Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Carnage on August 14, 2012, 08:36:37 AM



Title: Flygon Psa Released
Post by: Carnage on August 14, 2012, 08:36:37 AM
(http://cdn.bulbagarden.net/upload/thumb/f/f1/330Flygon.png/250px-330Flygon.png)


Moveset
Fury Cutter (Jab)- Simply claws the opponent 3 times.

Dragon Claw (Side-tilt)- Leans forward and slashes the opponent with a weak dragon claw.

Ice punch (d-tilt)- leans down and ice punchs the ground, freezing nearby oponents

Wing attack (u-tilt)- rotates and Extends a wing upwards and swipes it.

Dash Attack- charizard's

Fire punch (Forward smash)- lauches a fire punch foward.

Flamethrower (Up Smash)- Looks upwards and releases a flame upward.

Earth Power (Down smash)- Stands face towards camera legs spread and stomps into the ground, one leg at a time causing mini eruptions from the ground on either side of him

N-Air- charizard's.

Wing attack (F-Air)- Swoops forward in a gliding motion with silver wings.

Rock Tomb (D-Air)- Stops moving midair and looks down, then shoots a rock downward.

Thunder Punch (U-Air)- multi hit move upward.

Dragon Tail (B-Air)- Spins around vertically, 360° with his tail extended, similar to Lucas's B-air. Meteor Smash effect on the tip.

Ground Special Attacks
SuperPower (Neutral Special)- Long charge time, similar to Marth's and full body tackles the opponent with a large red glow (10% low, 15% medium, 20% high charge)
Earthquake (Down Special)- Charges up and stomps on the ground with Similar animation to Earth Power, only jumps and lands with both feet with medium range, knocking the opponent in the air for a potential combo starter (13%)
Dragon Pulse (Side Special)- Releases a blue purple beam from his mouth with medium range, but high knockback (12%)
Solarbeam (Up Special)- Shoots a large beam of green light directly up, dealing multiple (about 4-5) small hits (3% per hit, minimal knockback to ensure hits)
solar beam seems so unfiting for a flygon

Dragon pulse(Neutral special)- is shoots a bulish orb which can be controlled, its a slower and more powerful pit arrow.

Dragon Claw(side Special)- this move has 3 charges it works similar to Ike side special, the longer you charge the farther you will go and harder you will hit, if you fail to hit in the air you will go into helpless.

Sand Thomb(down Special)- it creates a sand effect infront of flygon which does multihits.

Fly (Up Special)- Primary recovery move, flies around in any direction the player chooses for about 3 seconds, similar to Pit's up special.

Final Smash: Draco Meteor- its a buffed Pit FS with metors that have a fire trail

Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202944 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202944)


(http://cdn.gamerant.com/wp-content/uploads/Super-Smash-Bros-Ridley.jpg)

It was inspired on the moveset from Super Smash Bros Crusade Ridley a video of ssbc ridley can be found here:
Ridley Preview (http://www.youtube.com/watch?v=MhZjp5U3LQg#)

Ridley is over Captain Falcon and has a port over ZSS

SSBC ridley moveset
AAA-attack 11 and 12 are the same to charizard on attack 13 instead of using the wing its a taill swipe

Side tilt -double tail slash it has two hits, it slides it one way and when comming back it deals more damage.

Up tilt- ridley lowers his body and does a taill swipe

Down tilt- ridley  is lowered on the ground and does a quick taill slide(like pikachu).

Side Smash-short foward rush and doing a slash.

Up Smash- ridley does a standing  rotation move that multi hits.

Down Smash - Swings its  taill around and does multiple hits.

Neutral Aerial- Ridley tucks his body and wings and rotates.

Foward Aerial- ridley tucks the body and wings then rotates then he does a powerful taill stab with meteor properties on the tip.

Back Aerial- a simple backward wing swipe.

Up Aerial- he puts its wings up and stabs the oponent with those spikes

Down aerial- crashs Down down quickly hitting the oponent downwards.

N-B - Fires up to 8 small fireballs doing little knockback  if used in sucession it will only fire one ,the fireballs recharge if you do any other attack that isnt a special move or a throw.

Side B - moves its wing creating wind that only makes the oponent go backwards, no damage.

Down B - Creates a big fireball on the mouth that its chargable and holdable, on the ground it shoots straight on the air it goes diagonaly downward can do any damage between 1 and 25%.

Up B - Its basically MK up B but higher and it goes uo before doing the loop also it doesnt do any damage.

FS - ridley stops time, does a flip on the background and appears  very fast hitting all the  oponents in range for the Ko  

Download

Captain: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)

ZSS: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461)


Video by DD
Brawl Hacks Special: Ridley Released! (http://www.youtube.com/watch?v=lxVkSaVgm1A#)



(http://images4.wikia.nocookie.net/__cb20080908155118/es.pokemon/images/d/d5/Groudon.png)
Groudon
Moveset
AA -Bowser AA looks perfect here resembles slash or cut lets leavue it

Side tilt- groudon does a chop movement  resemble brick break

up tilt- fire punch groudon does a good punch upwards

down tilt- dragon tail, its a grounded taill swipe that flips oponents the other way decent for edje guarding it has no knockback.

dash attack -headbutt  a powerfull dash attack but has a great endlag since groundon trows itself with the head and lands with his belly and takes his time to get up

Up smash- Smack down groudon grabs a rock from the ground and trows it upward making the target be trown down

Down smash earthquake groudon stomps the floor and hits grounded enemies on both sides similar to charizard down smash.

Side smash- Groudon winds up a powerful fist then slams it forward like Hammer Arm.

N-air hiden power groudon calls his hidden powers  and some orbs appear around him  doing damage.

F air- a claw slash  resembling shadow Claw.

up air- Cut he does an overhead slash.

back air a back slash Dragon claw.

 D Air - Groudon does a flip and smashes the foe downwards with his tail.  Very slow but powerful meteor smash

Neutral B: Fire Blast need to wait for the move to grow bigger and go far if used in sucecion it will be weak.

side B- stone edje groudon  points his arms to both sides and 2 rocks apear from the ground  and them he points up making both rocks go upward

side B aerial lava plume groundon spits a fire ball diagonaly downwards

down B solarbeam it has a very slow start put, can be charged and fires a beam with a good range foward

up B dragon pulse groudon roates to the other side then points the head downwards and fires  the beam making him go diagonaly upward

Groudon released xD
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30354 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30354)




Just putting here my old work

My first psa
(http://cdn.bulbagarden.net/upload/thumb/6/6d/491Darkrai.png/200px-491Darkrai.png)
Darkrai
Moveset
N-B shadow ball it has 3 charges  only the max charge can be holded it also can be cancelled by shielding (Doesnt flash when holding the charge and when it enter the match it has a max charge under his belt xD)
(http://img694.imageshack.us/img694/4260/al1108121800binout.jpg)

down B dark void -darkrai creates a darkness ball around itself  anyone caught in it goes to sleep i gave him quite a bit of end lag so it isnt OP  (now he lowers with gravity while doing it)
(http://img32.imageshack.us/img32/4371/al11081218002binout.jpg)

side B - WoW darkrai creates  flames around itself if anyone is caught by it they get burned (can be canceled by shielding has a bit of a startup lag)
(http://img38.imageshack.us/img38/5337/al11081218001binout.jpg)

Up B -dream eater and sucker punch- it moves and actes like ganons up B but it is invisible while moving if it grabs someone darkrai recover 13% and does the same ganon does to its foes if it doesnt grab someone he appears at the end  and sucker punchs anyone in his range

up smash side smash and down smash are exactly like mewtwo i think it fits him

N air is like shadow psa he creates darkness around him and damages anyone who enters it
(http://img202.imageshack.us/img202/7016/44392378.jpg)

FS -Blizzard darkrai does blizard it only goes the direction he is faced and sideways if it hits the oponent is an instant kill  

the rest of the A attacks i got from several diferent psas so its better you check it out  i made sure i removed all his attacks that used legs except the back trow dont understand trows yet :S

i added darkrai the walk run  turn  etc by  mewtwo animations so he looks like he can look like its  floating the problem is he looks like a baby darkrai while running  lol becuase if i did that trick to resize the animation he would look like he had an head seizure  if anyone can make him normal size during the running animation i would apreciate also changed darkrais atributes so be like mewtwos because in pokemon he has almost the same defenses and speed mewtwo has so i think it felt right


Pictures thanks too Abbi.  xD
V1 released- http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21017 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21017)


(http://cdn.bulbagarden.net/media/upload/thumb/4/45/Mewtwo_Melee.jpg/180px-Mewtwo_Melee.jpg)
Mewtwo ports
Luigi
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23145 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23145)
I model ported Melee Mewtwo over Luigi and fixed all the glitch so no rel is needed its a true port xD
I made almost all the moveset from melle mewtwo 1.01 what i couldnt do for some reason   or was  changed from the original due to luigi restrainents is Below on the spoiler.

Failed to do:
Cant give luigi Mewtwo catch attack animation and psa for some reason it freezes tryed to fix it with no sucess
If you get hit during the FS you have another FS  when you press B dont know why.
I cant make mewtwo go highter in the second jump.
Any help with this glitches would be greatly apreciated.

Changes from the original psa
-N-B works like this: it has 3 charges 5%,15% and 25% the first two charges are fake projectyles the third Mewtwo will automatically hold it and its a true projectile(altered luigi fire ball)

-Since i cant port lucario up B i made a teleport by scratch and it works kinda well but sometimes is inconsistente at times.

-Foward Trow is Lucario i could make it like Mewtwo 1.01 but then the oponent would get like a minimum of 25% since the luig fireball would be Fired


Marth
Latest Melee Mewtwo Alpha (BETA Release) ported to Marth, why Marth , rel portable everywhere :P
Diferences from the original Psa:

N-B it is a fake projectyle with standard gfx it has 4 charges can be shield cancelable and you can keep the last charge.

Up-B i had to make a fake teleport and i like the result.

Side B- since i cant use lucario special grab its just old mewtwo side B with new animations.

Link
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25955 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25955)

(http://img.ehowcdn.com/article-new/ehow/images/a04/hi/6l/catch-mew-pokemon-yellow-800x800.jpg)
Mew
Moveset
down smash - dive and whirlpool if you would the attack mew will dive xD

side smash- needle arm mew literally turns his arms into needle and  attacks

up smash- ancient power mew creates a wall of rocks around him

N-B aura sphere -yes Mew can use it too it has 3 charges and he can Hold the max charge altough he wont flash becuase i dont know how to do that yet :S
(http://img3.imageshack.us/img3/1367/al11080819462binout.jpg)

side B- Mew gets is bubble and rushes foward  hitting anyone in the way ( half of the Final destination)
(http://img29.imageshack.us/img29/7175/al1108191729binout.jpg)

Up b- teleport  good recovery but  you get open for attacks

Down B- reflect/barrier/Magic coat- mew putts the buble around him if an attak hit  Mew's front it will be reflecked  if the attack hits from abode,downard or from the back it will it unless its an energy attack and mew absorbs it and regains health like ness does
(http://img59.imageshack.us/img59/3328/al11081917291binout.jpg)

FS-psichic - mew generates a huge buble around him if anyone is caught by it they will take some damage and a good knockback.
(http://img855.imageshack.us/img855/6771/al11081917292binout.jpg)

Foward aerial thunderbolt - Mew creates a small thunder in front of him anyone caught will take a zap :P

Up aerial- aqua tail- mew attacks with its tail leaving a trail of water

N aerial - dragon tail- Mew attacks with his tail low dmg and knockback

up tilt-Bounce -Mew bounces up then crashes down

side tilt- Air cutter- Mew creates a slash of air to damage the oponent

AAA-headbutt/tail whip/iron tail- decent AAA combo

dash attacks- Flame charge- weak fire attack but let you combo preety well

for now this is only the things i have changed also changed running turning etc to be like Mewtwo so he can float xD

Mew Psa Final Version is released : http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22372 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22372)

Recolours:http://forums.kc-mm.com/index.php?topic=28506
 (http://forums.kc-mm.com/index.php?topic=28506)

CSP,Stocks,CSS,BP,names:are included now just redownload if you downloaded before

(http://4.bp.blogspot.com/-gXf-h2SaKuk/TtVtSy8y2cI/AAAAAAAAACM/WyrY43B_gQA/s1600/Gyarados.png)
Gyarados
Moveset
Jab -a single strong bite like ganon only one jab

up tilt- a vicios headbut  starting low until the top

down tilt- a lower bite

side tilt- iron tail a side taill swipe

dash attack - he pushes all his body foward and hits the opoenet witha stong headbutt.

up smash-iron head- gyardoes gets his head in position and launges a violent  headbut

Side smash ice fang-  moves foward  doing a powerfull bite that does frost damage

down smash- earthquake he slaps his taill hard in the ground causing damage on the ground ony on both sides

Neutral Air- whirllpool apears around him doing multihits

Foward air - Aqua taill

Down air- Stone edje gyarados sends a bolder down abit

Up air -rock smash gyrados breaks charizard bolder over its head

back air- tail swipe

Up special-Bounce its preety much like DDD he jumps up then crashes down

Neutral special- twister gyarados will create a twister and send it foward following the ground its an edited mario fire ball so its reflectable its a true projectile.

Side Special Dragon tail- Dragon taill works like marios cape by switching the oponents around and projectiles

Down special- Hydro pump edited mario fludd to become a charged water move and it will do damage instead of pushing ppl back.

