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Author Topic: Golden Sun BYOND  (Read 52250 times)
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Tetsuya the Azure Blade
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« Reply #15 on: November 22, 2011, 12:23:59 AM »

Story?  In an MMO?  What is the world coming to...
An age where MMOs have (hopefully interesting) plots, instead of just being glorified social networks?
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Kioll
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« Reply #16 on: November 22, 2011, 12:30:27 AM »

Any game needs a good story.  I don't know about you, but I don't want to get on a game, MMO or not, and just run around killing things.  There's a reason it's called a Massively Multiplayer Online Role Playing Game.  You take on the role of a character in a world, not a sprite in a game.  Your actions have an effect on the overall world, that's what MMORPG is all about.  So yes, story in an MMO.  Because all the good MMO's have a storyline.  Heck, even WoW has a frickin' storyline.  It's covered, most of the time, but it's there.
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« Reply #17 on: November 22, 2011, 01:26:58 AM »

Heh, tell that to games like World of Warcraft.  Most MMOs I've sampled have little to nothing in terms of actual story, just some kind of background where the story takes place.
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« Reply #18 on: November 22, 2011, 01:31:49 AM »

Either way, a role playing game needs to include role playing.  So, story.  Besides, quests ARE story.  Granted, some quests make it more evident than others, but any time you interact with an NPC, complete a goal, that's all story.  Boss battles are ESPECIALLY story points...  Making a game is like writing a book where someone else fills in the details.
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« Reply #19 on: November 22, 2011, 01:37:20 AM »

A basic story is all you really need for any game. There are RPGs without crazy storylines.

...So this is like gamemaker for Online games?... Sounds pretty cool.
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« Reply #20 on: November 22, 2011, 01:44:09 AM »

Anywho, it sounds like a lot of fun, so long as it allows for some decent customization.  I don't wanna be stuck with canon classes if I'm playing a custom character, for example.  At the same time, though, don't let people do whatever, or you'll come across problems with tweakers.
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« Reply #21 on: November 22, 2011, 01:48:19 AM »

I'm not sure about Game Maker, Charon...  I do know, however, that BYOND is a bit of a hassle sometimes, but most of the important stuff is built in,  and does most of the work for ya.  And Role...  My setup will have premade classes based on build.  The currently existing classes will make a return appearance, but they will not be the only classes.  I plan on, at some point, making werewolves playable, as well as beastmen...  But not for a while, I'm afraid.
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« Reply #22 on: November 22, 2011, 01:59:58 AM »

So... define build.  Right now, you should choose "physical" or "magical", but then you should have a variety of weapons to choose from to make up your build.

Forgive me if I sound... brash or something, it's just, I really want to know as much as I can for mechanics about these things, that's why I was as detailed as I was when I listed it in the MMO thread.
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« Reply #23 on: November 22, 2011, 02:06:46 AM »

Lol, Role, I already defined build...  Right before you asked just how multiplayer the game is.
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« Reply #24 on: November 22, 2011, 02:15:29 AM »

Ah, Build is two different things for us then.  Build here is the equipment selection, and often is what's used to identify if they're physical or magical.  That would be their role in battle, where we tend to use terms like "The Squire", "The Guard", and "The Angel"... so I guess the confusion was based upon terminology used.

I'm gonna disagree a bit with having five stock classes... Name, Stats, and Spell Selection I could see being chosen separately.  It allows for a wider variety within the game.  First thing they need to answer is "Physical or Magical?".  GS really doesn't work well with "Hybrid" types, since... well, everyone is a spellcaster.
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« Reply #25 on: November 22, 2011, 02:32:23 AM »

