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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 20569 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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« 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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« 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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« 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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« 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

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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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« 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 214 times.)
« Last Edit: May 03, 2014, 02:36:58 AM by KyleRunner » Logged
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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

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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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« 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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Yesterday at 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
Yesterday at 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
June 20, 2017, 07:07:27 AM
Fox: say*
June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
June 20, 2017, 07:04:03 AM
Fox: Like*
June 20, 2017, 07:03:55 AM
Fox: Let that one time where they tried to clip a guy out... To put it as short and vague as possible.
June 20, 2017, 06:58:52 AM
Fox: But in case you do watch it... I do know the story on TV that they tell... is not always accurate to what actually happened... (From what one can find out from the feed.) ... but usually the fansites will let you know about that.
June 20, 2017, 06:37:54 AM
Fox: Depends, as each person may have a different opinion... (I'm thinking you might find it like other "reality" shows..)  ... I'm not really into Survivor at current.... I also question if it was something about Julie Chen that made it a little more interesting.... .being the an iconic host that she is.. Weird.
June 19, 2017, 11:57:31 PM
Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXX: Honest opinion but is it any good or is it just like all other "reality" television?
June 19, 2017, 11:57:00 PM
Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXX: I have a friend who is obsessed with that show and Survivor and he wants me to watch with him.
June 19, 2017, 07:47:18 PM
Fox: So.. as soon as I saw the cast of BB19, I wanted to try to pick my favs on first impression... And I'm curious about these: Elena Davies (Female pick, maybe.) and Kevin Schlehuber (Male pick, maybe. - He's the oldest.) ... whether they even get close to the end or not... I have no idea. Would have to watch them play the game.
June 19, 2017, 05:46:42 PM
Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXX: Lol, well I had Squirtle for a while but I'm usually better known for Yoshi. I hope! :o
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