FS hyper beam- Fires a beam foward

down taunt- Dragon dance  is a taunt with 150 frames and if you pull it off without being interrupted all your moves will do 4% extra damage, all the moves except throws,Neutral air,DownB,NeutralB and FS.


Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221)

(http://wikicheats.gametrailers.com/images/4/4a/Super_Smash_Bros_Brawl_Yoshi_01.jpg)
Moveset
Mini psa
(http://img153.imageshack.us/img153/9435/83gx.jpg)
Special Low ground- Yoshi turns purple like in SMS and spits purple juice, it multihits.

(http://img94.imageshack.us/img94/2974/8wu8.jpg)
Special Hi Air- Yoshi turns blue like in SMG2 and floats  upward you can tilt it left and right and shield cancelling, if you shield cancel it it will creat a small hitbox around him before ending, this move makes him helpless after

(http://img27.imageshack.us/img27/760/9vle.jpg)
Special side(air and ground)- Yoshi turns red like dash yoshi and runs very fast foward it works like falco/fox side B and it also makes him helpless

GLITCHES
Shielding- since i used bb psa yoshi shield no longer is the egg but a normal shield since bb psa makes yoshi shield freeze so he uses a normal shield but the shield doesnt loose size but it weakens and since you cant see the egg color unless you roll you have to be carefull to not break the shield

Side Special-if he uses sideb on the ground he will do a wierd belly flop landing after the move i dkn how to take it out i tryed everything.

if anyone fixes any of the glithces  and sends it to me it gets collab

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33247 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33247)


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on August 14, 2012, 09:15:30 AM
I can help aniamte. also, the model is on charizard, right? its REALLY difficult to port him but i COULD try.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 14, 2012, 10:10:06 AM
I can help aniamte. also, the model is on charizard, right? its REALLY difficult to port him but i COULD try.
i will model port it will be a full port without rel and nice  i didnt know you liked metroid xD


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on August 14, 2012, 03:53:23 PM
i'm currently playing the metroid fusion  what ever, and i played other m.

and you are better at porting models than i am, so thats good :P


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 14, 2012, 04:36:58 PM
i'm currently playing the metroid fusion  what ever, and i played other m.

and you are better at porting models than i am, so thats good :P
i only played otherm and abit of prime  loved otherm but not that much of prime because i hate aiming with the wii mote with a passion


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on August 14, 2012, 05:07:38 PM
is ssbc a pc game?


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 14, 2012, 05:08:55 PM
is ssbc a pc game?
yes its like ssbf 2 i downloaded it and havel all the gifs oof ridley so they might helo you animate him you want me to send you the gifs?


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on August 14, 2012, 05:09:19 PM
yes please


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: AGFanProduction on August 15, 2012, 03:25:13 PM
Sounds great, but I'm currently working on Melee Pichu PSA. Sorry! for now I can't help you mate!  :-\

gonna keep an eye on this thread anyways. Maybe I could help with some animation in a free time? don't know.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on August 15, 2012, 03:30:04 PM
Sounds great, but I'm currently working on Melee Pichu PSA.
I love you.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 15, 2012, 03:35:31 PM
Sounds great, but I'm currently working on Melee Pichu PSA. Sorry! for now I can't help you mate!  :-\

gonna keep an eye on this thread anyways. Maybe I could help with some animation in a free time? don't know.

pichu xD  tbh i never used him in melee i was only mewtwo roy or marth user xD well good luck making pichu.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: AGFanProduction on August 15, 2012, 04:33:19 PM
pichu xD  tbh i never used him in melee i was only mewtwo roy or marth user xD well good luck making pichu.

I'm working him from scratch, the old Pichu PSA is just messed up, so, it will take a little bit longer, but this will end up great!

Thanks! :)


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 17, 2012, 11:24:03 AM
Ridley model has been ported to CF sucefully all glitches and item refs are fixed, ready for some psa/animation work.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Snoopy on August 17, 2012, 12:00:04 PM
good thing you chose to use such a wonderful import to use for this   :af:

but really, hope to see a cool PSA come of this.  once you make a good amount of progress, i'll rig Metaridley (the Brawl one) for one of the alt costumes.  it'll have the exact same bones, so there shouldn't be any issues with it working with the PSA.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 21, 2012, 11:53:56 AM
good thing you chose to use such a wonderful import to use for this   :af:

but really, hope to see a cool PSA come of this.  once you make a good amount of progress, i'll rig Metaridley (the Brawl one) for one of the alt costumes.  it'll have the exact same bones, so there shouldn't be any issues with it working with the PSA.
epic xD i will try my best im still noob at animating but i understand a great deal of psa and i learned model porting thanks to you xD


Progress report
everything below is animated and psaed

AAA,side tilt,up tilt,down tilt,side smash,Naerial,back Aerial and down aerial.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: KGN Nappdagg on August 24, 2012, 07:41:29 AM
I Have Little Knowledge Of PSA, But As Far As Animating I've Gotten Pretty Damn Good. I Also Make Perfect CSPs Positions. PM Me For Some Previews.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 24, 2012, 03:22:24 PM
I Have Little Knowledge Of PSA, But As Far As Animating I've Gotten Pretty Damn Good. I Also Make Perfect CSPs Positions. PM Me For Some Previews.
if you want to animate your in xD i cover psa by myself i m not a pro but i can handle myself
i will pm you the files for now we have all A attacks except foward aerial and downB done all these could use some upgraded animations , really upgraded i will send you the latest files among with the gifs from ssbc


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: KGN Nappdagg on August 27, 2012, 08:48:15 AM
AWESOME;D, But since I don't have access to a computer at the moment, they may take a while.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: The Professor on August 28, 2012, 01:53:02 PM
i might be interested in helping you animate in this project, if its fine that a few of them are kinda.... y'know.... badly animated


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on August 28, 2012, 02:37:36 PM
right know im still needing alot of animations and some need some total revamp  but for everyone that wants to animate i need his side B ground  like this
(http://desmond.imageshack.us/Himg37/scaled.php?server=37&filename=sideb.gif&res=landing)

and the aerial version he just flaps his wings


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 10, 2012, 04:53:13 AM
Bump i still need that animation guys :S i really wanted to finish this psa


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: KGN Nappdagg on September 11, 2012, 02:16:26 PM
Bump i still need that animation guys :S i really wanted to finish this psa
I was waiting on the files, they were never sent to me :p . Anyways I can't animate on the computer I'm currently on anyways. It needs a newer .NETframework to run and I can't find an "offline" installer.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 06:02:13 AM
anivernage joined has animator xD so did muscle hamster and he was the reason i started psaing xD so anivernage is making n-b for now so who wants to try the side B one?


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 06:43:45 AM
Well you have animators now. I was actually about to join (for personal reasons :af:) Cause I have a feeling that if this turns out good... it might be used in Smash King and I want to say I had a part in it.

Is the Wait1 done? I kinda felt like making a flying Wait1


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 07:02:21 AM
Well you have animators now. I was actually about to join (for personal reasons :af:) Cause I have a feeling that if this turns out good... it might be used in Smash King and I want to say I had a part in it.

Is the Wait1 done? I kinda felt like making a flying Wait1
no all moves waits and from charizard so maybe you want to make waits and movement jumps and etc? xD still i dont know if he should be flying since he is big like bowser so he should have a grounded wait 1 becuase if he is flying he will be a huge target imo


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 07:18:44 AM
Oh, I thought you were using the regular sized Ridly model from Zero mission. I'll look into it.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 09:05:36 AM
Oh, I thought you were using the regular sized Ridly model from Zero mission. I'll look into it.
he is bowser sized more or less xD love your wait1 animation
https://www.dropbox.com/s/5tf9n8bkm0qbvy1/RidlyWait1.chr0 (https://www.dropbox.com/s/5tf9n8bkm0qbvy1/RidlyWait1.chr0)

from now on use this to be his wait1 while animating ridley


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 10:10:44 AM
Glad I could be of service. :P

I've got some time to kill today so I'll animate some more stuff for you.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: XxTailsxX on September 12, 2012, 01:46:05 PM
please tell me your not using ssbc ridleys run animation


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 02:17:51 PM
please tell me your not using ssbc ridleys run animation
for now he is using charizard run until we make new ones  well kagemaru is making the movement animations so its up to him what looks good for his run i acept anything that looks nice :P


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 04:51:34 PM
I made a new one. You should make a gif of it. :af:


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: SonicBrawler on September 12, 2012, 04:53:19 PM
just letting you know tha tnow i can only animate on friday night, and the week ends


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 05:32:26 PM
I made a new one. You should make a gif of it. :af:
if i knew how to make gifs i would lol


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 05:56:53 PM
>_> I was trying to be lazy about it. But I guess I'll make a gif of it.


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 06:07:19 PM
>_> I was trying to be lazy about it. But I guess I'll make a gif of it.
lol kagemaru anivernage sent me all the squats and n-b ground so no need to do the squats now we need walks jumps falls also i love how you improved the AAA :P tomorow i will try to psa side b and n-b with the animations i have


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Kagemaru on September 12, 2012, 06:09:01 PM
I just sent him the list of stuff I'm gonna do. Its kinda long so I'd rather not repeat it. He can tell you xD


Title: Re: SSB Crusade Ridley (looking for animators)
Post by: Carnage on September 12, 2012, 06:11:21 PM
I just sent him the list of stuff I'm gonna do. Its kinda long so I'd rather not repeat it. He can tell you xD
great its better not to lose time doing the same ones


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 12:06:17 AM
i didnt know you liked metroid xD
You wont believe me if i tell you that the only games i played with Z/Samus are SSB Series xD


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 02:25:42 AM
Made the gif:

(http://fc08.deviantart.net/fs71/f/2012/257/a/f/ssbb_hacks__ridley_run_by_shadokage-d5emsrs.gif)

:af2:


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 02:37:12 AM
gif looks perfect good quality and all :P i just added some transN movement so he can run :P


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 02:48:10 AM
Yeah, I didn't wanna use transN movement when I made the gif... cause then he'd run off screen.


Title: Re: SSB Crusade Ridley
Post by: turbobear on September 13, 2012, 09:15:09 AM
anivernage joined has animator xD so did muscle hamster and he was the reason i started psaing xD so anivernage is making n-b for now so who wants to try the side B one?
o god i forgot that was my name for collabs...i really should make a new account.   i should have some anims to show soon, also are the fireballs going to be articles or false projectiles? so i know if i need to animate for a projectile or not


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 09:47:56 AM
o god i forgot that was my name for collabs...i really should make a new account.   i should have some anims to show soon, also are the fireballs going to be articles or false projectiles? so i know if i need to animate for a projectile or not

I suppose is false projectile since ridley is on cap.


Title: Re: SSB Crusade Ridley
Post by: turbobear on September 13, 2012, 10:04:21 AM
i figured so too, not sure how the 8 shot rapid attack for nb is going to work though 0.o


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 10:22:30 AM
8 shots seems like it would take a long time to do... is it gonna be interrupt-able?


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 10:59:17 AM
Lol i made 10 shots animation :P


Title: Re: SSB Crusade Ridley
Post by: turbobear on September 13, 2012, 11:39:22 AM
too bad we cant use articles, then we could just fire every frame or do like an arc and fre all at once


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 04:03:35 PM
too bad we cant use articles, then we could just fire every frame or do like an arc and fre all at once
yeah cf only has a special grab and the car entry and Fs for articles so no projectyles we could make a cinematic FS for ridley if we knew how to change the road into dirt for example xD

anivernage made a n-b ground animation of shooting 10 fireballs it will be interruptable if you let b go  it will stop i will make it like ssbc ridley if you use in sucession you only fire one if you use any other attack you get the 10 fireballs back they do 1 damage each with very little knockback so it wont be OP at all

turbobear my collab name is pedro702 too its not carnage so dont bother making a new acc for everyone being in sync we should say who does what kagemaru did   revamo of AAA, all the movement jumps falls and etc he will handle the throws aswhell he also made a side B ground he says he will fix the tail, anivernage made n-b ground,F aerial and all squat related animations.

so whats left
N-B (only Air)
Side B (only Air)
Up B (needs a clean animation where he doesnt catch anyone ,then needs another while grabing the oponent and trowing it)
FS (still dont know do ppl like ssbc ridley FS i would be alot of animation work im 50/50 if anyone has a more interesting idea im all ears else we keep that one)

Revamping all the existing ones that look bad like smashes tilts and aerials some of them are really mechanical looking

so say what you wanna do so ppl dont do the same animations

Anivernage i have a request since your animation is really high filesize could you split it on two animations? i would need a start one where ridley prepares to fire and one that could be looped  by psa and it would save a bunch of filesize needs the start for air and shoot for air also just to make sure we dont have freezes related to motionetc size

 


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 04:19:28 PM
Anivernage i have a request since your animation is really high filesize could you split it on two animations? i would need a start one where ridley prepares to fire and one that could be looped  by psa and it would save a bunch of filesize needs the start for air and shoot for air also just to make sure we dont have freezes related to motionetc size
 

Sure! ;D Also im making Aerial attacks and fixed down smash ;D

Ill check about the road i can change into another stage/object by using 3ds max, just need to test i think itll work ;D


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 04:25:25 PM
If the fire balls are gonna do 1 damage and have little knock back... whats the point of them being there?

Anyway...