Well, I suppose I need to explain further...  And I did put build in quotes the first time, indicating that I didn't have a better term for it at the time.  Anyways...  The four options I provided DO help choose weapon type as well, but that's not all.  What I mean in this case is this:  Felix and Isaac are both fighters and healers, basically, they're Combat Medics.  Thus, they're good at both.  But Garet, in particular, is just a Fighter, and it shows in his added physical strength; he's more of a bashie character than the two Venus adepts.  Jenna is what I call a Caster; she RELIES on casting, much like Ivan and Sheba.  I consider Mia to be a Healer...  Mind you, these are simply base options.  The Sneak is a little something extra; not everyone is a traditional protagonist.  Alex is, in my mind, a Sneak, shown more by personality than power, as we never actually get a glimpse at his psynergy list.  Choosing one of the options to specialize in makes you stronger in that aspect, but horribly flawed in the opposing aspect:  You can't be a Fighter and a Caster, it's conflicting.  You choose to specialize in fighting, you lose points in casting.  You could be a Fighter/Sneak, though, or a Fighter/Healer....  Also, you can't be a Sneak and a Healer, that's insane.  (Yes, I know my example with Alex would disprove that, but I never said he was built in this particular way....  I was using him as a character example, not a setup example.)  If you're going to be a little shady, you can't be goody goody enough to heal...  Alex is obviously beyond this; he was born into the Mercury Clan and grew up learning healing magic, so, well, he doesn't quite fall into this, although as Dark Dawn points out, any adept can learn things outside their boundaries, it just takes more work.  (Karis points out that Tyrell hasn't learned how to control the wind and thus can't use a Soarwing, yet Isaac and Garet clearly had planned on using the Soarwing, thus implying that they could, neither of whom is a Jupiter adept and thus meaning that they learned to do something beyond their element; GS 1 & 2 also imply it as Garet and Isaac trained to learn Move, a Mars psynergy, when only one of them was, in fact, Mars aligned.)  This is my reasoning behind being able to learn and master a second element in GS BYOND...

Anyways, based on the options one chooses, it determines that "physical or magical" question already:  Healer and Caster are both magical, Sneak and Fighter are both physical.  But you'll note that they are different in that, for instance, Sneak can't use an axe, but they can use swords.

Incidentally, that reminds me that I was planning on putting in a couple new weapon types.  For instance, Great Swords...  And putting in bows from Dark Dawn, that made so much sense it was uncanny.

Edit:  Also, now that I'm thinking about it, I'd like to know something.  I've been considering whether I should make the djinn limit 9 or 10.  What do you guys think?
« Last Edit: November 22, 2011, 02:36:43 AM by Kioll, Reason: Additional thought. » Logged

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« Reply #26 on: November 22, 2011, 04:42:14 AM »

...So the generic Cleric, Wizard, DPS, Tank setup?

Go with 9 djinn - I don't even know how to approach a ten djinn setup yet.  Tri-Element and Tri-Hybrid classes are a nightmare with those.
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« Reply #27 on: November 22, 2011, 05:54:04 AM »

GS multiplier? This is cool.
Role every game (MMO) so far has the "generic" classes lol. Wonder how the healing class will be ... I usually play those >_<

If you need help with classes, character setups (stats and such) and maybe even a little spriting (NOVICE spriter lol) please let me know.

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« Reply #28 on: November 22, 2011, 07:39:40 AM »

That's a BAD thing where I'm concerned.  I tire of those classes, and one of the big things about the potential with GS is that you've got a lot of things you can do with it.

While yes, there are a few base setups, there's many things you can do with those base setups.  There'd be four or five different "fighter" stat layouts, and four or five different "spell layouts" for each element.  This would let you keep the basic gist of the role of "Fighter", yet at the same time, you'd not be stuck with GS's system crippling build variance.  In most MMOs, they have branching paths, yet in this game you'd have naught but alt-classes.  As such, I suggest having the stats for the alt-classes be determined by your stat layout choice, and spells by the spell layout choice.  This allows for a nice variety of characters.

Also, I'd like to point out that DPS doesn't work in turn based combat.  I suggest Attacker, Defender, Wizard, and Healer for the base four instead.  Just... make sure you have that varied selection of each, otherwise it'll be four of the exact same thing for each element, which... well, that gets boring.
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« Reply #29 on: November 22, 2011, 12:28:35 PM »

You know it'd actually be pretty cool if you could use djinn to make it so that each character could effectively sorta be each one of those classes... but dunno how you can implement djinn yet. I would align an elemental djinni's element with a certain fighting style (Venus = Attack, Mars = Defense, Mercury = Recovery and Jupiter = Magic), and since you can only have 9 djinn active at a time... you could align yourself to be an attacker, or maybe later be a healer if you really needed it, or perhaps a jack of all trades (but you'd be fairly weak then). It's not exactly like Golden Sun but there's a point where you need to accommodate the new format lol.

I'm going to set this topic sticky just because this is something I can see the whole community getting on board with. :)
« Last Edit: November 22, 2011, 02:12:54 PM by Charon the Ferryman » Logged
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Yesterday at 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.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my

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