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View Full Version : Master and Crazy Hands



Majora
09-17-2008, 06:24 AM
http://www.youtube.com/watch?v=vSSRDBHSb90

Yea, I've been playing Kirby and the Amazing Mirror because I remembered those two were in it, and huzzah, I want them both in my quest. Before you freak out, however:

1) They only have like 3 moves, and if you wanna do the bare minimum, that's fine. A couple extra moves (sprites being acquired elsewhere as necessary) would really help.

2) The moves I saw were Grab, Fist Pound, Punch, Missles, Super Clap, and the one where they punch each other at the center of the stage.

3) At the VERY least, I'd like Master Hand with Grab, Missles, and Punch

4) I'm surfing teh interwebz looking for C++ savvy people to possibly waste a few days helping out a complete stranger.

5) It would be a completely side-view battle.

the sprites I'll be using: http://img222.imageshack.us/img222/8151/masterhandas3.gif

For Crazy Hand (which would be the left hand), I assume it'd be nothing more than duplicating the script, changing movement variables to negative (or positive... well, the opposite of what Master Hand's would be) and call it "FFC Script Crazy Hand" or something.

If it's relevant at all, here's the arena:
http://img29.picoodle.com/data/img29/3/9/17/f_fdcropm_db9b7cb.png
(still need to rip into ZC in all it's crappy 256 (or less) color glory)

and the song:
http://www.vgmusic.com/new-files/masterhandtetris.mid


I kinda had this idea where Master Hand would occasionally drop a tetris block on you he grabs from off-screen. The block would shatter on impact, thought... so no, you wouldn't have to make several lines successfully to defeat MH :p




I also expect someone to bash me for asking for something too complicated... and for someone to come along and tell me to script it myself... which I'd be more than happy to do were it not for this:
http://www.purezc.com/forums/index.php?showtopic=37551


EDIT: http://img27.picoodle.com/img/img27/3/9/17/f_EPICBATTLElm_25780ab.png

pkmnfrk
09-18-2008, 02:59 AM
Hmm... Interesting...

I will take a look at doing this tomorrow.

lucas92
09-18-2008, 03:50 PM
Could you put a test quest file with the master hand graphics in it and its palette? Just to know how many tiles master hand uses.

pkmnfrk
09-18-2008, 04:18 PM
and the song:
http://www.vgmusic.com/new-files/masterhandtetris.mid


Incidentally, that song is a duplicate of this one (http://www.vgmusic.com/music/console/nintendo/gameboy/masterhandtetris.mid). Not that it matters, since it's the exact same file...

Anyway, when/if I do this, I will be providing the script only, and the graphics will be up to you, since I don't know what tileset/palette/whatever you use.

Majora
09-18-2008, 07:32 PM
Could you put a test quest file with the master hand graphics in it and its palette? Just to know how many tiles master hand uses.

I will try to create an intro sequence of the Master Hand appearing... shouldn't be too hard with some FFCs.

Majora
09-20-2008, 01:55 AM
I forget what the rules on double posting are around here, but this is "important" to the topic:

http://www.youtube.com/watch?v=Kyw2Fb5sEFE

Also, in the incredibly miraculous event that someone decides to write the script:


Move Name Notes
A - Poke - Master Hand pokes the air twice. The second poke is more powerful. Inflicts 8-26%.
A> - Slam - Master Hand makes a fist and slams into the player. Does 20% to player.
Forward Smash - Gun - Master Hand makes the shape of a gun, and fires sets of 2 bullets. It fires 1 set if above 100 HP, and three sets if below. 5% each.
A^ - Drill - Master Hand flies up, then slams down while spinning in a drill-like fashion. 1-25%
Up Smash - Ram - Master Hand flies off the screen, then appears in the background as a fist. He attempts to slam into the player, then flies back onto the stage from the top of the screen. 16%
Av - Sweep - Master Hand makes several sweeping motions. The amount of motions depend on the size of the platform. 12%
Down Smash - Crush - Master Hand flies off the top of the screen, then appears in the background. He attempts to flatten the player. 16%
B - Walk - Master Hand "walks" using his pointer and middle fingers. When he reaches his opponent, he "kicks" them. 18%.
B^ - Jet - Master Hand makes a vaguely plane-like shape, then flies into the background. He attempts to fly into the player, then flies in from the right. If the player makes contact with him when he is taking off, they will be burned launched downwards. 12-16%
B>* - Slap - Master Hand makes a slapping motion across the platform. 16%
Bv - Punch - Master Hand hovers over the target, then quickly punches down. 8-24%


EDIT: Gonna edit more stuff in

All the moves where Master Hand doesn't travel through the perpindicular (Z) axis would be nice. (X = Left-right, Y = Down-up Z = back to front)

Majora
09-23-2008, 04:18 PM
Sorry about the triple-post, but this is one thing I will be persistent about.