I've fixed the side special if I haven't told you. I just woke up from a nap... but before that I had finished the side tilt. I'll be doing the other A attacks in a bit. Depending on how I feel, I may have this done by tonight or tomorrow.

As for the FS... I think a Filler could be him Flying into the air and shooting really big fire balls. 3 to be exact. He would shoot them (if on ground) straight, diagonal up (the direction he's facing) then almost straight up. If he's in the air, he'd shoot one diagonal down, straight, then diagonal up.

Just a thought.


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 04:33:00 PM
Sure! ;D Also im making Aerial attacks and fixed down smash ;D

Ill check about the road i can change into another stage/object by using 3ds max, just need to test i think itll work ;D
great but im not to sure where that model is even located its on the fitcaptainfinal?

If the fire balls are gonna do 1 damage and have little knock back... whats the point of them being there?

Anyway...

I've fixed the side special if I haven't told you. I just woke up from a nap... but before that I had finished the side tilt. I'll be doing the other A attacks in a bit. Depending on how I feel, I may have this done by tonight or tomorrow.

As for the FS... I think a Filler could be him Flying into the air and shooting really big fire balls. 3 to be exact. He would shoot them (if on ground) straight, diagonal up (the direction he's facing) then almost straight up. If he's in the air, he'd shoot one diagonal down, straight, then diagonal up.

Just a thought.

racking up damage since if the first connects its 10% hyour gonna get like mariodk gotenks n-b it doesnt have kill potencial its just to punish well if anivernage can replace the cf track for just a wastland ridley fs would look epic killing all oponents while passing thrue them if not that is a decent idea its just he already has 2 fire ball moves so going for a fire ball fs seems to be pushing fire balls too much imo

ps you never sent me hulks files .


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 04:40:45 PM
great but im not to sure where that model is even located its on the fitcaptainfinal?

racking up damage since if the first connects its 10% hyour gonna get like mariodk gotenks n-b it doesnt have kill potencial its just to punish well if anivernage can replace the cf track for just a wastland ridley fs would look epic killing all oponents while passing thrue them if not that is a decent idea its just he already has 2 fire ball moves so going for a fire ball fs seems to be pushing fire balls too much imo

Yep its on fitcapfinal as well as the blue falcon  :af:
(http://i953.photobucket.com/albums/ae20/anivernage/Cap-1.png)
Stage has only 3 bones so i can import any stage easily  :happy:

But not only that since cap is a special throw and you can catch the 3 players/cpu´s we can make them do whatever we want  :happy: maybe a new final smash based on the ssbc one ;D



Title: Re: SSB Crusade Ridley
Post by: turbobear on September 13, 2012, 04:54:09 PM
ah just finished f aerial about to do dash attack, we should get a skype group to do this in real time for ease.  and anivernage you wouldnt happen to be using the 3dsmax chr0 converter by chance, i cant remember if that made it the vault or not if you are thats probably causing the giant animations.


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 04:55:46 PM
It was more of a filler final smash suggestion. I don't play with items so It doesn't really matter to me what the FS is anyway.

That said... Just finished the side smash revamp. No need to redo the start and hold, they worked out just fine. I didn't really even need to do much to the side smash but edit a couple frames and make it look slightly more fierce... So good job Carnage, you did good on that one.

Up smash is next... then the up tilt. I think Avivernage should do the down tilt since that requires the SquatWait ... and I don't have it.

After that, since he's doing the Down Smash, I'll start on the throws. Charizards catch animations and stuff is ok right?


@turbobear: I already made a dash attack but if yours is better or Carnage prefers it over mine, we could go with yours. I basically made it a dash where at the end of the dash, he does an aerial flip like how he does in Boss Battles.


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 04:58:09 PM
Yep its on fitcapfinal as well as the blue falcon  :af:
([url]http://i953.photobucket.com/albums/ae20/anivernage/Cap-1.png[/url])
Stage has only 3 bones so i can import any stage easily  :happy:

But not only that since cap is a special throw and you can catch the 3 players/cpu´s we can make them do whatever we want  :happy: maybe a new final smash based on the ssbc one ;D



how much filesize can fitcaptainfinal take?  i wish i knew xD

that makes alot of possibilities for a preety epic FS still i dont know if we can even call gfx inside the fs stage at all

my idea would be when pressing B ridley would do a quick taill swipe  foward anyone caugh in it would go  be falled on the floor doing some hurt animation then we see ridley doing an high jump and stopping in the air and firing an huge ball of flames  that would explode in the middle of them  if we cant call gfx guess we can replicate ssbc fs exactly changing cf stage to a simple wastland would do the trick

ah just finished f aerial about to do dash attack, we should get a skype group to do this in real time for ease.  and anivernage you wouldnt happen to be using the 3dsmax chr0 converter by chance, i cant remember if that made it the vault or not if you are thats probably causing the giant animations.


his animation was 202 frames so its understandable the 80+kbts



Title: Re: SSB Crusade Ridley
Post by: Gamma Ridley on September 13, 2012, 04:58:50 PM
I have high expectations for this.

Very

Very

High expectations.

 :>.>:


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 04:59:25 PM
It was more of a filler final smash suggestion. I don't play with items so It doesn't really matter to me what the FS is anyway.

That said... Just finished the side smash revamp. No need to redo the start and hold, they worked out just fine. I didn't really even need to do much to the side smash but edit a couple frames and make it look slightly more fierce... So good job Carnage, you did good on that one.

Up smash is next... then the up tilt. I think Avivernage should do the down tilt since that requires the SquatWait ... and I don't have it.

After that, since he's doing the Down Smash, I'll start on the throws. Charizards catch animations and stuff is ok right?


@turbobear: I already made a dash attack but if yours is better or Carnage prefers it over mine, we could go with yours. I basically made it a dash where at the end of the dash, he does an aerial flip like how he does in Boss Battles.
If you want i can send you the squat animations ;D

ah just finished f aerial about to do dash attack, we should get a skype group to do this in real time for ease.  and anivernage you wouldnt happen to be using the 3dsmax chr0 converter by chance, i cant remember if that made it the vault or not if you are thats probably causing the giant animations.
lol i never made animations in 3ds max :P i was meaning the falcon stage import it  in 3ds max



Post Merge: September 13, 2012, 05:00:21 PM
I have high expectations for this.

Very

Very

High expectations.

 :>.>:
:happy:


Post Merge: September 13, 2012, 05:04:32 PM

@Carnage: The FitFinal has 950 kb  :af2: mostly because the stage textures and blue falcon animations ;D


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 05:03:57 PM
It was more of a filler final smash suggestion. I don't play with items so It doesn't really matter to me what the FS is anyway.

That said... Just finished the side smash revamp. No need to redo the start and hold, they worked out just fine. I didn't really even need to do much to the side smash but edit a couple frames and make it look slightly more fierce... So good job Carnage, you did good on that one.

Up smash is next... then the up tilt. I think Avivernage should do the down tilt since that requires the SquatWait ... and I don't have it.

After that, since he's doing the Down Smash, I'll start on the throws. Charizards catch animations and stuff is ok right?


@turbobear: I already made a dash attack but if yours is better or Carnage prefers it over mine, we could go with yours. I basically made it a dash where at the end of the dash, he does an aerial flip like how he does in Boss Battles.
f smash was my best custom animation by far xD and yes charizard grabs and grabwait are fine


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 05:08:58 PM
The FitCaptain Final has 905 kb, moslty in textures and BlueFalcon animations
But there´s a FitCapFinalSpy is the same except with Blue Falcon with no textures :P


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 05:25:44 PM
The FitCaptain Final has 905 kb, moslty in textures and BlueFalcon animations
But there´s a FitCapFinalSpy is the same except with Blue Falcon with no textures :P

well 905 seems a decent number well your in charge of what you want to turn the stage into it wasteland with a few distant bushes, tech corridor ,etc anything that looks like it can be on metroid even some old rock floor like in this pic a simple texture for the floor would work

(http://fc00.deviantart.net/fs22/f/2008/006/5/2/_Meta_Ridley_up_close__by_DarkShadowRage.jpg)


Title: Re: SSB Crusade Ridley
Post by: Gamma Ridley on September 13, 2012, 05:28:35 PM
If you need a Final Smash idea you could use the one we came up with a while ago:

Ridley flies offscreen for a moment, then flies across, doing a massive bombing run. Each bomb deals around 15%. Similar to PK Starstorm, but more concentrated. Ridley flies across the screen twice before the Final is over. Heavy knockback, but not a OHKO.

Somthing like that.


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 05:35:26 PM
If you need a Final Smash idea you could use the one we came up with a while ago:

Ridley flies offscreen for a moment, then flies across, doing a massive bombing run. Each bomb deals around 15%. Similar to PK Starstorm, but more concentrated. Ridley flies across the screen twice before the Final is over. Heavy knockback, but not a OHKO.

Somthing like that.
that fs would be good if brawl had all stages  straigh if that fs was used on stages  with huge leghts and diferent hights i wouldnt know where is the ground  or how far he would go left or right or if there is a wall thats always the problems on FS that move around it depends on the stage this would look epic on final destination but wouldnt work on  lets say  on temple and if used in the air it would be even worse since i wouldnt know when to make the fireball explode because not knowing where the ground is.


Title: Re: SSB Crusade Ridley
Post by: Gamma Ridley on September 13, 2012, 05:37:34 PM
Weeeeeelll.... maybe you could use C Fal's FS stage In some fashion...? I dunno, I'm sick of the generic "Character X flies up and launches huge fireball killing everything and raping your eyes in the process" Final Smashes.


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 13, 2012, 05:43:27 PM
Weeeeeelll.... maybe you could use C Fal's FS stage In some fashion...? I dunno, I'm sick of the generic "Character X flies up and launches huge fireball killing everything and raping your eyes in the process" Final Smashes.
my idea was that from the move he does on other m boss battle :P  i think the oponents are all on the same spot during cf fs and one hit makes them get away from the fs stage so  im not to sure how we can edit it since its an article and has its own floating points  and all


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 05:46:12 PM
I'm sick of the generic "Character X flies up and launches huge fireball killing everything and raping your eyes in the process" Final Smashes.

lol, made my day xD

well 905 seems a decent number well your in charge of what you want to turn the stage into it wasteland with a few distant bushes, tech corridor ,etc anything that looks like it can be on metroid even some old rock floor like in this pic a simple texture for the floor would work

([url]http://fc00.deviantart.net/fs22/f/2008/006/5/2/_Meta_Ridley_up_close__by_DarkShadowRage.jpg[/url])

Sure! give me a day or less ;D

my idea was that from the move he does on other m boss battle :P i think the oponents are all on the same spot during cf fs and one hit makes them get away from the fs stage so im not to sure how we can edit it since its an article and has its own floating points and all

I think its possible to just give x dmg without killing .


Title: Re: SSB Crusade Ridley
Post by: Gamma Ridley on September 13, 2012, 05:49:11 PM
my idea was that from the move he does on other m boss battle :P 

Actually, now that I think of it, that's a pretty good idea. It looses a shockwave when it lands doesn't it? I think implementing that would be pretty cool.

If you do go te big fireball route, though, maybe try using a custo graphic of some sort...? Something to set it apart from Brawl's standard fire graphics?


Title: Re: SSB Crusade Ridley
Post by: C.Q.C. on September 13, 2012, 05:49:38 PM
You should give ridley a flight mode or something to that effect and let him shoot fireballs downward and also give him some sort of ground pound attack to use during the FS!  ;D


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 06:20:34 PM
As a last resort FS maybe the dash he does in Boss Battles would be an ok FS. He could do it maybe 3-7 times dashing across the screen at various levels and angles. Could even have multiple animations of different flight patterns and have PSA roll a die to see which one is played.



Title: Re: SSB Crusade Ridley
Post by: SonicBrawler on September 13, 2012, 06:23:50 PM
As a last resort FS maybe the dash he does in Boss Battles would be an ok FS. He could do it maybe 3-7 times dashing across the screen at various levels and angles. Could even have multiple animations of different flight patterns and have PSA roll a die to see which one is played.



great idea.

also, i can animate tomorrow since it is friday, so le tme knwo what ou need carnge


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 13, 2012, 11:36:37 PM
Hey Carnage maybe we can give ridley a battle dmg wait for when he gets X dmg ;D
Also im making the stage :af:
Lowering Filesize so when we possible add something new to the stage in the future ;D


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 13, 2012, 11:52:38 PM
Ridley can't use his Battle Damage wait if he's on Captain Falcon can he?

Also, the Forward Grab is done... (I'd make a gif but its 101 frames long and it would take too much work)

Currently the only animations left to do are the rest of the grabs, uptilt and the down smash which Anivernage said he'd do.

SonicBrawler, if you want to animate something could you do either the Taunts or Win/Lose or Entry.

I never enjoy those. The ONLY taunt I enjoyed making was Thor and that was because Mighty Speech is lulztastic.
----

Since its not in the Op... Forward Throw is this:

Ridley grabs his opponent and flies up slightly about the equivalent to a full jump but a bit higher) and then rushes his opponent to the ground and drags them along. Its in a cutscene somewhere but I just took the idea and ran with it.

I don't have the PM open where Carnage told me what to do for the other grab, but yeah... forward grab is done. Huzzah. *goes to sleep*


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 14, 2012, 12:02:21 AM
Ridley can't use his Battle Damage wait if he's on Captain Falcon can he?

