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Author Topic: Camelot insulted us  (Read 7547 times)
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JamietheFlameUser
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« Reply #15 on: September 03, 2013, 09:23:26 PM »

Nope, TLA lets you skip parts of some animations, such as Megiddo, the Gaia series, and Summons, but it doesn't allow you to speed up Attack, and Djinn animations, or some Unleash animations. The ability to fast-forward every combat animation makes fighting battles a lot faster.
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« Reply #16 on: September 03, 2013, 09:29:49 PM »

That was true even in TLA.
You could hold B to fast-forward through text, in and out of battle. Animations? I wish.
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« Reply #17 on: September 03, 2013, 10:27:44 PM »

It did work on many animations, just as Jamie said.  This is something that didn't exist in TBS.  So... you could say that unlike the other changes, this is a natural progression of what was already happening.

I also don't disagree with the feature.  "Don't waste the player's time" is something I believe.  It's the other things that irk me in DD.
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JamietheFlameUser
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« Reply #18 on: September 03, 2013, 11:20:22 PM »

Exactly. But combine the increased ability to speed through battles, the decreased rate of successful fleeing, the really awesome attack animations, and the grinding-based unleash system, and you have a whole lot of players fighting every single battle in their path, when in TLA they would've just fled. This results in characters becoming very powerful very quickly.

And like has been happening the previous two games, the random encounter foes have slowly become weaker. In TBS, they were almost a threat. In TLA, they were basically just cannon-fodder for regular attack spam. In DD, they barely even manage that, as most of them go down in one hit from a regular attack.
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« Reply #19 on: September 03, 2013, 11:25:31 PM »

Most players I know never ran from a TLA battle, nor a TBS battle, unless they were specifically trying to stay under a certain level.  I do agree with the enemy strength, though - the only decent enemy was the Great Dragon, and even he went down rather easy.
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« Reply #20 on: September 03, 2013, 11:34:41 PM »

Back when I played TLA on a GBA instead of an emulator, I often found myself running from battles in places such as Air's Rock, where the encounter rate was just too high and the enemies slightly too tough (not in terms of damage output or Agility, but just in terms of Max HP) to be worth the wasted time.

One other problem (though technically actually an improvement) with Dark Dawn that results in a lot of grinding: powerful equipment in shops is plentiful in Dark Dawn. When a new weapon or piece of armour becomes available at the shops, it's often stronger than what you have equipped. So you want to buy it for every character that can equip it. Result? Running short on cash. This becomes a problem because it results in players going off to grind for the latest and greatest equipment. I know I'm OCD enough that I tend to do that. (Even though there's no logical reason to do this because I can almost certainly own everything in my path anyway.)
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« Reply #21 on: September 03, 2013, 11:55:14 PM »

It's kind of sad really how much of Dark Dawn could be improved by just raising the stats on the enemies. Right now it makes pretty much no difference what class you use. Oh well, I suppose you could just skip picking up djinn.

About running from enemies, I never did this - if you're leveled enough to consistently be able to run from enemies, you can just use Avoid and not even have to worry about encountering them. But if you fail to run, you get to sit through a round of the enemies' attacks, and you could have put them all down in close to that time, making running very rarely worth it.

And in an attempt to conclude the matter of fast-forwarding though battles: yes, you can skip parts of certain animations in TLA, but you can not speed them up like you can in DD. Battles in TLA are still pretty fast, but if you're trying to speed through the game they still take up a pretty large amount of the total time.
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« Reply #22 on: September 04, 2013, 10:09:10 PM »

My biggest issue with DD was the Light and Dark types. It's the same opinion I have with the new Fairy-type in Pokemon; I never felt the system in the previous games was broken or lacking, so why did they try to fix it by adding new elements? Even worse, why did they make the new Dark element weak to every other? And to top it all off, the dark element was exclusive to enemies and the light element was barely mentioned in the game at all.
I mean seriously, Light and Dark are the most cliched and generic things they could possibly have added to the game and for me Golden Sun always felt very unique.

