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Author Topic: Golden Sun Minecraft Mod Discussion  (Read 51900 times)
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Fox
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« Reply #15 on: February 20, 2013, 06:13:48 PM »

I don't have Minecraft either.  I think I will do the prepaid gift card method when I get it... (If I get it anytime soon and don't change my mind, etc... ) I currently have about 29 dollars worth on Swagbucks, so...

All the good people don't have minecraft, and this project slowly dies a painful death. :'(

« Last Edit: February 20, 2013, 07:29:49 PM by Teawater » Logged

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« Reply #16 on: March 27, 2013, 10:39:31 AM »

All you'd need to do for some mobs, such as Zombies and Skeletons is change the skin.

Also, you could maybe mod the beacons, so they shine the color corresponding to the star you put in.
Using the Enderdragon as a base code, I'm sure it wouldn't bee too hard to implement more dragons, like Karst and Agatio's dragons, Fusion Dragon and Doom Dragon.

I'm considering taking up learning how to make mods, if I do, I'll consider helping out with this.
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« Reply #17 on: May 19, 2013, 09:39:16 AM »

If there's anything I can do to help, let me know. I might be able to do some models for the monsters or retexture something. I really love minecraft so a GS mod is right up my alley. Equipting abilities would be pretty cool too, if we could get that going.
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« Reply #18 on: June 01, 2013, 11:57:11 PM »

Woah, sorry that I missed the responses here.

Anyway, I am still working on this, the project is far from abandoned. I will be skipping Minecraft 1.5.2, and instead releasing the next version for Minecraft 1.6. I am working on a number of things, most notably these:

Spoiler for Hidden:
- The Psynergy Reactor might actually work, and is going to be using the Universal Electricity API instead of the Industrialcaft API.

- I am trying to add sounds, but I am encountering a great deal of problems with that. Sorry.

- I do not think that I am experienced enough to add true Pysnergy yet (Adding abilities without items like that is a extremely difficult). However, for the time being, the Psynergy rifle is receiving a complete overhaul. It will feature a module system that will allow for it to fire various types of offensive and utility Psynergy. It will also have its own model, which I have been working on here:



- I am adding Djinn mobs (Of all elements), as well as a few other Golden Sun enemies, like Vermin.

 -The armor is getting actual abilities, and will not take any durability damage in order to make it a viable alternative to something like a Quantum Suit or Powersuit to justify its cost.

- New alloys that use either Golden Sun materials Orihalcon and Psynergy stone, or a mixture of both Golden Sun materials and materials from other mods. These can be used to create new reinforced blocks for strong structures, amongst other things.

- Improved inter-compatibility with other mods. As well as more mod crossover items (Currently looking at Galacticraft, Thaumcraft, and ICBMs. Yes, Elemental Nukes and Summon Missiles.).

-I may work on models for some of the weapons as well.

-Improved textures, because the Orihalcon Block texture sucks. All will be directly lifted from the GBA Golden Sun games.
I really appreciate your offer to help out. If you want, you could help me create the models for the Djinn, as I am having quite some trouble with it. Also, I really like the idea with the Dragons and Elemental Lighthouse components, they would be great for adventure maps. I will look into that as well.

« Last Edit: June 02, 2013, 12:16:25 AM by Robert Joe » Logged
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« Reply #19 on: June 03, 2013, 06:14:42 PM »

...This reminds me of a zelda mod that BebopVox reviewed.
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« Reply #20 on: June 04, 2013, 07:11:22 AM »

Which mod? And how so? Although I am most likely wrong, I assume that you mean that I am adding a lot of stuff that is not directly related to Golden Sun. That is sort of the idea with "Mod crossover" items, though. I am attempting to make the mod fit in very well with a heavily-modded Minecraft client. And that entails adding a lot of things that are half-Golden Sun, and half-assault rifle or something.

I might add a configuration option to disable the crossover things if they are really disliked that much, though.
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« Reply #21 on: June 04, 2013, 08:28:21 PM »

Aye, the Zelda Mod was more of a Zelda Inspired mod.  Rather than have an option to "disable" stuff, why not just release it as two companion mods?  One doesn't necessarily need the other to work, but they build on each other.

Also, for your spell thing... I think you answered your own question.  Look at what the games themselves do - they get the same icons as weapons and items and stuff.  The trick is, though, to make it separate from the storage inventory so that it doesn't take up space.  You should have the ability to place it on the bottom bar, though.  I suppose another issue is to have an icon for the selection, but nothing in the hand...

Perhaps modify the equipment selection screen?  If you have people equip a primary weapon (which would automatically be slotted to slot 1 in the active inventory), then you could make what the player is holding default to that weapon when using the spell.  You can still switch to secondary weapons normally (from sword to bow or visa versa), but when selecting the spell it'll show what's in the weapon equip slot (or just your hand if that's empty).
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« Reply #22 on: June 04, 2013, 11:17:05 PM »

Having a mod that comes in multiple sections is not really that great of an idea. Many mods, such as ICBMs, do this and it makes installing everything a bit difficult. I really want to try to keep this mod in one clean .zip file instead of multiple ones.

So, I will probably have it work a bit differently, all the content that is a crossover with another mod will not be enabled unless that mod is detected (At the current time, this is not the case, as the IC2 things are enabled regardless of weather IC2 is installed or not). And also have a configuration option to disable them completely on top of that.