Also, the Forward Grab is done... (I'd make a gif but its 101 frames long and it would take too much work)

Currently the only animations left to do are the rest of the grabs, uptilt and the down smash which Anivernage said he'd do.

SonicBrawler, if you want to animate something could you do either the Taunts or Win/Lose or Entry.

I never enjoy those. The ONLY taunt I enjoyed making was Thor and that was because Mighty Speech is lulztastic.
----

Since its not in the Op... Forward Throw is this:

Ridley grabs his opponent and flies up slightly about the equivalent to a full jump but a bit higher) and then rushes his opponent to the ground and drags them along. Its in a cutscene somewhere but I just took the idea and ran with it.

I don't have the PM open where Carnage told me what to do for the other grab, but yeah... forward grab is done. Huzzah. *goes to sleep*

Lol i told you ill make aerial attacks and down smash not up tilt and grabs, atm im making the stage for the FS so tommorrow ill finish the animations.

Also its possible to give dmg animations to any character ;D
 http://forums.kc-mm.com/index.php?topic=50941.msg1024542 (http://forums.kc-mm.com/index.php?topic=50941.msg1024542)

Also 2 *prepares to sleep too*


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 14, 2012, 07:02:18 AM
sent all the latest file of ridley it got side b psaed foward aerial plus some misc stuff like for fixed hitboxes and etc well ssbc FS is ridley dash from his ssbb boss battle  it works like this ridley does an wing/ taill swap in front of him anyone cough by  the move gets impalled on the ground and he flies in the backgound doing some sexy moves then dashes in the direction of the screen getting bigger and bigger it passes on the impalled ppl makinfg them blast away then it lowers back in to the screen

this FS is useless in the air tough  since you cant impale ppl in the air

so we can use CF FS article anyone caugh by the hit goes to the CF FS stage then ridley does a fancy loop and rushs foward to the oponents getting biggerand when it hits them they fly away in diferent directions what do you guys think?


Title: Re: SSB Crusade Ridley
Post by: turbobear on September 14, 2012, 07:53:44 AM
wow u guys move fast, too bad I dont have animators like this on my other project,  what all is left to do?

and for the fs we could just use slow time instead of impale so that it is more usable in the air, just an idea



edit: looks like im doing taunts/entries/wins,   ive played quite a bit of metroid so im familiar with ridley but if anyone has ideas let me know


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on September 14, 2012, 11:44:08 AM
Anivernage, I didn't do any of the animations you said you were doing. I was talkin about whats left for me to do xD

And dude... EVERYONE I make from now on will have a Damage wait... thats awesome.


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 14, 2012, 11:46:45 AM
Anivernage, I didn't do any of the animations you said you were doing. I was talkin about whats left for me to do xD

And dude... EVERYONE I make from now on will have a Damage wait... thats awesome.
lol, i know i thought you thinked ill do those too :P silly me....

Also
:yay:

Dont forget also for alt modes waits :D
Ill post how to do that later too. ;D


Title: Re: SSB Crusade Ridley
Post by: Carnage on September 15, 2012, 05:37:35 AM
Kagemaru is an animation machine so whats done
kagemaru made:
all movement/jumps fall and etc animations
All Ground A attacks are revamped except the down smash that anivernage will revamp
All throws kagemaru throws after psaed just look amazing ingame that foward throw is too epic xD
Side B animation for air and ground

What is left
revamp some aerial attacks if needed they all kinda look decent so this is low priority maybe for a second release

N-B anivernage is making it, anivernage i changed my mind do this a start animation then a animation where he keep the mouth open and several fireballs come out no need to close and reopen the mouth every time just make it  move  alittle, this animation needs to be loopable and an end animation is also required, the same for the aerial ones except make his head shoot them diagonaly down.

UP B i need an animation where he does the move clean, by going  up by transN and one that if he grabs the oponent he does the same but is grabing the oponent with his hands  during the move and trows the oponent away while on maximum hight this also will translate to glide but i need kjp to relase scizor to make that epic glide on the preview

FS well lets leave this to when the stage is ready so we know what to do with it



Title: Re: SSB Crusade Ridley
Post by: metatrongrhm on September 15, 2012, 11:20:23 AM
Posting to follow(apparently havent looked at this since page 2... The latest update seems sexy)


Title: Re: SSB Crusade Ridley
Post by: Anivernage on September 15, 2012, 12:37:50 PM

N-B anivernage is making it, anivernage i changed my mind do this a start animation then a animation where he keep the mouth open and several fireballs come out no need to close and reopen the mouth every time just make it  move  alittle, this animation needs to be loopable and an end animation is also required, the same for the aerial ones except make his head shoot them diagonaly down.

Sure! ;D


Title: Re: SSB Crusade Ridley
Post by: Carnage on October 28, 2012, 10:13:40 AM
I have been working on ridley and everything is psaed  it only needs

CF FS animations to be ridley like inclusive the rushing on the track hopefully kagemaru volunters for this :P

UP b works but theres wierd movement foward dkn why maybe cf has something that makes him do that?

it has a fake glide if you keep jump buton pressed after jumping or falling


So when the FS animations are done and i get the stage from anivernage he is gonna be released, i have been using him and he is a preety darn fun char.

Misc stuff anyone wants to do it?
Recolors snoopy ridley has no recolors so i will have to fill the other 5 spaces with star ridley everithing works perfectly but there are some wing clipping do to snoopy ridley wings being shorter

Interface stuff anyone wants to do names,csp,bps and all the stuff that is needed?


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on October 28, 2012, 10:20:35 AM
Hm... I could try to do that FS animation, but I've never done it before.


Title: Re: SSB Crusade Ridley
Post by: KGN Nappdagg on October 28, 2012, 10:47:50 AM
I have been working on ridley and everything is psaed  it only needs

CF FS animations to be ridley like inclusive the rushing on the track hopefully kagemaru volunters for this :P

UP b works but theres wierd movement foward dkn why maybe cf has something that makes him do that?

it has a fake glide if you keep jump buton pressed after jumping or falling


So when the FS animations are done and i get the stage from anivernage he is gonna be released, i have been using him and he is a preety darn fun char.

Misc stuff anyone wants to do it?
Recolors snoopy ridley has no recolors so i will have to fill the other 5 spaces with star ridley everithing works perfectly but there are some wing clipping do to snoopy ridley wings being shorter

Interface stuff anyone wants to do names,csp,bps and all the stuff that is needed?
Since Kagemaru beat me to animations, I'll do CSPs BPs etc. I feel like I didn't help enough... :(


Title: Re: SSB Crusade Ridley
Post by: Kagemaru on October 28, 2012, 10:49:43 AM
You're free to try the animatino yourself man. No worries.  I'm actually fairly busy irl. I haven't animated anything in almost a week.


Title: Re: SSB Crusade Ridley
Post by: Carnage on October 28, 2012, 11:14:01 AM
so CF uses some animations like

FS Start,then he has 4 ride animations(L and R ground, and L,R air) who need to be changed to  ridley flying foward  but keep the transN movement  so CF FS doesnt get messed up then he has 2 FS ends  no need to mess with the animations where people are trowed over  and did i mention the CF Car is now a Metroid? xD he has no metroid during the run on the highway only for the final star hit

remenenber to not mess with the transn on the ride animations we just need to make the FS animations fit ridley well ( ridley looks considerebly good with CF animations tough and they arent even ported lol guess bodywise it fits somehow

gonna send the files for you two you guys can talk with each other to  who makes what

about csp and bp since snoopy ridley has no recolors you can make a csp and a bp for him then download star ridleys recolours wich have csp and make bps for them


Title: Re: SSB Crusade Ridley
Post by: KGN Nappdagg on October 28, 2012, 11:33:44 AM
You're free to try the animatino yourself man. No worries.  I'm actually fairly busy irl. I haven't animated anything in almost a week.
I wasn't saying it as if you were hogging, I was just busy too. And chances are, you animate better than I do anyways. But, yeah, The Ridley CSP that I made some time ago is in my Shallow Grave thread. It's not the standard CSP size but I was just previewing it.

Post Merge: October 28, 2012, 11:37:31 AM
so CF uses some animations like

FS Start,then he has 4 ride animations(L and R ground, and L,R air) who need to be changed to  ridley flying foward  but keep the transN movement  so CF FS doesnt get messed up then he has 2 FS ends  no need to mess with the animations where people are trowed over  and did i mention the CF Car is now a Metroid? xD he has no metroid during the run on the highway only for the final star hit

remenenber to not mess with the transn on the ride animations we just need to make the FS animations fit ridley well ( ridley looks considerebly good with CF animations tough and they arent even ported lol guess bodywise it fits somehow

gonna send the files for you two you guys can talk with each other to  who makes what

about csp and bp since snoopy ridley has no recolors you can make a csp and a bp for him then download star ridleys recolours wich have csp and make bps for them
Ok, cool. And check out that CSP in my thread.


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Anivernage on October 28, 2012, 05:23:53 PM
I have been working on ridley and everything is psaed  it only needs

CF FS animations to be ridley like inclusive the rushing on the track hopefully kagemaru volunters for this :P

UP b works but theres wierd movement foward dkn why maybe cf has something that makes him do that?

it has a fake glide if you keep jump buton pressed after jumping or falling


So when the FS animations are done and i get the stage from anivernage he is gonna be released, i have been using him and he is a preety darn fun char.

Misc stuff anyone wants to do it?
Recolors snoopy ridley has no recolors so i will have to fill the other 5 spaces with star ridley everithing works perfectly but there are some wing clipping do to snoopy ridley wings being shorter

Interface stuff anyone wants to do names,csp,bps and all the stuff that is needed?

If someone can make meta ridley as alt would be awesome (texture like the one for stars vertex, cuz model will take re-rig it <.<)

I can make CSP´s based on the pose in my thread, ill make csps all the day (for SMF1 and Chaos) so i can make those too  ;D

The stage ill sending soon i havent the time cuz school :srs:


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on October 28, 2012, 06:28:57 PM
If someone can make meta ridley as alt would be awesome (texture like the one for stars vertex, cuz model will take re-rig it <.<)

I can make CSP´s based on the pose in my thread, ill make csps all the day (for SMF1 and Chaos) so i can make those too  ;D

The stage ill sending soon i havent the time cuz school :srs:
snoopy said he might rigg metaridley on charizard one slot if he liked the psa so theres still a chance but right now we need some recolors for snoopy ridley does anyone know any recolours texturer?


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: KGN Nappdagg on October 28, 2012, 06:36:19 PM
If someone can make meta ridley as alt would be awesome (texture like the one for stars vertex, cuz model will take re-rig it <.<)

I can make CSP´s based on the pose in my thread, ill make csps all the day (for SMF1 and Chaos) so i can make those too  ;D

The stage ill sending soon i havent the time cuz school :srs:
Ok then I guess I don't need to help with much then..


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on October 28, 2012, 06:37:34 PM
Ok then I guess I don't need to help with much then..
you can still do bps for star ridley and names/ stock items since those will be included as an alternative


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: KGN Nappdagg on October 28, 2012, 06:41:09 PM
you can still do bps for star ridley and names/ stock items since those will be included as an alternative
Ok


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Anivernage on October 28, 2012, 06:59:14 PM
Ok then I guess I don't need to help with much then..
Lol sorry, i just watched carnage post <.<

If you want you can make the csps :D


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: KGN Nappdagg on October 28, 2012, 09:22:21 PM
Lol sorry, i just watched carnage post <.<

If you want you can make the csps :D

Honestly, It's up to Carnage. I wasn't nagging or anything, I'm just saying that since K's good with animations and I see you can do CSP there's not much to worry about. But yeah, yours look better anyways.

Here's mines:
It's Not The correct size, but you get the idea(http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/Ridley_CSP_Example_zps0185f2c8.png)


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on October 31, 2012, 10:49:01 AM
so how are the fs animations going?


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Kagemaru on November 01, 2012, 12:31:39 AM
Not at all on my end...

I've been playing Assassin's Creed 3 and thats probably gonna take up a good chunk of my free time since I also work now.

But I'll try and have something for you by the Sunday since I'm off then.


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 02, 2012, 12:41:50 PM
Not at all on my end...

I've been playing Assassin's Creed 3 and thats probably gonna take up a good chunk of my free time since I also work now.

But I'll try and have something for you by the Sunday since I'm off then.

hope you have fun i never actualy played any AC for stealth games im more into splinter cell/metal gear.

after ridley i had an huge and epic idea if anyone found interesting like you did zoroark  several models inside MK cape i just cant make it work has any psa ever used MK cape for one slot stuff? i was thinking we could make pokemon trainer with one slot pokemons? it would be easier since you wont need to animate them alongside  PT they would only appear for the attacks and the animations are on the cape  i found out i can fit 6-7 pokemons alongside brawl PT so i was thinking MK with pokemon trainer using ported CF animations

my ideas would be
A attacks keep falcons unless someone had a good idea for them

Side smash
incinerate the fire pokemon runs abit foward while surounded by fire

Up smash
ivisaur up smash used by the grass pokemon

Down smash
squirtle down smash used by the water pokemon

N-B
psychic it would act as a paralize move with afew % much like agfan mewtwos downB

Side B
shadow ball a simple none chargable move wich sends a slower but powerful shadow ball think zelda side B but on impact

Up B
flying pokemon would appear and grab trainer arms and move abit up much like snake with the cypher

downb ground
 earthquak the pokemon tumps the ground

Downb air
rock slide like knuckles

FS a legendary doing an epic kill move thinking on ho oh for all slots

my idea would be

Ash represents gen1
 charmander/squirtle/bulbasaur/Mew/Gengar/Golem/aerodactyl

johto trainer
chicorita/cyndaquil/totodile/celebi/sneasel(or murkrow)/tyranitar/skarmory

hoen trainer
treeko/torchic/mukip/jirachi/sablye/Flygon/salamence or tropious

shinoh
turwig/ chinchar/ piplup/one of the pixies/porygonZ/Rhyperior/togekiss

unova
tepig/oshawoot/sviny/victiny/cofragius/gigalith/hydregon

Wes Pokemon co(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)eum
flareon/leafeon/vaporeon/espeon/umbreon/ursaring/dark lugia

this idea only works if someone knows how to work with articles on the pcs i know anivernage already worked with mario since i cant make it work either does nothing or freezes if anyone was interested to animate or knows how to make mk cape appear and do the animation we want let me know  i have acess to all pokemons that appear in pokepark,pokepark2 and brawl so if anyone thinks x pokemon should be switched remenber the choice pokemon must exist on those games.