Some stuff that would probably aid anyone willing to script the floating white-gloved hand:

It's all movement patterns that center mainly around Link's position. In fact, I'll put the non-3D moves into plain english sorta-psuedo code-talk:

Poke: Move to roughly 16 pixels away from Link (and follow him), then when he commences the poke (move diagonally up and down in quick "jabs"), he stays there poking twice.
Slam: Switch to another FFC, fly horizontally towards Link and stop (and revert to default) either on contact or after say... 4 combos past Link (when the attack misses).
Gun: Switch to a different FFC, position self in-line with Link, x combos/pixels away (and follow/keep in-line), and at a randomly selected time between a and b tics/seconds (Which would probably be 1 to 5 seconds or so), launch x number of Missle FFCs that explode on contact with Link or a solid surface (i.e the stage, because the missiles travel at slight downward angles). On contact, generate bomb explosions (and maybe a random super bomb explosion occasionally).
Drill: Switch to another FFC (from his default one), go up and offscreen. Whilst off-screen, keep track of Link's position and spike down on him, animating and dealing quick low-damage hits for x tics/seconds.
Ram: Is just a more 3D version of Slam
Sweep: Move to the edge of the stage closest to Link, and switch to another FFC, moving across and doing damage.
Crush: More 3D version of Punch (and in 2D-terms, redundant)
Walk: Eh, I'm not too fond of this one.
Jet: Instead of flying at you from the backround, he could just fly up, go offscreen, and come at Link from random sides until contact or miss.
Slap: Pretty simple, go to either edge of the platform, and just move quickly to the opposite edge. (Dealing damage along the way :P)
Punch: hover at the top edge of the screen, following Link, and come down quickly. Will not go past the edge of the platform.

Also, if it is possible for a single FFC to combo-cycle via a script, then that'd save a ton of FFCs (for parts where it says "and then switches to another FFC"). And logic and putting 2 and 2 together also plays a role. I'm sure everyone on this site with at least 500 posts has played some incarnation of SSB, and have an idea of how Master Hand acts. Just because I don't specify something like "Master Hand won't move past the platform (which is solid)" doesn't mean that he can fly off screen and never return :P Scripters aren't robots/computers, after all. I know that sounds demanding-ish and I probably sound like a prick, but the vast majority of my script requests (except for maybe FIVE tops) have either been ignored, bashed/criticized, or I get the old "go script it yourself". Well, I WOULD if I could learn it.

pkmnfrk
09-23-2008, 06:01 PM
Some stuff that would probably aid anyone willing to script the floating white-gloved hand:

I'm just waiting on the test-quest with the ripped sprites in it.

Majora
09-23-2008, 10:00 PM
Hrm... I either forgot, or was otherwise unaware. I'll get right on it >_<

Majora
09-24-2008, 09:21 PM
ZQuest has crashed numerous times (when I was a good deal into the ripping process) so the quest will take a little longer @_@

Majora
09-30-2008, 05:22 PM
http://www.youtube.com/watch?v=q9rYDcEQ4L0

DA NA NA NAAAAA!

lucas92
10-06-2008, 09:48 PM
Did you script it? Whoever who has scripted it needs to know that he's a god. :p

Majora
10-06-2008, 09:54 PM
My scripter guy seems to have died. But I'm not worried, it's not like I'm done making levels 1-8 :tongue:

He's prolly got life and whatnot to deal with.

pkmnfrk
11-14-2008, 04:38 AM
Well, that was me. Things have been hell lately, and I apologize for vanishing like that.

Did I send you the latest version of the script?

Interesting trivia about the script:

* It is entirely done in ZScript. There are no hidden enemies in the battle.
* The "Link->Damage" bounding box is wack, and I can do absolutely nothing about it.
* Well, that's not true. Currently, the hand is made of damage combos (to get the Link knockback effect). But, I could script the damage too, losing the effect, but regaining control of the bounding box.
* The Damage meter was made to resemble the equivalent meter from Cave Story. In the latest version of the script, though, the damage is displayed á la Smash Bros.

Majora
11-14-2008, 10:01 PM
Last version of the script I got from ye was shortly before you vanished. If scripting the damage works better than the damage combo way, I'd like that instead unless it's too much of a hassle.

pkmnfrk
11-15-2008, 12:34 AM
Is it the version in the video? Because, then, it's not the latest version. I'll send it to you soon. (i.e. tomorrow at some point)

Unfortunately, I don't really have time any more to work on it.

Majora
11-15-2008, 07:10 PM
The video demonstrates the version you sent me before you vanished.

Gueifu
02-09-2011, 01:25 AM
Well this is a good site