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Author Topic: Gunslingers  (Read 3273 times)
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Thunder-squall
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« on: April 20, 2014, 06:55:40 AM »

Since we got hints of steam punk stuff in Dark Dawn, do you think it'd be possible to pull off a gunslinger PC class?  I imagine that instead of unleashing djinn, they shoot them out as bullets.  Maybe they could be a way to introduce some Bravely Default mechanics.
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Luna_blade
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« Reply #1 on: April 20, 2014, 08:01:33 AM »

Yes. And possibly some kind of mecha or animated robot. Look up Final Fantasy VI, that has a lot of steampunk things.
I'm not so sure about shooting djinni's, but okay.

The problem with introducing new mechanics (I guess you mean the turn system from Bravely Default) is that GS and the game can't be compared anymore...
But it really depends on how big the mechanic is and what kind of game you want to make.
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Lord Wolfram
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« Reply #2 on: April 20, 2014, 03:36:41 PM »

Seem interesting.
such a spell like Djinni canon(Like mars djinni Canon and after strike a random djinni is resting.
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« Reply #3 on: April 21, 2014, 05:29:06 AM »

I also think that a new player class could be an effective way for the game to communicate to the player how much the world has changed... DD hinted at a steam punk city, but we never really saw much of it, I don't think.
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« Reply #4 on: April 23, 2014, 05:09:54 PM »

I think what you actually mean is a gunslinger character (or character type), since there are no weapon specific classes. Would be pretty cool IMO, and could probably fit into the GS universe even if no gunners have been introduced so far.
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Thunder-squall
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« Reply #5 on: April 23, 2014, 05:52:15 PM »

^ yup, although I can't remember if Sveta was an exception.  Wasn't she the only one who could use fists, or whatever?
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« Reply #6 on: April 23, 2014, 06:06:41 PM »

Yeah. she was the only one to be able to use fist/claw weapons... and could use nothing else. I don't think that's a good way to design a class/character.
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« Reply #7 on: April 23, 2014, 08:17:58 PM »

I think she was made that way in order to be a plot point, since she was the only character who was intended to use the umbral gear.

But Extra Credits did a video discussing 'difference in kind,' pointing out how players like variety, even if the variety isn't as fun as the core game mechanics.  While Sveta may not be a great stand alone character, was an oddity like her an interesting thing to throw into the mix, to add variety to the player experience?

Answering that may determine how useful it might be to have weird character types, with their own custom rules. Personally I think it was fine, but then again I hear that the original GS had some amount of depth, and a character like Sveta wouldn't have contributed to it at all.
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« Reply #8 on: May 02, 2016, 02:54:57 AM »

I can see the Gunslinger Class acting sort of like those "equip classes" Tamer and Necromancers classes, you access it by equipping an Alchemy Gun, you have "ammo" in the form of specialized psyenergy crystals that have infused into them a certain element or psyenergy skill, like a supernova crystal, and after X uses the crystal disappears or becomes gray/dry until it's once again recharged with psyenergy.

The quality of the gun would determine how strong the spell shot is, you could further specialize the equipment into being more efficient in shooting a certain element, having it's own unleash by imbuing the skill shot with a status effect or damage modifier.

This would allow a non-adept to be competitive in the battlefield.

EDIT: Additionally your Gunslinger could get special parts to upgrade the Alchemy Gun, then once you have the parts the upgrade could take place either at the item store or your gunslinger do it themselves with some option/event, the upgrades could let you expand the amount of psyenergy crystals you can use during battle and customize your spellcasting list.
« Last Edit: May 08, 2016, 12:33:12 AM by Radamanthys » Logged
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Yesterday at 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.
Yesterday at 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.
Yesterday at 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?
Yesterday at 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
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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