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: XxTailsxX on November 03, 2012, 07:43:14 PM
imo ashs team should be bulbasaur squirtle charmander/charizard pidgeotto butterfree haunter and primape like his actually anime team and squirtles down smash involves his shell how can the other water pokemon use it? and ivysaurs up smash is the same with the flower


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Flygon on November 03, 2012, 09:06:50 PM
hoen trainer
treeko/torchic/mukip/jirachi/sablye/Flygon/salamence or tropious
I love how Flygon is in caps

It's funny how I didn't release Raikou since 5 months ago.


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 04, 2012, 08:21:32 AM
imo ashs team should be bulbasaur squirtle charmander/charizard pidgeotto butterfree haunter and primape like his actually anime team and squirtles down smash involves his shell how can the other water pokemon use it? and ivysaurs up smash is the same with the flower
squirtle i was meaning to use its up smash for down smash on PT since squirtle jumps and two water streams appear on both sides and ivisaur up smash for me looks like a powder attack  wich most grass types learn but i could change it what do you huys sugest bullet seed/razorleaf upwards? and ash is meant to represent gen1  i tough about that but i think this pokes look better for gen1 representants xD

I found out how to use MK cape xD anyone wants to do animations?since they are pokepark models they have few bones and arent that hard to animate does anyone want to mess around with a pokemon trainer and his pokes?



Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 07, 2012, 07:22:07 AM
so anyone wants to do 3  FS animations plus the rides putting rildey on flying position? i really wanted to release ridley sometime soon

i still havent found a way to fix pokepark pokemons textures that get messed up ingame :S


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: KGN Nappdagg on November 07, 2012, 07:34:08 AM
so anyone wants to do 3  FS animations plus the rides putting rildey on flying position? i really wanted to release ridley sometime soon

i still havent found a way to fix pokepark pokemons textures that get messed up ingame :S
Ooooh sorry I had been finidhed the animation. I tested them in game and they are alright for atleast a beta, my bad I've just been busy


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 07, 2012, 07:45:28 AM
Ooooh sorry I had been finidhed the animation. I tested them in game and they are alright for atleast a beta, my bad I've just been busy
then when you can send it to me


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Kagemaru on November 07, 2012, 11:24:31 PM
Yeah sorry... been CRAZY busy with my job. I have actually been having a hard time getting my school assignments in on time too cause of my job.

Also, It took me almost a week to beat Assassin's Creed III on 100%

But if GanonGod finished the animations, thats fine.


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: KGN Nappdagg on November 08, 2012, 11:20:01 AM
then when you can send it to me
Next time I access my computer through internet I'll send them. It's just been hard getting my computer to wi-fi. (I'm using my phone by the way)


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 08, 2012, 11:45:11 AM
Next time I access my computer through internet I'll send them. It's just been hard getting my computer to wi-fi. (I'm using my phone by the way)
no problem everyone's real life comes first xD


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Omniscient X on November 08, 2012, 11:23:13 PM
Really would like to see some screenshots or maybe a preview video, but it sounds like you guys are doing pretty well with Ridley.  I thought I'd offer my hand to do a couple animations/moves, I'm really good with the fireballs and exploding stuff  >D so Carnage just let me know if you want me to help out because War is nearing a close, and after that I think I might be leaving KCMM.  Anyway just wanted to pop in and give my two cents keep up the good work guys I'm looking forward to the release of Ridley  :happy:
-Omni


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Anivernage on November 09, 2012, 01:20:55 AM
Really would like to see some screenshots or maybe a preview video, but it sounds like you guys are doing pretty well with Ridley.  I thought I'd offer my hand to do a couple animations/moves, I'm really good with the fireballs and exploding stuff  >D so Carnage just let me know if you want me to help out because War is nearing a close, and after that I think I might be leaving KCMM.  Anyway just wanted to pop in and give my two cents keep up the good work guys I'm looking forward to the release of Ridley  :happy:
-Omni
no. you cant leave :oshi:
i havet sed you chaos cuz my pc isnt working. im usibg my phone to wrte this. <_<

and im 50% about to lose all my stuff :oshi:


Title: Re: SSB Crusade Ridley anyone wants to do recolours?
Post by: Carnage on November 09, 2012, 02:16:17 AM
why are you leaving omniscient ? its a shame we gonna lose another psaer

no. you cant leave :oshi:
i havet sed you chaos cuz my pc isnt working. im usibg my phone to wrte this. <_<

and im 50% about to lose all my stuff :oshi:
that seems bad  hope you can fix your pc


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Carnage on November 17, 2012, 05:06:16 PM
Ridley beta 1 Released

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29746 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29746)


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: the_randomizer on November 17, 2012, 06:38:25 PM
Awesome! The animations are also very well done!

Out of curiosity, how did you edit the move animations, did you alter the FitCaptainMotionEtc.pac or a common_en file (2,3,4, etc)?


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Kagemaru on November 17, 2012, 07:28:10 PM
Could someone make a video of this? I'd like to see it in action... I hope the animations look fluid...


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 17, 2012, 07:45:13 PM
Alright... No one really asked me to give feedback for Ridley. But here I go anyway. This isn't going to be a full breakdown. I'm just gonna point out my first impressions.

First off, the presentation.

His idle animation seems odd to me. Him flying while staying still. However grounding himself to attack... I feel that him being in a feral pose while idle, crawling slowly for the slow walk, crawling faster for the walk, and flying while running would be better... Since he is very animalistic.

Some animations don't seem to have proper transitions. Like down B on the ground. He just suddenly changes poses very stiffly.

Speaking of stiff. Some animations seem somewhat stiff, or awkward. His down smash. Up smash. Forward tilt. Down tilt. Down B. Neutral B. Maybe a few more. And some are recycled from other characters. But this is a beta. So these flaws are understandable.

A lot of his moves need some GFX adjustments. All his ground moves pretty much. His down B needs a little more fire on the fireball itself. Side B feels off... Maybe it's the wind's placement?



Now for the balance problems.

All the aerials seem to have no landing lag, or very little.

Forward air's spike doesn't have a sweetspot. Most moves like this in Brawl do, typically at the tip of the attack. This makes it VERY spammy. Though slow, it has a lot of range.


The jab is too slow. It doesn't combo.

Forward tilt feels a little odd... Either it lacks the range I expected. Or it doesn't really knock foes back enough... I'm not sure what it is really.

Up tilt feels unsafe. It probably would be better if it wasn't made as a juggle move. And just knocked the foe into the air. But has little knock back growth? It also has very little range in front of Ridley. But behind him has some decent range.

Down tilt is also pretty lacking. It doesn't have high knock back at low percents. It has a lot of start up. And end lag. At this point, you're MUCH better off using down smash.

The dash attack goes all the way across Final Destination. The distance traveled should be less. it should also be noted that the move has very little end lag.

Up smash... It's not too good. It's slow, it has an odd hit box. And it doesn't kill Mario even at 150% damage. Unless there's a sweetspot I don't know about.

Forward smash... Again, lacks power I feel. And feels odd to use... Maybe more start up, or end lag would help?

Down smash, while not good at killing, is pretty crazy. It has a lot of range. Is super fast. Has little end lag. Deals good damage. And overall works WAY too well with his aerials. Especially forward air, since it spikes them. Putting them into some hit stun to combo into down smash.

Neutral B feels off to me. But I'm not sure how so... It is pretty good in the air though. Since it angles downward.

Side B... Besides the GFX. It's a bit odd in the air. Since you can use it again with having gone down much. So you can stall in the air with it.

Down B, besides the animation oddities I noticed. It honestly is alright balance wise. Though perhaps you should be able to cancel the charge with the shield button? And keep the current level of charge?

Up B... Well, I feel it's not finished yet. So I'll leave this one out for now.

Up throw is WAY too powerful. It killed Mario in training mode at 63%.

The other ones seem alright. Just refine the animations and GFX.



Other.

He can't seem to turn around in the air. This makes him awkward to control in the air.

His glide can be done an unlimited amount of times in the air, as long as you cancel it, then do it again.

He seems to have a bit of a hard time grabbing ledges... Or at least I feel he does.



Conclusion.

All and all, he needs a LOT of work. But I look forward to seeing him fixed up.

Edit: I may make a video to show what I mean... It's been awhile since I made a video on something.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: KGN Nappdagg on November 17, 2012, 11:49:49 PM
Alright... No one really asked me to give feedback for Ridley. But here I go anyway. This isn't going to be a full breakdown. I'm just gonna point out my first impressions.

First off, the presentation.

His idle animation seems odd to me. Him flying while staying still. However grounding himself to attack... I feel that him being in a feral pose while idle, crawling slowly for the slow walk, crawling faster for the walk, and flying while running would be better... Since he is very animalistic.

Some animations don't seem to have proper transitions. Like down B on the ground. He just suddenly changes poses very stiffly.

Speaking of stiff. Some animations seem somewhat stiff, or awkward. His down smash. Up smash. Forward tilt. Down tilt. Down B. Neutral B. Maybe a few more. And some are recycled from other characters. But this is a beta. So these flaws are understandable.

A lot of his moves need some GFX adjustments. All his ground moves pretty much. His down B needs a little more fire on the fireball itself. Side B feels off... Maybe it's the wind's placement?



Now for the balance problems.

All the aerials seem to have no landing lag, or very little.

Forward air's spike doesn't have a sweetspot. Most moves like this in Brawl do, typically at the tip of the attack. This makes it VERY spammy. Though slow, it has a lot of range.


The jab is too slow. It doesn't combo.

Forward tilt feels a little odd... Either it lacks the range I expected. Or it doesn't really knock foes back enough... I'm not sure what it is really.

Up tilt feels unsafe. It probably would be better if it wasn't made as a juggle move. And just knocked the foe into the air. But has little knock back growth? It also has very little range in front of Ridley. But behind him has some decent range.

Down tilt is also pretty lacking. It doesn't have high knock back at low percents. It has a lot of start up. And end lag. At this point, you're MUCH better off using down smash.

The dash attack goes all the way across Final Destination. The distance traveled should be less. it should also be noted that the move has very little end lag.

Up smash... It's not too good. It's slow, it has an odd hit box. And it doesn't kill Mario even at 150% damage. Unless there's a sweetspot I don't know about.

Forward smash... Again, lacks power I feel. And feels odd to use... Maybe more start up, or end lag would help?

Down smash, while not good at killing, is pretty crazy. It has a lot of range. Is super fast. Has little end lag. Deals good damage. And overall works WAY too well with his aerials. Especially forward air, since it spikes them. Putting them into some hit stun to combo into down smash.

Neutral B feels off to me. But I'm not sure how so... It is pretty good in the air though. Since it angles downward.

Side B... Besides the GFX. It's a bit odd in the air. Since you can use it again with having gone down much. So you can stall in the air with it.

Down B, besides the animation oddities I noticed. It honestly is alright balance wise. Though perhaps you should be able to cancel the charge with the shield button? And keep the current level of charge?

Up B... Well, I feel it's not finished yet. So I'll leave this one out for now.

Up throw is WAY too powerful. It killed Mario in training mode at 63%.

The other ones seem alright. Just refine the animations and GFX.



Other.

He can't seem to turn around in the air. This makes him awkward to control in the air.

His glide can be done an unlimited amount of times in the air, as long as you cancel it, then do it again.

He seems to have a bit of a hard time grabbing ledges... Or at least I feel he does.



Conclusion.

All and all, he needs a LOT of work. But I look forward to seeing him fixed up.

Edit: I may make a video to show what I mean... It's been awhile since I made a video on something.
This might as well be a full breakdown. Also, most of this moveset is based on SSBC so the animations are like that intentionally. This PSA was NOT rushed (besides my FS animations) so I would have expected more positive feedback than this. Fortunately, these were just your helpful opinions, and like I tell others, feedback is ALWAYS good. 


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 01:47:39 AM
This might as well be a full breakdown. Also, most of this moveset is based on SSBC so the animations are like that intentionally. This PSA was NOT rushed (besides my FS animations) so I would have expected more positive feedback than this. Fortunately, these were just your helpful opinions, and like I tell others, feedback is ALWAYS good. 

I apologize for sounding harsh. It's just how I do things...

I see a lot of potential in this move set. That's why I broke it down a bit...

Anyway. As I said. I made a video... Actually two.