As for the Psynergy, that got me thinking a bit. I am not really experienced enough to edit the actual equipment setup, and doing so runs the risk of interfering with another mod and creating an incompatibility.

However, I could do something very similar. If I create some sort of item that can be equipped in a slot and right-clicked, I can make it so that it can be altered to act as multiple kinds of Psynergy. Basically, once you craft the item, you can equip it with, say a Douse Drop, and right-clicking with it will cast Douse.

Of course, this would still take up an inventory slot, and it is not that different from the Psynergy Rifle. In fact, the only difference would be the appearance and the fact that it would probably use Experience to activate, while the rifle would use electricity.

Let me keep trying things out and messing around with the code. I might be able to create proper Psynergy if I derp around enough. I have a decent amount of time before Minecraft, other mods, and my server update to 1.6, so I am not going to be that rushed.

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« Reply #23 on: June 06, 2013, 02:13:17 AM »

Oooh, I don't like the XP cost.  Even a limited number of uses would be better than that - you'd never get anyone to use it.  There's a lot of mods out there that add an MP bar.  Perhaps you can look and see how they did that?
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« Reply #24 on: June 06, 2013, 07:29:09 AM »

Hmm.. Affirmative,  you have a point there. Using Experience for Psynergy would not be that desirable. I will attempt to create a Psynergy Point system of some sort, but I might not be successful with that endeavor.

If I do end up going with the durability thing, I will make it so that Psynergy Stone and/or Psynergy Dust can be used to recharge the Psynergy item. As of right now, Psynergy Stone is incredibly common and almost useless. Everyone who has ever played the mod on survival mode either uses Psynergy Stone for IC2 Scrap or even just programs their sorters throw it into an incinerator. It desperately needs a use other than crafting the Golden Sun blocks, and while I am going to make it so that it can be used to generate electricity with the Psynergy Reactor, I want to try to add a pure-Golden Sun use for it as well.

I will continue to work in this...
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« Reply #25 on: June 06, 2013, 06:44:55 PM »

Definitely look into the various Magic and RPG mods out there then - they'll help with the MP thing.  With MP also comes use for psynergy stones.  Also, consider making all the Psynergy Tools OUT of psynergy stones - for example, you'd need a Psynergy stone, a block of snow, and a block of ice for a Frost Jewel or something.  Then Psynergy stones can be used to recharge it as if you're fusing two swords or something at the work bench.

Bam, three uses for Psynergy Stones right there - Recharging PP, Crafting, and Recharging Tools.

Also, consider making it quite rare.  Otherwise they might seem a bit OP, like Ambrosia was when the Aether mod first came out.
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« Reply #26 on: June 07, 2013, 05:04:09 AM »

I have not seen many magic mods recently other than Thaumcraft. However, it appears as if Ars Magica passed under my radar (I have no idea why I have not discovered this mod yet, it is quite nice). It is basically what I am trying to do with this mod, just very polished and generally better. Additionally, it has an API, so I can add a whole bunch of Psynergy spells to it (Although quite a few already exist in it that are virtually identical to Golden Sun spells).

However, I know that this is again, making more stupid mod crossover stuff that I seem to be obsessed with. However, I do want to try to have this mod posses some substance on its own, but the Mana system that I devised is extremely similar to the one in Ars Magica, and it would therefore be kind of illogical to make, as it would create an incompatibility with Ars Magica, which is more in-depth and well-done in that department.

Right now I am going to work on pure-Golden Sun stuff like Djinn and those annoying movable rock things that were in most puzzles. I will work on the magic system later, because I want to have some time to think about it. I do not know weather to go with an actual magic system or use Ars Magica's API. I could have it have its own system, and switch over to the API if Ars Magica is detected, which seems like the most logical bet, although it would be difficult to code.

I am also going to to work on make some modeled objects from Golden Sun, such as the statues from the various Lighthouses and those annoying rock things I mentioned. You are right, I need to actually add some real Golden Sun stuff before I start with "PSYNERGY NUKEZ" and other such nonsense.
« Last Edit: June 07, 2013, 05:06:51 AM by Robert Joe » Logged
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« Reply #27 on: June 08, 2013, 05:31:15 AM »

Can I ask a favor?  Can most of the explosive spells not destroy the hell out of the terrain?  I hate that about most magic mods.  Can't use fire spells without obliterating the landscape...
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« Reply #28 on: June 10, 2013, 09:43:17 PM »

Is there some reason you can't base the PP metre code for your mod on the MP metre code from the Ars Magica mod? Just use that as a base for your mod, then make your own spells and suchlike and add the rest of your stuff. Or is that considered stealing?
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Eli Dacreach
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« Reply #29 on: July 26, 2013, 04:43:00 AM »

While not technically illegal, it is HIGHLY frowned upon to use someone else's code directly. (That doesn't mean that one cannot look at the code to see how someone did a certain thing that is stumping you.)

By the way, this is Eli Dacreach/EliteCreature (I don't really know why I used the name I did, or why (or how) I made an account back in 2011...?)
« Last Edit: July 26, 2013, 04:44:31 AM by Dullahan1116 » Logged
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January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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