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> Master Hand actions
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Gr8Goomba88
  Posted: Nov 11 2005, 10:47 AM
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Hey gang,
Does anybody know how to create the action that Master Hand does on SSB (grabbing,how he stays locked on you and shoots bullets, etc.)? I'm using TGF, and I just need some help on this.
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Black Squirrel
Posted: Nov 11 2005, 11:41 AM
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Well, you should just be able to use the animations from Kirby and the amazing mirror as a reference:

http://sprites.fireball20xl.com/NSA/Sheets/masterhand.png

Unless you're talking about movement, which then you'd probably be better off modifying a ball movement, making it go to various places and randomly doing something...


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Gr8Goomba88
Posted: Nov 13 2005, 09:48 AM
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One last thing,
When Master Hand gets weaker he shoots more bullets. So, how could I make Master Hand on TGF do that? I'm actually trying to figure that out myself.
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BreakfastPirate
Posted: Nov 13 2005, 12:00 PM
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Timers.

"always" add 1 to counter.

Basically, that's it, you just decrease the max value, set it to 0 when its on the max value, and shoot.


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Draco Icebane
Posted: Nov 13 2005, 12:16 PM
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QUOTE (BreakfastPirate @ Nov 13 2005, 10:00 AM)
Timers.

... what?

He wants Master Hand to be stronger as his health wears down, not as time goes on.
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BreakfastPirate
Posted: Nov 13 2005, 12:17 PM
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QUOTE (Draco Icebane @ Nov 13 2005, 12:16 PM)
... what?

He wants Master Hand to be stronger as his health wears down, not as time goes on.

I refer to counter's as Timers



SORRY >:[


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Draco Icebane
Posted: Nov 13 2005, 12:20 PM
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QUOTE (BreakfastPirate @ Nov 13 2005, 10:17 AM)
I refer to counter's as Timers

I call them counter loops k
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BreakfastPirate
Posted: Nov 13 2005, 12:25 PM
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XXgame calls them beats!




Yeah I got nothing.


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Draco Icebane
Posted: Nov 13 2005, 12:30 PM
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QUOTE (BreakfastPirate @ Nov 13 2005, 10:25 AM)
XXgame calls them beats!

Click and Play REVOLUTION
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BreakfastPirate
Posted: Nov 13 2005, 12:33 PM
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50 MORE EVENTS TO PLAY AS!!!!




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Draco Icebane
Posted: Nov 13 2005, 12:35 PM
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QUOTE (BreakfastPirate @ Nov 13 2005, 10:33 AM)
50 MORE EVENTS TO PLAY AS!!!!

Everybody's waiting for you!

*it shows Jeff trying so god damn hard to get his Epic engine not to crash or corrupt*

I
DONT
WANNA GIVE UP
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William
Posted: Nov 13 2005, 12:36 PM
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WHAT IT DO WHAT IT DO


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tahts nice........ Anyway, the best way to make Mst Hand shoot more bullets as he's dying is by using this command (counter and timer neede)
M: Master hand >:i think you know math....

Counter > (insert number) M: (use create object featuew and create more bullets.)

Simplified.
Ok, the counter (the hand's damage) is rising. Thusly, he will shoot more bullets. The bullets shall not be shot but created at points in the hand.. You can then cause the bullets to always look in the direction of the player.

hope that helps.

This post has been edited by adan on Nov 13 2005, 12:37 PM


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BreakfastPirate
Posted: Nov 13 2005, 12:38 PM
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QUOTE (adan @ Nov 13 2005, 12:36 PM)
tahts nice........

ASSHOLE >:[

YOU RUINED MY GROOVE ON ACROSS THE NIGHTMARE

user posted image
user posted image

This post has been edited by BreakfastPirate on Nov 13 2005, 12:44 PM


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Black Squirrel
Posted: Nov 13 2005, 02:29 PM
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QUOTE (Gr8Goomba88 @ Nov 13 2005, 02:48 PM)
One last thing,
When Master Hand gets weaker he shoots more bullets. So, how could I make Master Hand on TGF do that? I'm actually trying to figure that out myself.

Values. Every time Master Hand is hit, add 1 to value A, B or C (Every object gets it's own set of values). I find it easier than using a counter, although both should do the job fine. The higher the value gets, the more times master hand will stop and shoot, until the counter reaches a certain number, which is when he dies.


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Draco Icebane
Posted: Nov 13 2005, 03:05 PM
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QUOTE (Black Squirrel @ Nov 13 2005, 12:29 PM)
Values. Every time Master Hand is hit, add 1 to value A, B or C (Every object gets it's own set of values). I find it easier than using a counter, although both should do the job fine. The higher the value gets, the more times master hand will stop and shoot, until the counter reaches a certain number, which is when he dies.

Alternatively you can set the value to something at startup (through the object's Preferences) and subtract from it, ending the battle when it reaches zero

EDIT: Wait, TGF? Oh. TGF doesn't let you set initial values with Preferences -- use a Start of Level command instead

This post has been edited by Draco Icebane on Nov 13 2005, 03:06 PM
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