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

Ridley VS Dry Bowser 2 (http://www.youtube.com/watch?v=TZh4p0zpSbE#)

I hope they are perhaps helpful for balancing. And showing others what's been done so far.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Carnage on November 18, 2012, 03:47:33 AM
thanks for the video data drain i credited you and putted the video on one of the previews

Also thanks for the feedback, about some moves:

wait1 this animation was made by kagemaru on inspiration i just asked for a wait1 ssbc style but kagemaru  went artistic and i think it went preety well it looks amazing imo sure its diferent from any other wait you ever saw but it looks amazing imo

Up throw since its charizard i copied charizard up throw codding but i guess something went wrong? since it looks like its the strongest throw in the game lol i need to turn it down

Dash attack kagemaru made this and if i take away the range the move will look very wierd i will probably make it slower and not been able to be interupted until the end also this isnt a ssbc move since the ssbc dash attack looked kinda wierd really this was another artistic thinking by kagemaru xD.

Down smash/Down B the animations look stiff since its still one of my first animations it wasnt made by any animator it was made by me lol also if i made you able to hold the charge then even if you were hit it would be able to keep the charge would you be okay with that? i prefer to only let the last charge holdable to prevent ppl from keeping the charge when hitted imo and i didnt made it transition to from wait1 to that pose since ssbc ridley doesnt transition either but i might make a start animation.

The only recycled animations that are taken from other chars are AA ,back aerial and up throw,and misc animations since ridley doesnt need a custoom edje grab imo and they are all from charizard not sure why you said alot of animations were recycled since almost all of his attacks were made to resemble SSBC.

ridley has CF landing lags since i didnt mess with it i will probably use higher values like charizard has since they are powerfull moves.

F air it has diferent directions for all the 3 taill bones but i might sweetspot it like the down air only on the tip, guess i forgot that for some reason

foward tilt has 2 hits and it knocks the foe back on the second guess you never hitted the two? this is taken directly from ssbc

Up tilt i might take you on that make it slower but bigger and with more knockback

Down tilt its an okay move imo i might tweek the knockback abit and i think i will make the down smash start animation take more time.

the jab i know it doesnt combo very well need to take more time to make it work correctly

Up smash i looked at the hitbox and i putted a value on the fixed knockback  lol yeah i will take away a fixed knockback and make it kill since right now you probably wont kill a 999% person lol

Foward smash its one of my favorite moves i like how the 2 hitboxs connect not sure i will change it at all i can kill with it reety well

Side b i will make it fall more and the glide i dont see a problem being able to use it multiple times since you dont actually get any higher with it, about the turning around in the air  my guess is since CF isnt a true multijumper it prevents ridley from turning around not sure how i can fix it really.

the up b is finished its ssbc up b but for some reason CF special grab makes ridley move allitle to the front i tryed to fix it with no sucess i might try again for the next release.

About gfx not sure what you mean about gfx on the ground attacks what kind of gfx should i put? besides the shine on sweetspots i dont know what to put there lol and the side b  gfx thats the only wind gfx i knew about do you know any psa that uses a better wind  foward push gfx?

and remenber this moveset is based on SSBC all his moves except dash attackare taken from here and others are alittle diferent animation wise like the n-b.
Ridley Preview (http://www.youtube.com/watch?v=MhZjp5U3LQg#)
thanks for the feedback DD


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 04:43:14 AM
Well, I was tired when I did the review.

I still say the dash attack should just have less distance. Honestly, it's kinda fun to cancel it into a grab. Since if the foe can predict that, they can punish you... And believe me, in several failed matches, Bowser grabbed me out of the move, or just punished it by attacking me during it.

But still, it should travel less distance, for the sake of how Brawl is.


As for the GFX... Look at other Brawl characters. See how the dust travels from them when they attack? Replicate this with Ridley. Study how the Brawl characters moves GFX look.


Also... For a positive... I found landing the forward throw very amusing. Just dragging the foe through the ground. Especially after the dash attack. XD

Anyway. I'll be testing this more. To see if I find anything more.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Carnage on November 18, 2012, 04:50:36 AM
Well, I was tired when I did the review.

I still say the dash attack should just have less distance. Honestly, it's kinda fun to cancel it into a grab. Since if the foe can predict that, they can punish you... And believe me, in several failed matches, Bowser grabbed me out of the move, or just punished it by attacking me during it.

But still, it should travel less distance, for the sake of how Brawl is.


As for the GFX... Look at other Brawl characters. See how the dust travels from them when they attack? Replicate this with Ridley. Study how the Brawl characters moves GFX look.


Also... For a positive... I found landing the forward throw very amusing. Just dragging the foe through the ground. Especially after the dash attack. XD

Anyway. I'll be testing this more. To see if I find anything more.
i agree foward throw is one of the best amazing moves ridley has kagemaru made an epic animation xD


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 04:57:49 AM
Oh yeah... About down B. Think about holding the charge this way.

Samus and Lucario can hold their neutral B charges. By either holding the shield button. Or pressing left or right to roll out of it. However if they are hit during the charge animation. They lose all charge they had.


The best way to make Ridley feel as if he belongs in the game. Study how all the other characters work. And all the GFX placements on them. Use Smash attacks with all the characters. Study their coding within PSA. Heck, study other PSAs. Like Waluigi. Or something with what you're looking for.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Carnage on November 18, 2012, 05:13:30 AM
Oh yeah... About down B. Think about holding the charge this way.

Samus and Lucario can hold their neutral B charges. By either holding the shield button. Or pressing left or right to roll out of it. However if they are hit during the charge animation. They lose all charge they had.


The best way to make Ridley feel as if he belongs in the game. Study how all the other characters work. And all the GFX placements on them. Use Smash attacks with all the characters. Study their coding within PSA. Heck, study other PSAs. Like Waluigi. Or something with what you're looking for.
thats a true charged attack no one made a chargable move like that its just not possible really  the holding going away if hitted during the charge animation even sdooms chargable moves like he has on shadow only hold the last charge if there is any psa with a true psaed charged move let me know since i never saw any i have a theory but it is untested and it will take tons of codding lol the brawl char moves work with internal codes we cant replicate by psa  i already studied alot of psas incase you didnt know i always do to compare knockbacks, and make some moves im not to sure how  to do thats how i learned to psa by studying  alot of psas.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Kagemaru on November 18, 2012, 10:55:42 AM
I watched both those videos...

The only animation issues I have are with the down air tbh... I think it could use a bit more start up lag to make it feel less stiff.

Aside from that, it looks like a pretty fun PSA to play with. I do however hope that Carnage at some point removes all the voice effects from Ridley. hearing Captain Falcon's voice when Ridley does moves kinda throws it off.

Also, Data, you didn't show a lot of the other moves. I think out of both videos, you did the down grab once, and the up grab 2-3 times and the forward grab a bunch of times but the back one wasn't done at all I don't think (i could have missed it) IIRC thats the one where he throws them back, and swipes them with his tail. I don't know if Carnage put it in.

The forward Air could use a bit more landing lag. I suggest moving the landing lag code thingy from whatever its on, to just after the tail has passed from under Ridley. Thinking of it like a degree... if 270 is directly under Ridley (facing right), then when its around 240 or so.

Perhaps we can think of a different back air move for him since currently its still Charizards.

As far as the dash goes, the way I see it is that it goes so far and that balances it because its punishable but if you can hit someone with it, you can combo grab it. So that kinda balances it for me.

Carnage, you should add in a start animation for whatever animations that need one because smooth transitions always make things look better.

All in all I'm proud that I was a part of this project. Ridley looked really fun to play with in those videos. I just wish he wasn't over Captain Falcon D:

Also, sorry I've been too busy to make a FS animation... but I'm sure GG did a good job.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Carnage on November 18, 2012, 11:34:18 AM
kage the back throw is in and the back aerial is charizards since well it looks like the move ridley does in ssbc  im fixing some stuff knockbacks giving some  attacks less speed  and such  tryed everything i know but the cf special grab still moves alittle and i cant fix that tomorow i will mess around with the downB giving it a start animation and i will try some code i have on my mind to see if i can make a true chargable attack xD


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 02:55:44 PM
I watched both those videos...

The only animation issues I have are with the down air tbh... I think it could use a bit more start up lag to make it feel less stiff.

Aside from that, it looks like a pretty fun PSA to play with. I do however hope that Carnage at some point removes all the voice effects from Ridley. hearing Captain Falcon's voice when Ridley does moves kinda throws it off.

Also, Data, you didn't show a lot of the other moves. I think out of both videos, you did the down grab once, and the up grab 2-3 times and the forward grab a bunch of times but the back one wasn't done at all I don't think (i could have missed it) IIRC thats the one where he throws them back, and swipes them with his tail. I don't know if Carnage put it in.

The forward Air could use a bit more landing lag. I suggest moving the landing lag code thingy from whatever its on, to just after the tail has passed from under Ridley. Thinking of it like a degree... if 270 is directly under Ridley (facing right), then when its around 240 or so.

Perhaps we can think of a different back air move for him since currently its still Charizards.

As far as the dash goes, the way I see it is that it goes so far and that balances it because its punishable but if you can hit someone with it, you can combo grab it. So that kinda balances it for me.

Carnage, you should add in a start animation for whatever animations that need one because smooth transitions always make things look better.

All in all I'm proud that I was a part of this project. Ridley looked really fun to play with in those videos. I just wish he wasn't over Captain Falcon D:

Also, sorry I've been too busy to make a FS animation... but I'm sure GG did a good job.
Kage. I'm sorry I didn't show those moves... I was having enough trouble fitting in the ones I did without losing a stock. Plus in most cases. Forward throw was the better option. (It's just my video style. I hate losing a stock to a CPU.)

Due to that glitch to where Ridley can't turn around in the air.


Honestly though... I kinda hope you keep the grab combo in the dash attack. It makes it pretty distinct. (I was having a little too much fun doing it in those videos.)

And yeah, the down air should have a little more transition too.

Also... I didn't do feedback on the Final Smash. Because I never use them.

After the video though, I tried it out. It's... Pretty much Falcon's. Except Ridley flies at the foe, and rams them. The animation on it was odd... Though GanonG0d81 said that animation was rushed.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Kagemaru on November 18, 2012, 05:50:52 PM
I don't like losing stocks to computers either. I actually get really upset about it though...

My friends actually dubbed a particular event after me cause I was the first one to do it out of our group as well as continuously do it at random moments to win matches.

They called it "The Aries" (my name) because occasionally in traditional 3 stock matches I'd sometimes lose 2 before my opponent lost 1 but I'd get into this focus mode and still win the match.

I also don't use Final Smashes so much... surprising considering the amount of time and effort I put into making them... Like Ken's and Sanji's

Anyway... as far as Ridley goes, with a couple knockback adjustments, and maybe a sweetspot here and there, I think he'll be ready for a v1. he could also use a more ferral looking wait... just having his arms hanging there seems kinda... blah.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 07:30:44 PM
Hm... I just caught a glitch.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121118_2259binout.jpg)
If you blow Ridley off the stage while he's charging his down B. Be it by Ridley's wind. Or Mario's FLUDD. He floats in the air. Then quickly jerks back to the stage... TECHNICALLY nothing too big. But should be noted never the less.

I'm not sure if it's fixable though... Though maybe it can be fixed with coding from another PSA? Like Wolfric's Cloud's down B. While it's not a charge move. It is a move that makes him stay on the ground.

When he's blown off, the move is simply canceled.

Or you could look into Kid Buu's coding. And edit the animation accordingly.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Kagemaru on November 18, 2012, 08:42:43 PM
I believe it should be fixable by adding in a disallow horizontal/vertical movement code in there.

Or, having a clause for something like "If in air: change subaction: fall"

Something like that.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: _Data_Drain_ on November 18, 2012, 08:52:48 PM
I believe it should be fixable by adding in a disallow horizontal/vertical movement code in there.

Or, having a clause for something like "If in air: change subaction: fall"

Something like that.
Ah... I found a good reference to charge up moves... SDo0m's Shadow.

His side B can be charged. You can roll out of it, and keep the level 2 charge. And when he's blown off the stage. He goes into... I believe what you said, Kage. "If in air: change subaction: fall".


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Anivernage on November 18, 2012, 09:02:59 PM
i think is change action 10 requirement in air.
suits better than change subaction.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: KingJigglypuff on November 18, 2012, 09:08:13 PM
i think is change action 10 requirement in air. suits better than change subaction.
Action 10 is Helpless. Action E is Aerial Fall.


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Anivernage on November 18, 2012, 09:09:16 PM
Action 10 is Helpless. Action E is Aerial Fall.
oh i tought they needed helpless :P


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Don Jon Bravo on November 18, 2012, 10:40:31 PM
i can find all sfx in wav format from Mugen engine

or i can make a code so that captain uses other soundbank...


captain has charizards soundbank

4A000000 80AD89E0
14000024 00000001C
E0000000 80008000

captain has bowsers soundbank

4A000000 80AD89E0
14000024 00000000F
E0000000 80008000


Title: Re: SSB Crusade Ridley Beta 1 Released
Post by: Kagemaru on November 19, 2012, 01:12:16 AM
Change action requirement is better. I'd forgotten about it. That would go in the actions tab, not the sub action.



Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 19, 2012, 05:48:44 AM
Ah... I found a good reference to charge up moves... SDo0m's Shadow.