Furthermore after briefly introducing these new elements and otherwise having a plotline that begged for a sequel to continue it (even more so than TLA), by all appearances they've abandoned the series altogether since we've heard nothing about GS4 and after last time I'm not sure I'll care enough if they're pulling another "let's show up out of the blue claiming to have the sequel these people have waited years for!"

As for the battle system I never really experienced it being too difficult, even at the end where you're practically having experience thrown at you but this is probably because of my own lack of skill more than anything else.
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« Reply #23 on: September 05, 2013, 01:51:34 AM »

Actually, Light and Dark aren't new elements, remember?  And it's never actually explained what they are or how they work, just that they are called "Fundaments".  It could very easily be spun to mean something totally different.

For example:  That kid using "light" in postgame wanderings?  Totally celestial energies.
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« Reply #24 on: November 19, 2013, 01:59:22 AM »

An insult... Question  Golden Sun:Dark Dawn was a pioneer for the series on the DS that introduced new characters and 3D graphics among other things.  It also introduced a lot of people to Golden Sun, providing a decent deposit of lore about the last two games.

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« Reply #25 on: November 23, 2013, 07:08:43 AM »

I haven't played DD at all, but from what I have read it could have been better.
It does provide lore I'll grant that, but game's story is lacking I think.

A total insult from Camelot? I don't think so. They could have left us with no game at all.
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« Reply #26 on: December 04, 2013, 07:12:36 PM »

An insult... Question  Golden Sun:Dark Dawn was a pioneer for the series on the DS that introduced new characters and 3D graphics among other things.  It also introduced a lot of people to Golden Sun, providing a decent deposit of lore about the last two games.


3D Graphics is something irrelevant, we are talking of an RPG, a genre that even today in top-favourite lists we can find some old games featuring pixelated graphics. Personally i like pixels and how games look with them. They are just a different expresion of art, they are not inferior to the new graphics.
However thats a personal opinion, what is not an opinion is that most of the characters of Dark Dawn are completly dispensable. Im a fan of Golden Sun, really much. Golden Sun GBA are my favourite RPG series.
But even with that i know that Golden Sun is not perfect, in therms of history and development of characters Golden Sun dont does it bad at all, but its clearly a low point of the game comparing to Gameplay, Graphics, Soundtrack...
Is just that Golden Sun is not deep with the personality of characters comparing it to other games.

And actually Dark Dawn have the same problem but worst, adding unnecessary, horrible, with non-personality and not a real importance to the game. For example Himi.
This game could be done with 4 characters since its also really short.

I actually dont know if Dark Dawn introduced much new players to the serie, but i feel sorry for them, it is the equivalent of introducing someone to The legend of Zelda with cdi games (ok, i may exagerated that a bit). Im a bit curious of that now, what would think someone of Golden Sun GBA playing first Golden Sun Ds.
I haven't played DD at all, but from what I have read it could have been better.
It does provide lore I'll grant that, but game's story is lacking I think.

A total insult from Camelot? I don't think so. They could have left us with no game at all.
Between a bad sequel and no sequel at all, personally i prefer the no sequel.
Golden Sun GBA had an acceptable ending, I know that, in fact is a really open with many misteries and questions without answer, but still being a good way to end the game, i mean families being reunited, main characters are happy and the world is saved. Ok, we dont the destiny of Alex, he maybe died or maybe not. Alchemy may causes problems in the future, like it did in the past, but thats something irrelevant to the end of this game.

And thats all about, ok maybe saying that it was an insult is an exageration. But im sure that it was fairly a DECEPTION. and i can say it because im the first fan of the serie that dedicated time to create negative comments of Dark Dawn, the thing goes to more since, i also know a group of persons that are dedicating time to a fan-sequel of The lost age due the dislike of Dark Dawn.
« Last Edit: December 04, 2013, 07:31:54 PM by Raetah » 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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