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Question: So, for the people who are in the DC revival project, should we help Joao or continue on our own?
I want to help Joao - 1 (33.3%)
I want the project to be made by us - 1 (33.3%)
Other (leave post) - 1 (33.3%)
Total Voters: 3

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Author Topic: Should we help Joao?  (Read 21169 times)
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Luna_blade
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« Reply #15 on: April 28, 2014, 07:14:54 AM »


I take a strong issue with the poll question, of whether "should we help Joao or continue on our own?"  If we cannot continue on your own, then we won't be able to help joao. To me it's really that simple.

You are right. But do you think we are unable to handle the project on our own?
We can continue on our own but that requires us to probably basically recreate what Joao has already done.
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jjppof
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« Reply #16 on: April 28, 2014, 11:57:10 AM »

That makes it sound like you are in the Alpha stages.
Okay. So plans are to make it Public soon?
What exactly is necessary for your source to 'work' in order to get the first version released? (Before I start assuming it has to be a completed game.)


Yeah, I intend to make it public.
Neither I know what exactly needs to make it done hahahahaha
But I can make a list soon.
Anyway, the next the step is implement the element engine and the damage calculation.
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Thunder-squall
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« Reply #17 on: April 28, 2014, 07:15:28 PM »


We can continue on our own but that requires us to probably basically recreate what Joao has already done.


In practice, you have two options.

1. Identify what J hasn't done but needs to do, and then work on that.
2. Do whatever you want to do in order to make a GS game in RPG Maker.

The first is a perfectly good option.  
If you do the second (with no mind to the first), then there are two possible outcomes for option 2.

1. You'll end up working on something J hasn't worked on yet, but would have needed to do eventually.
2. You'll work on the same thing J's working on, and be able to geek out with him about how he's done stuff, and help him do it.

Those outcomes are just as good as the outcomes of the first option, with the added advantage that you'll also pursue the task with greater agency and gusto, since whatever you're working on, it'd be your first choice, rather than some compromise.

I should also point out that J's path is a lonely one -- Otherwise more people would have actually done what he did, rather than just talk about it.  If people specifically choose something to do that's not what J's doing, then we actively reduce the chance of more people like J coming about. And that makes J's path even lonelier.  This is another reason why I support option 2 rather than option 1.


Anyway, the next the step is implement the element engine and the damage calculation.
 

Why isn't Rolina doing this?
« Last Edit: April 28, 2014, 07:20:17 PM by Thunder-squall » Logged
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Rolina
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« Reply #18 on: April 29, 2014, 12:18:22 AM »

Who do you think is helping him?  ;)

We've been talking about this over skype.  The only things that escape me are the formulas for effect infliction and those class-based resistances.  Once we figure out how those work, we can implement a true 1:1 remake, rather than a wild-guessed approximation I'd have to make.

Don't expect any custom formulas out of this, though - the goal is a strict "exactly how GS does it", so any balancing that could be done shouldn't be done.  Leave that for community edits of the game, should we be given the green light to do them.
« Last Edit: April 29, 2014, 12:21:49 AM by Rolina » Logged

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Fox
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« Reply #19 on: April 29, 2014, 12:48:55 AM »

Speaking of calculations, here's one for a random chance of recovering from an ailment/debuff: (As I found long ago.)
(((Luck * 3) - (Turns * 5) + base_chance) * 655) >= 16BIT[rand()]

base_chance depends on effect:
Attack = 30%
Defense = 20%
Resistance = 20%
Delusion = 30%
Confuse = 60%
Charm = 70%
Stun = 20%
Sleep = 50%
Psy-seal = 30%


http://forum.goldensunhacking.net/index.php?topic=2067.msg37426#msg37426 = This post is the success chance when an effect is used.

http://forum.goldensunhacking.net/index.php?topic=2215.0 = Summons was also researched... But I didn't list any formulas/summon values...


I can't recall posting any other calculations?
« Last Edit: April 29, 2014, 12:53:28 AM by Teawater » Logged

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« Reply #20 on: April 29, 2014, 06:21:11 AM »


Don't expect any custom formulas out of this, though - the goal is a strict "exactly how GS does it", so any balancing that could be done shouldn't be done.  Leave that for community edits of the game, should we be given the green light to do them.

I agree that recreating GS#1 is a good, stable idea, and having a stable mission like that might be a good way to contain or conserve people's creative energies.  If that's what we're talking about, I can think of no objections.
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Rolina
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« Reply #21 on: April 29, 2014, 11:14:44 PM »

Nice, so we have the effect recovery formula?  Now if we can only figure out the infliction rate...

Also, what does turns refer to?  Turns inflicted, or turns remaining?
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« Reply #22 on: May 02, 2014, 02:22:57 PM »

New video.  Happy

https://www.youtube.com/watch?v=jpi3kw47eAk
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Fox
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« Reply #23 on: May 02, 2014, 05:16:22 PM »

@Rolina: I think it was turns remaining, if I remember correctly.

For example, say if someone casted Sleep on you... The value of how many Turns sleep would last for gets put in the character's RAM. Each turn that decrements until it reaches 0, or until you randomly recover. (Which is that formula.)
« Last Edit: May 02, 2014, 05:19:31 PM by Teawater » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...
*Cross my fingers and hope we have Big Brother All-Stars next year... with Paulie & Cody Califorie(sp?)... and Vanessa & Tiffany Rousso.... Would be fun? :P Especially if one of the boys got evicted early since there's usually some all-guy alliance in there, right?
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« Reply #24 on: May 02, 2014, 07:42:43 PM »

Any chance some of you know to work with custom tileset? We need to start remaking the World Map.

I've already riped all mountains and terrain types graphics. We already have all locations tiles...