His side B can be charged. You can roll out of it, and keep the level 2 charge. And when he's blown off the stage. He goes into... I believe what you said, Kage. "If in air: change subaction: fall".
i know how to make people dodje roll or been able to shield out of downb i didnt code it in because i want to experiment something, in all my psas darkrai,mew and mewtwo ports you can shield out of shadow ball  and keep the last charge im trying something diferent wich will take like tons of codding so you can keep all charges but lose them if your hit when charging but its just a theory.

About the float on downB is probably because he has on the action cant fall of the stage i can probably put a loop to see if its in air and change action to 14( i use bb psa so no E xD)

mrmugenwii dont ridley or metaridley have a soundbank in brawl? i know tabuu has one so just wondering since they have sounds on the boss battle


My theory worked xD

Ridley has been updated.

Fixes
Some knockbacks and hitboxs changes and some attack speeds were changed in general

Fair only spikes at the tip

Down B you can now hold all charges and if you are hitted during the charge animation you lose all charges and get back to square one,same for dying and you can shield out of the move,also has start animation now.

down smash now has a start animation.

and some other misc stuff.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Kagemaru on November 19, 2012, 11:42:19 AM
Awesome :D

Now... who has a port for this over Jigglypuff?

Anyone...?


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 19, 2012, 11:46:31 AM
Awesome :D

Now... who has a port for this over Jigglypuff?

Anyone...?

you cant just port it unless you took the up b/FS away i heard someone was working on a perfect ganon/captain rel but not sure how far they have goten yet http://forums.kc-mm.com/index.php?topic=53347.0 (http://forums.kc-mm.com/index.php?topic=53347.0)


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Kagemaru on November 19, 2012, 12:29:30 PM
Hm... well thats kinda a downer... I have a friend that rather enjoy's captain falcon. So I leave him alone for the most part. That and I was planning to revamp Ken and Ryu at some point.

Hm...

On a side note... You think that the Tail ginding thing that Ridley does from Boss Battles would be a good dash attack?  And maybe the Side-B in the air could be that thing he does where he flies across the screen...

I just thought of how useful that would be instead of what it is now. Because as it is now you'd have to do the side b move away from the direction you wanted to go in order get closer since currently it blows you away in the air.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 19, 2012, 12:34:55 PM
Hm... well thats kinda a downer... I have a friend that rather enjoy's captain falcon. So I leave him alone for the most part. That and I was planning to revamp Ken and Ryu at some point.

Hm...

On a side note... You think that the Tail ginding thing that Ridley does from Boss Battles would be a good dash attack?  And maybe the Side-B in the air could be that thing he does where he flies across the screen...

I just thought of how useful that would be instead of what it is now. Because as it is now you'd have to do the side b move away from the direction you wanted to go in order get closer since currently it blows you away in the air.
actually side b doesnt move away on the ground or air


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Don Jon Bravo on November 19, 2012, 04:03:25 PM

mrmugenwii dont ridley or metaridley have a soundbank in brawl? i know tabuu has one so just wondering since they have sounds on the boss battle


i went to character ids and there are some unknown(about 20)
ridleys' is not listed
it would be a pain to try code after code till i get it lol
unless i can identify soundbank id's via sawnds or brawlbox brars player
ill check it out later on though


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 19, 2012, 04:40:48 PM
i went to character ids and there are some unknown(about 20)
ridleys' is not listed
it would be a pain to try code after code till i get it lol
unless i can identify soundbank id's via sawnds or brawlbox brars player
ill check it out later on though
yah but it would be nice using ridley or metaridley sound bank xD altough i bet they have few sounds.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: _Data_Drain_ on November 19, 2012, 05:40:15 PM
Hrm... I'm very mixed about this update...

On one hand, you did fix Down B's problems.

On the other hand, you made some of his attacks worse. Down smash shouldn't be this slow. Since it doesn't kill. Think of Bowser's down smash.

(Also, something I never got a chance to mention... Apparently CPU can tech it. So if they can do it. It's likely a human could too.)

Now this could just be me not playing as well tonight. But did you change the dash attack some? It still goes all the way across Final Destination. But I can't seem to lead into grabs as well... If it was changed. Either revert it back to the way it was. Or take Kage's suggestion, and change it to that tail drag from SSE.

Also... Down tilt is even less useful now. Since it's even slower now then it was. Even Ganondorf, and Ike's down tilts aren't as slow. Ganon's is quick, with some end lag. I feel that's how Ridley's tilts should be. Good range. Decent knock back. But a bit punishable with some end lag, accordingly made for each tilt's power, or range.

Also. As weaknesses go. Consider his size as part of that. He's much more susceptible to spacing characters. And grabblers... Speaking of which. He seems to have a glitch involving the pummel. Some characters let him go as soon as they pummel him. Though this may be unfixable. I can't remember if Waluigi's PSA had that fixed or not.

I still think some of his smashes need a little more kill power. Forward smash counting both hits. Used on Mario at the center of Final Destination in Training mode. Doesn't kill until 177%.

Down smash kills at 167%.

And finally up smash kills at 120%.

While this is the best killing percent. Back air's sweet spot kills at 125%. And this move is a lot safer. And the down B when fully charged kills at 107%. Also quite a bit more of a safe option. Since you can now cancel your charge.

Though, I can understand if you don't want all the smashes to be able to kill. Since MANY characters have weak smashes. Like Samus, and Pit's down smash... Or moves they never use in a fight. Like Meta Knight's jab. While not a terrible move. Meta Knight has MANY better options. So Ridley could realistically have a few moves that fit that category.

One more thing. When he's been hit by a move that sends him flying a bit. If you do the glide, it kinda messes up a bit. Either gliding straight. Or not moving.


Anyway... Enough rambling from me. Keep up the good work.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 19, 2012, 06:08:01 PM
Hrm... I'm very mixed about this update...

On one hand, you did fix Down B's problems.

On the other hand, you made some of his attacks worse. Down smash shouldn't be this slow. Since it doesn't kill. Think of Bowser's down smash.

(Also, something I never got a chance to mention... Apparently CPU can tech it. So if they can do it. It's likely a human could too.)

Now this could just be me not playing as well tonight. But did you change the dash attack some? It still goes all the way across Final Destination. But I can't seem to lead into grabs as well... If it was changed. Either revert it back to the way it was. Or take Kage's suggestion, and change it to that tail drag from SSE.

Also... Down tilt is even less useful now. Since it's even slower now then it was. Even Ganondorf, and Ike's down tilts aren't as slow. Ganon's is quick, with some end lag. I feel that's how Ridley's tilts should be. Good range. Decent knock back. But a bit punishable with some end lag, accordingly made for each tilt's power, or range.

Also. As weaknesses go. Consider his size as part of that. He's much more susceptible to spacing characters. And grabblers... Speaking of which. He seems to have a glitch involving the pummel. Some characters let him go as soon as they pummel him. Though this may be unfixable. I can't remember if Waluigi's PSA had that fixed or not.

I still think some of his smashes need a little more kill power. Forward smash counting both hits. Used on Mario at the center of Final Destination in Training mode. Doesn't kill until 177%.

Down smash kills at 167%.

And finally up smash kills at 120%.

While this is the best killing percent. Back air's sweet spot kills at 125%. And this move is a lot safer. And the down B when fully charged kills at 107%. Also quite a bit more of a safe option. Since you can now cancel your charge.

Though, I can understand if you don't want all the smashes to be able to kill. Since MANY characters have weak smashes. Like Samus, and Pit's down smash... Or moves they never use in a fight. Like Meta Knight's jab. While not a terrible move. Meta Knight has MANY better options. So Ridley could realistically have a few moves that fit that category.

One more thing. When he's been hit by a move that sends him flying a bit. If you do the glide, it kinda messes up a bit. Either gliding straight. Or not moving.


Anyway... Enough rambling from me. Keep up the good work.
well Down smash had a 3 frame start animation thats why  it was so fast i just gave it a 17 start animation  i guess i might reduce it for like 10 or so frames

Dash attack i would change for the taill swipe if kagemaru did an animation for it xD and i messed abit around with it i tryed something but it didnt work the codding must still be there altough it doesnt work persay guess it might change something on  the grab tech.

I might exagerated making some moves slower but some of them animated too fast maybe i should speed up down tilt

About the grab glitch wich char did you tryed? i noticed this when fighting another ridley lol my theory is its becuase of his head ridley has a big head wich pushs some oponents away during the grab  but im not sure what chars do this i only saw this glitch when fighting another ridley  but i dont grab much.

the smashes dont have much kill potencial due to ridley being able to deal damage preety fast, for example his n-b is great for that and it recharges after you do any noone special or dash attack move to full again but i might make his foward smash his kill move altough ridley foward aerial kills person preety well even at low percentages :P.

the glide glitch is wierd he should only be able to enter glide from the end of jump animations or fall animations how you enter the glide from a damage animation is wierd lol

well im preety proud of the downB  codding i also fixed the falling if your pushed down by air.

 






Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: _Data_Drain_ on November 19, 2012, 07:14:00 PM
well Down smash had a 3 frame start animation thats why  it was so fast i just gave it a 17 start animation  i guess i might reduce it for like 10 or so frames


Hm... Like I said, reference Bowser's down smash. However due to it's range. make it a LITTLE less good for killing then Bowser's.


Dash attack i would change for the taill swipe if kagemaru did an animation for it xD and i messed abit around with it i tryed something but it didnt work the codding must still be there altough it doesnt work persay guess it might change something on the grab tech.


Yeah... For the sake of balance. The dash attack probably should be changed to that tail move.

Though I will somewhat miss the old dash attack. Still, the old one was pretty susceptible to projectiles. The new one might be a bit better for raw damage output.


I might exagerated making some moves slower but some of them animated too fast maybe i should speed up down tilt


You should take advantage of Frame Speed mods in PSA. Making some parts of the moves faster, and some parts slower...

Like up tilt. It should take a few frames to start up. Then his tail should slap upward very fast. Finally, you could make him have a tad bit of end lag.

I feel this would be more realistic. Something similar could be done with down tilt.


About the grab glitch wich char did you tryed? i noticed this when fighting another ridley lol my theory is its becuase of his head ridley has a big head wich pushs some oponents away during the grab but im not sure what chars do this i only saw this glitch when fighting another ridley but i dont grab much.


Lets see... The characters this glitch happens with, are Peach. Bowser. Wario. Zelda and Sheik. Ganondorf. Samus and Zero Suit Samus. Ridley himself as you said. Ivysaur. Marth. and finally, Ike.

Anyone not listed here doesn't do this glitch. Not counting other possible PSAs.


the smashes dont have much kill potencial due to ridley being able to deal damage preety fast, for example his n-b is great for that and it recharges after you do any noone special or dash attack move to full again but i might make his foward smash his kill move altough ridley foward aerial kills person preety well even at low percentages :P.


Hm... I do suppose you have a point. Some characters have REALLY poor kill power.

Like Toon Link, Sonic, Samus, etc etc. However. Then again, you have characters like Marth. He deals damage pretty fast. And if you can sweet spot his kill moves. He kills pretty fast too. So I don't know.

(Lets not even go into Olimar, or Meta Knight.)

Though, I did find something odd about up smash. It's hit box stays out for a pretty good while behind him.

Again, the move might benefit from Frame Speed mods.


the glide glitch is wierd he should only be able to enter glide from the end of jump animations or fall animations how you enter the glide from a damage animation is wierd lol


Yeah, I'm not sure about why it does that either... You could reference the coding in KJP's Scizor. That glide seems alright.


well im preety proud of the downB codding i also fixed the falling if your pushed down by air.


The down B is a lot better now. The player actually has a good chance at charging it now. And yeah, I noticed that you fixed that. That was one of the very first things I tested out.


Edit: There's something I forgot. His grab range is deceptive...
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121119_2321binout.jpg)
I understand the reason for this. If it wasn't like this. It might create chain grabs, or grab releases... But the animation should reflect the real range. It's awkward at the moment when you look like you CLEARLY should have grabbed. But didn't.

Speaking of that, his idle animation actually on some frames makes him immune to some grabs. Like Olimar's.

Edit 2: Okay, not sure what the hell happened here. But when I was fighting Ridley as an AI. He did the air version of the Neutral B... And then the game froze. You may want to look into this. I'll look too. Maybe there was something the AI did. Like mash the B button. Or something along those lines.

If it makes a difference, I was on Norfair when this happened.

... I couldn't find what made the game freeze. I tried a lot of random buttons when the move was being done. Unless this is one of those weird bugs when the file size gets over the limit by a slight bit? Kinda like the first version of Viewtiful Joe...

I have no idea. :/

Edit 3: Okay... Now for something really odd. I made two CPU, one playing as Ridley. And one playing as Meta Knight fight in a 99 Stock match. It did NOT freeze... Funny thing is. Meta Knight had 40 stock left... Poor Ridley.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Kagemaru on November 20, 2012, 12:35:59 AM
You had time to watch that?

And psa's tend to  suck as ai. Its cause the ai wasn't built for that psa.

Also, when I get around to animating again, I'll do that animation. Maybe we could keep both and have it be interchangeable with a taunt.

That... And the way I animated the side b in the air, he was supposed to move backwards. But I prefer the dash idea I had earlier now.

Lower the start frame for the down smash to between 5 and 8. 17 is like Ike slow...

