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Author Topic: Dark Dawn's the only Golden Sun game you've really played: what are you missing?  (Read 7898 times)
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Thunder-squall
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« on: January 10, 2014, 12:59:50 AM »

As I'm trying to code from scratch and recreate stuff about Golden Sun, I realize that I'm basing ALL of my decisions off of Dark Dawn.  How might that lead me to make stray decisions which don't follow with the mainstream Golden Sun fandom?
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« Reply #1 on: January 10, 2014, 01:48:01 AM »

In terms of game mechanics, you're missing very little. I can mainly think of two three things:
-Dark Dawn drastically cut down on the amount of psynergies with overworld use. Not necessarily bad or good.
-Dark Dawn generally has greater range for out-of-battle psynergy. This makes sense, as psynergy attacks are ranged in battle.
-Dark Dawn is missing the "item classes" from The Lost Age. These classes are accessed by equipping an item which overrides your normal classes (thus being accessible by everyone), and to advance in their tiers, all four elements are required.

The class system in itself can seem a bit quirky at first though. You're free to consult me if you want to add a similar class system to your game as I'm very familiar with the mechanics.

But seriously, if you have the time to code all this, I would give those two games a shot.
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« Reply #2 on: January 10, 2014, 01:58:03 AM »

Like he said, mechanix wise you not be missing much, 'cept for the fact that the first 2 games were about 20% cooler.
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« Reply #3 on: January 10, 2014, 02:17:15 AM »

-Dark Dawn drastically cut down on the amount of psynergies with overworld use. Not necessarily bad or good

Right now this is exactly what I'm working on.  I'm not interested in 'trigger switch' psionics (like "slapping" a clown's nose, or whatever), but what are terrain-changing psionic abilities (lol, you know I mean "psyenergy" abilities) which one should be aware of.  From Dark Dawn, the map elements I'm currently looking at are

1. move bock (push)
2. float air-panels
3. grow vine
4. create static block (i.e. by freezing ice), or remove static block (i.e. fireball)
5. trigger moving platform (i.e. wind when you're on a raft, or fireball when you're in an engine).
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« Reply #4 on: January 10, 2014, 02:49:13 AM »

Might as well just post the psynergies you haven't listed...

Douse - Put out flames or fill stuff with water
Reveal - Show hidden stuff (iirc Himi has something similar in DD)
Parch - Evaporate standing water (Mercury psynergy for some reason)
Sand - Become sand, able to move around in sand
Blaze - Manipulate flames
Lash - "Lift and move light objects" (used to move ropes)
Pound - Drive objects into the ground. (Mars)
Scoop - Dig in soft ground.
Tremor - Causes a small tremor, everything on screen shakes
Cyclone - Whirl up weeds, and activate certain transporters. The float-air panels seem to be derived from this.
Burst  - Break cracked objects.
Grind  - Pulverise large objects. (Venus adepts only)
Hover - When used on certain panels, you can hover for some distance. (Jupiter)
Teleport - Can travel between certain teleport platforms, or to any previously visited town (Jupiter)
Catch - Grab light objects from afar (no element?)
Force - Strike a distant object (no element)
Lift - Lift an object and leave it hovering in the air (Mercury... why??)
Halt - Stop a moving object. (Jupiter)
Cloak - Become invisible in shadows (Mercury)
Carry - Lift, move, and drop an object. (Venus)

Note that fireball didn't exist in these games, neither did using wind to move yourself.
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« Reply #5 on: January 10, 2014, 04:56:36 AM »

I can see how they all sort of do similar things, but what sets them apart is the setting where they could be used.  I think the settings in Dark Dawn were pretty cool, but were there some cooler ones I missed in the previous games?
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« Reply #6 on: January 10, 2014, 09:22:13 AM »

Very true, all psynergies are heavily dependent on the setting. It is then the work of the game designer to create the illusion that the setting necessitates the psynergy, and not the other way around.

As for settings... DD has nothing quite like the elemental lighthouses and the elemental rocks.
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« Reply #7 on: January 10, 2014, 10:28:58 AM »

Well, the luna tower is similar,in a way to the lighthouses
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« Reply #8 on: January 10, 2014, 07:06:32 PM »

looking over old sprites, I get the feeling that the old game featured more species.  I.e. people with other colored skin?

Hey, is the world map in DarkDawn compatible with the map in previous games?  Together, do they now tell us how the entire world looks?
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« Reply #9 on: January 10, 2014, 07:42:18 PM »

DD and TLA both have a map over the full world, but it has changed a lot between the games.
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« Reply #10 on: January 10, 2014, 10:27:30 PM »

DD and TLA both have a map over the full world, but it has changed a lot between the games.
Maybe due to natural disasters? Tectonic shifts, if those even exist in gs?
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« Reply #11 on: January 10, 2014, 11:37:57 PM »

Maybe, but I thought it was due to the effects of the Golden Sun/Alchemy. (And 30 years passing by.)

All three games are in the same world. (Weyard) GS1 only features a small part of it, and you don't use a boat. GS2 features a larger map (including GS1's map), but doesn't let you go to GS1 places. That whole continent, I believe, is rendered unused, save for maybe a few spots not accessible from GS1.  GS2, however, does have a playable boat, though.  And ofcourse, in GS3 everything looks a bit different.
« Last Edit: January 10, 2014, 11:47:01 PM by Teawater » Logged

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« Reply #12 on: January 11, 2014, 03:29:44 AM »

A decent plot.
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« Reply #13 on: January 11, 2014, 08:00:58 AM »

Gs3 is in the same region as gs1 with a boat section taped on at the end, but like teawater said, all looks diff
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« Reply #14 on: January 11, 2014, 10:26:59 AM »

But if I wanted a consolidated map, I'd use GS3?
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Today at 02:46:36 PM
KyleRunner: Atrius!!
Yesterday at 11:29:46 PM
Atrius: @Fox, I tried, but for some reason Mario Golf won't boot, and Mario Tennis crashes when you patch out the text compression, and I'm not sure why...  The normal text loading functions in them are basically the same as the ones in the Golden Sun games.
April 16, 2018, 07:44:36 AM
Drake baku: So it took about halve a hour of letting my lap stay off for it to suddenly work again
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Drake baku: All of a sudden fox his editor gets errors. When trying to start it, thing worked fine yesterday...
April 14, 2018, 01:04:37 PM
Fox: @Mario Golf/text editing = Nope... And it may be awhile yet. I think I looked into it before... (at least for GS1)... but usually is the case when I come across a particular problem, that it can delay a solution for an extremely long time.
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KyleRunner: Fox, what about that tool for editing text in Mario Golf? Didi you finish it? If not, can you make a version of gstoolkit compatible with it?
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