We need:
1) Water animation tiles (sea and rivers).
2) A way to recreate that coastal line by the oceans.
3) Trees tiles (I've tryed, but they are SO small...)
« Last Edit: May 05, 2014, 01:07:22 PM by KyleRunner » Logged
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jjppof
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« Reply #25 on: May 02, 2014, 09:32:48 PM »

The only thing I used from here till now was damage formulas that Rolina sent to me. Now Rolina is teaching me about elemental level, I don't know anything about it. After elemental buffs, lvl is what I'm gonna take.
KyleRunner is making things for worldmap, soon I'll be using.
I'll be using too the calculations of recovering from an ailment from Teawater.
Just giving some credit. Any problem, just say.

« Last Edit: May 02, 2014, 09:53:38 PM by jjppof » Logged

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« Reply #26 on: May 02, 2014, 11:23:22 PM »

The only thing I used from here till now was damage formulas that Rolina sent to me. Now Rolina is teaching me about elemental level, I don't know anything about it. After elemental buffs, lvl is what I'm gonna take.
KyleRunner is making things for worldmap, soon I'll be using.
I'll be using too the calculations of recovering from an ailment from Teawater.
Just giving some credit. Any problem, just say.



It seems I'm on the right track!

I'll soon have the tools to create the entire World!


* Golden Sun.png (131.85 KB, 566x457 - viewed 217 times.)
« Last Edit: May 03, 2014, 02:36:58 AM by KyleRunner » Logged
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Fox
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« Reply #27 on: May 03, 2014, 12:25:04 PM »

@J: You are welcome. Although, you should probably note that if you have more than 5 turns left on an ailment, the formula is canceled until it gets down to 5 or less.

The formula is small and I have made a vague image tut. (It's one function.) http://i900.photobucket.com/albums/ac208/charleysdrpepper/ailmentrecovery_zps25eb4eb2.png (You may ignore this.)

Pretty much, there's an End Of Round Function that calls each of the ailment recovering functions.(Pretty much a turn decrementor for each ailment.) Those functions call this function.
« Last Edit: May 03, 2014, 12:42:14 PM by Teawater » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...
*Cross my fingers and hope we have Big Brother All-Stars next year... with Paulie & Cody Califorie(sp?)... and Vanessa & Tiffany Rousso.... Would be fun? :P Especially if one of the boys got evicted early since there's usually some all-guy alliance in there, right?
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Rolina
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« Reply #28 on: May 04, 2014, 05:33:46 PM »

@Kyle:  Are the only coast options you have right-angle coast options?  If you need, we can hunt down other angles for you to use in those tiles.
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jjppof
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« Reply #29 on: May 04, 2014, 07:14:49 PM »

Check this please, need help.
http://forum.goldensunhacking.net/index.php?topic=2419.0
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Today at 08:29:05 PM
Fox: Hmm... Kind of curious if I should convert my Height tile table function thingy to a get height (by pixel) function, and then use that as necessary.... Well, I'll need to give it some thought.
Today at 04:22:38 PM
Fox: script.google.com = Well, since this is the site, I mean. Still looks like the same script window you can get from a SpreadSheet Script, though.
Today at 04:20:52 PM
Fox: Actually, I think Google Scripts is separate from Google Spreadsheets... I never really bothered to look into it befor,e but.... er.... well, I guess we see what can be done with it in the future. (If I ever find out we can access something like binary files or whatever, then that might also be interesting. :P)
Today at 03:54:51 PM
Fox: Well, that being I could just look at this: https://developers.google.com/apps-script/reference/gmail/gmail-app
Today at 03:53:12 PM
Fox: Like what program? If it's something like futureme, It's just date/time.... I am kinda curious what Google Spreadsheets can do with things like GmailApp, which is another reason I linked it. 
Today at 01:11:03 PM
Luna_blade: was there not a program already supporting delayed messages?
Yesterday at 06:42:07 PM
Fox: Depends on what you're up to... But on the surface, it's not likely you'd need it... I love it when things can be versatile.
Yesterday at 08:41:08 AM
Crystal Sonata: I don't much see a purpose for it, but interesting.
July 24, 2017, 02:53:28 AM
Fox: I'm Teawater, by the way... Hi!
July 24, 2017, 02:52:34 AM
Fox: Who?
July 24, 2017, 02:40:42 AM
Takumi: GUESS WHO'S BACK BITCHES \o/
July 22, 2017, 07:18:23 PM
FoxI felt a sudden Piers reference. :P - @avatar:  And yeah, it's easy to forget about things like that.
July 22, 2017, 07:15:48 PM
leaf: I didn't even realize my avy was still hosted on photobucket. fixed now.
July 22, 2017, 07:15:20 PM
leaf: and... looks like photobucket is kill
July 18, 2017, 02:20:00 PM
Fox: @Gameradar = I like that approach.... 30 second video ad for one ad-free day... as an option.... Interesting? - Of course, keeping to using an adblocker is also an option... but the point is how they made it almost sound encouraging. :P
July 16, 2017, 12:06:02 AM
Fox: Recent research is making me worried that it might not be vulnerable enough to do anything with it. Not absolutely sure, though.
July 14, 2017, 06:12:12 AM
Fox: Well thanks. While it does appear to be a vulnerable glitch, we still need to find a way to succefully abuse it. It's a bit complex, so I'd be amazed if someone actually finds a good method! :)
July 14, 2017, 02:01:57 AM
Ark: Game crash: successful. Shoutouts to Fox for being amazing
July 14, 2017, 12:20:07 AM
Plexa: I'll play around with this stuff on stream in 20 mins or so. No idea if I'll find anything or if I even understand properly what you're doing - but we'll see!

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