importance, but anyway....
25, April, 2020, 10:37:59 PM
Daddy Poi's Oily Gorillas: GSHC, GS Speedrunning, /r/Golden Sun, GS United Nations, ToK.  Sixth one is border-line I'm not sure.
25, April, 2020, 08:00:21 PM
Daddy Poi's Oily Gorillas: (low as in <100)
25, April, 2020, 08:00:04 PM
Daddy Poi's Oily Gorillas: So while there are quite a few GS Communities out there. There are only up to maybe ~6 Discords worth even the consideration of joining, I think. Most of the rest of them have a fairly low member count. (Of which I can tell?)
14, April, 2020, 10:49:35 AM
Daddy Poi's Oily Gorillas: The Essential Age could be what it stands for?
13, April, 2020, 05:23:32 PM
Misery: Tea editor... that's a cute name for it
01, April, 2020, 02:42:48 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:06 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
31, March, 2020, 07:18:29 PM
Salanewt: Sure thing!
31, March, 2020, 03:38:27 PM
JupiterDjinn: Can I have a question answered?
28, March, 2020, 12:50:13 AM
Salanewt: I want to shrink it down in size later, but yup!
26, March, 2020, 03:24:45 PM
Daddy Poi's Oily Gorillas: The news box is back? :D
19, March, 2020, 05:59:16 PM
Salanewt: Nice work hiding the searchbots Atrius!
19, March, 2020, 04:23:34 PM
Salanewt: I was wondering when I said that stuff! May need to work it out with Kain.
19, March, 2020, 07:03:05 AM
Daddy Poi's Oily Gorillas: (The simplest being to not accept char IDs pass 255, I think.)
19, March, 2020, 05:33:15 AM
Daddy Poi's Oily Gorillas: Heheh.... I'm just testing. You pretty much gave it away. Hahah. It seems to look fairly convincing, but I'm sure there's an easy solution to preventing it.
19, March, 2020, 05:28:50 AM
Atrius: Whelp, there it goes... Just what I didn't want.  Have fun with that I guess...   
19, March, 2020, 05:20:25 AM
Daddy Poi's Oily Gorillas: So like. Replace the "e" with another "e"? Alright. Gotcha.
19, March, 2020, 05:04:41 AM
Daddy Poi's Oily Gorillas: Good work.

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