When I do the dash attack, I'll also do the up tilt cause I don't likehow it looks. Maybe a new wait as well since there is no wait 3


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 20, 2012, 01:51:39 AM
DD marth doesnt release ridley im 100% sure in training mode i always use marth for tests and ridley doesnt let go  on marth , i always use marth since marth is one of the few chars i have no hacks so  if there is a freeze i know who is the cause xD

about the n-b freeze i never had it or been able to triger it so im not sure what to do lol and ridley is way off cf filesize limit his fitcaptain.pac is only 242 there are captain pacs going on 384 it could be the motion since its around 3.97 mb but i doubt thats the case i did several ffa with 4 players and couldnt triger the freeze even with 4 ridleys on the match.

Ridley will always loose to the AI since the AI says  for ridley that n-b is close enconter move, or that downb is a contact move and side b is a side rush move so the ai is all messed up lol



Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: _Data_Drain_ on November 20, 2012, 07:27:48 AM
You had time to watch that?

And psa's tend to  suck as ai. Its cause the ai wasn't built for that psa.

Also, when I get around to animating again, I'll do that animation. Maybe we could keep both and have it be interchangeable with a taunt.

That... And the way I animated the side b in the air, he was supposed to move backwards. But I prefer the dash idea I had earlier now.

Lower the start frame for the down smash to between 5 and 8. 17 is like Ike slow...

When I do the dash attack, I'll also do the up tilt cause I don't likehow it looks. Maybe a new wait as well since there is no wait 3
1: Well no. I was busy doing other things. I just let the match go on while I was looking up other things.

2: Well yeah. I just thought it was funny.

3: Bleh, no. Ridley shouldn't have that taunt to change moves thing. It's just not Brawl like. No characters have it in Brawl. And Ridley should be treated like he was an actual Brawl character. Therefor should follow the rules closer. I like how right now, Ridley doesn't stray too far from a normal Brawl character. Having the same specials on the ground, and in the air. (Though altered to fit.)

4: Hm... So Ridley should have an air dash kinda thing with side B? Might be interesting.

5: Hm... Well, down smash shouldn't be TOO easy to abuse though. I feel something kinda like Bowser's in speed would be fine. Not exact. But similar.

6: Sounds good to me. His up tilt needs more energy to it. Right now, he just kinda wags his tail. He should smack the foe with it hard. And yes. He needs a new wait. Since as I said in one part of my feedback. The current one makes him hard to grab for some characters. It should be on the ground.

DD marth doesnt release ridley im 100% sure in training mode i always use marth for tests and ridley doesnt let go  on marth , i always use marth since marth is one of the few chars i have no hacks so  if there is a freeze i know who is the cause xD

about the n-b freeze i never had it or been able to triger it so im not sure what to do lol and ridley is way off cf filesize limit his fitcaptain.pac is only 242 there are captain pacs going on 384 it could be the motion since its around 3.97 mb but i doubt thats the case i did several ffa with 4 players and couldnt triger the freeze even with 4 ridleys on the match.

Ridley will always loose to the AI since the AI says  for ridley that n-b is close enconter move, or that downb is a contact move and side b is a side rush move so the ai is all messed up lol

1: Yes he does. I've tested it in VS mode. And training. And it froze on me when I used Meta Knight. Unhacked.

2: And yeah. I couldn't figure out why he froze either... Must be a VERY VERY VERY rare freeze. Since like I said, I had a 99 stock battle go on. And there was no freeze during it.

3: And yeah... Again I said. I know this. But I still found it funny that Meta Knight had 40 stocks left in a 99 stock match.


Title: Re: SSB Crusade Ridley Updated V2 Released
Post by: Carnage on November 20, 2012, 10:18:19 AM
found out how to fix the grab glitch xD it was all due to his size in the psa  he had a size of 1.55 so by putting it at 1.4 it fixed it but ridley is now alittle smaller i could increase his size by one slotsizemod without fitmotion if you guys fell he needs it.

also a great idea for a FS i had xD so ridley calls the metroid and the metroid hits anyone hitted would go to the FS stage then we see Kraid (wich i can take out dsx8 brinstar hack) and he does some move to destroy the oponents what do you guys think?

so i  updated ridley once again
grab glitch fixed
down tilt speeded up
down smash start speeded up
F smash buffed


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on November 20, 2012, 07:34:56 PM
Okay.

You did fix the grab glitch...

Except on two characters. Ivysaur, and very ironically... Samus. Zero Suit Samus can pummel him just fine though.

Down smash feels a bit better. Not too slow, but not too fast. (Still needs animation improvements though.)

Down tilt also seems a good bit better now.

And finally. Forward smash kills Mario in training mode at 121%, on Final Destination at the very center. But sometimes Mario goes in a more upward direction, and lives through it. Either a sour spot, or directional influence.

I should also note. His forward air has the same deal as Ganon's down air. Where if you short hopped it. It has VERY little landing lag. But eh, I'm not sure that's a big balance problem. I'll need to test him more to determine if it is.

Also... There's someone who might be able to help with this some, ironing out the porting bugs anyway. Eternal Yoshi. Now, I'm not sure if he will help. But asking him might couldn't hurt.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 20, 2012, 07:40:00 PM
Okay.

You did fix the grab glitch...

Except on two characters. Ivysaur, and very ironically... Samus. Zero Suit Samus can pummel him just fine though.

Maybe its an easter egg or intencionally.  :P


Btw since i havent work alot on this project after my pc gets fixed ill rig meta ridley and "possibly" OM one.
Since you have another FS idea ...carnage.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on November 20, 2012, 11:20:18 PM
Alright... Me and KJP tested this Ridley on Wifi. And we came to the conclusion on some things.

The forward smash needs some end lag, he suggested about "About 10-20" frames. He also said the dash attack does too. Though you plan to change it anyway... So eh.

He also felt the forward tilt was odd with it's two hits... Maybe it should be more like it actually is in SSBC? The animation right now is kinda hard to tell it's a multi hitting move. But in SSBC, his whole body turns around. And does a left right thing with his tail... This would make the move slower perhaps, but better at spacing.

According to him, the up smash should be changed all together. Since after testing it more. It has a very odd hit box. In the front, it's pretty much useless... Above, and behind him? It lasts too long. And doesn't get weaker as it goes on. So kills with it feel a bit awkward...

I honestly don't know what the up smash should be changed to though...

The down B coding seems to have gotten a bit messed up in this update. He seems to randomly lose charge for no reason now.


Sorry for being kinda inconsistent with the feedback... Testing brings up different results when battling a real player, rather then a CPU...

So... Yeah. Basically, polish up the animations. And don't be afraid to stray from SSBC a little bit in some places. Making the animations smoother. Maybe changing a few moves to better suit Brawl. Little things like that.

Good luck with the next version. Though take some time with it before release.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 12:41:51 AM
Alright... Me and KJP tested this Ridley on Wifi. And we came to the conclusion on some things.

The forward smash needs some end lag, he suggested about "About 10-20" frames. He also said the dash attack does too. Though you plan to change it anyway... So eh.

He also felt the forward tilt was odd with it's two hits... Maybe it should be more like it actually is in SSBC? The animation right now is kinda hard to tell it's a multi hitting move. But in SSBC, his whole body turns around. And does a left right thing with his tail... This would make the move slower perhaps, but better at spacing.

According to him, the up smash should be changed all together. Since after testing it more. It has a very odd hit box. In the front, it's pretty much useless... Above, and behind him? It lasts too long. And doesn't get weaker as it goes on. So kills with it feel a bit awkward...

I honestly don't know what the up smash should be changed to though...

The down B coding seems to have gotten a bit messed up in this update. He seems to randomly lose charge for no reason now.


Sorry for being kinda inconsistent with the feedback... Testing brings up different results when battling a real player, rather then a CPU...

So... Yeah. Basically, polish up the animations. And don't be afraid to stray from SSBC a little bit in some places. Making the animations smoother. Maybe changing a few moves to better suit Brawl. Little things like that.

Good luck with the next version. Though take some time with it before release.
i didnt touch down b codding at all  how could it be messed up maybe an online bug only? and srs samus and ivy still cant plumel him? i can make him smaller and then do a size mode but he will shrink when throwed is everyone okay with that?

anivernage snoopy said he might rigg meta ridley but not sure if he will since ridley has some advanced rigging using charizard unused bones to make the legs work do you know how to do that? i would also love othe rm and maybe melee ridley for alts :P and whats your idea for a FS?



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 21, 2012, 12:49:39 AM
if he said that then i will rip and rig other M one....if you have the melee one i can too :D once i get my pc back :P
Also lol i meant that ill rig those ridleys since you dont need me for the stageFS.. since you have another FS idea with DSX8 kraid ;D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 12:59:34 AM
if he said that then i will rip and rig other M one....if you have the melee one i can too :D once i get my pc back :P
Also lol i meant that ill rig those ridleys since you dont need me for the stageFS.. since you have another FS idea with DSX8 kraid ;D
the other m one is in the models recource the melee one i dont have  someone needed to rip melee ssbm trophy and t pose him which i know everyone hates i would be happy with the other m one.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 21, 2012, 01:02:50 AM
the other m one is in the models recource the melee one i dont have  someone needed to rip melee ssbm trophy and t pose him which i know everyone hates i would be happy with the other m one.
if someone can rip it would be great.
And for the T-posing i can do it ;D

Also sure!, once u get my pc ill start working on him ;D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on November 21, 2012, 02:11:22 AM
Honestly... The Final Smash COULD be his Final Smash from SSBC.

In theory, it would work like Ike's. You have to be close to the foe. It knocks them into the ground, like DK's side B. Then he flies in from the background to strike them. It would be a one hit kill. But the foe could escape it.

Also. I don't think that making him smaller will help with the pummel problem with Samus/Ivysaur... It might be a porting bug. I seem to recall Waluigi having it...

And no. The charging thing is not an online bug. It's odd offline now too. Maybe you should look into SDo0m's Shadow's side B? See what it has different then your coding.


But yeah. For the next update. Consider what KJP said. And before releasing it... Let me test it. We don't want another Sephiroth case to happen. (You know, how he's up to version 5.something or other.)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 02:35:42 AM
Honestly... The Final Smash COULD be his Final Smash from SSBC. In theory, it would work like Ike's. You have to be close to the foe. It knocks them into the ground, like DK's side B. Then he flies in from the background to strike them. It would be a one hit kill. But the foe could escape it. Also. I don't think that making him smaller will help with the pummel problem with Samus/Ivysaur... It might be a porting bug. I seem to recall Waluigi having it... And no. The charging thing is not an online bug. It's odd offline now too. Maybe you should look into SDo0m's Shadow's side B? See what it has different then your coding. But yeah. For the next update. Consider what KJP said. And before releasing it... Let me test it. We don't want another Sephiroth case to happen. (You know, how he's up to version 5.something or other.)
im a porting expert in case you didnt know i have ported lots of characters mewtwo over luigi,mewtwo ovr marth,typhlosion(charizard) over link and afew more i know hot to port but i never mess with the size n psa so this is the problem without a doubt.

Actually the size matters(no pun inteded xD) since i did size him up by psa insted of animations thats why reducing his size in psa fixed most of the plumells, ivisaur and samus need his hurtboxes to be smaller or so i bet if i size him up to 1.2 that will be fixed  then i would need to size him up on the one slot mod since it doesnt affect the hurtboxes like all size mods it gets shrunk to psa size during throw and edje grabs i think.



The ssbc Fs altough it would work it required an epic animation work and it would be useless in the air and adding kraid would be more metroid like just need to think what will he do after its called lol i was taking on going beast ganon on him.

Sdooms side b codding is all diferent from mine like i told you mine is the only code that lets you keep all charges instead of just the final one, the sdooms  one is way easy look at my  darkrai,mew or mewtwo port they can all keep the last charge perfectly.

today i wont be home at all tomorow i will size him down and make one slot size mod that doesnt affect motion and i will try the downb ingame since yesterday i did like 4-5 matches and i never lost the charge, remenber if you do downB in air you fire your charge and loose what you charged so far incase you didnt know.

Yeah i will send it to you after the plumel fix.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on November 21, 2012, 03:11:59 AM
actually te siz matters since i did size him up by psa insted of animations thats why reducing his size in psa fixed most of theplumells ivisaur and samus need his hurtboxes to be smaller or so i bet if i size him up to 1.2 that will be fixed  then i would need to size him up on the one slot mod since it doesnt affect the hurtboxes.

the ssbc fs altough it would work it required an epic animation work and it would be useless in the air and adding kraid would be more metroid like just need to think what will he do after its called lol

Sdooms side b codding is all diferent from mine like i told you mine is the only code that lets you keep all charges instead of just thefial one like sdooms hat one is way easy look at y  darkrai,mew or mewtwo port they can all keep the last charge perfectly.

today i wont be home at all tomorow i will size him downand make one slot size mod that doesnt affect motion and iwill try the downb ingame since yesterday i did like 4-5 matches and i never lost the charge, remenber if you do downB in air you fire your charge and loose incase you didnt know.

Yeah i will send it to you after the plumel fix.
But Kraid and Ridley are barely affiliated... Plus, I don't think Ridley would summon someone else to do what he could easily do on his own.

He has quite a plethora of moves to choose from. Look into Metroid Prime 1, and 3. Also perhaps Other M... I know many people (even though I didn't) hate the game. It's still worth looking into. Search on Youtube. There's plenty of videos you could probably use for reference.


Also, no. SDo0m's Shadow DOES let you keep all charges when you roll cancel the charge. Trust me on this one. Or at the very least Mariodk's Shadow Kong does. Because when I was testing that, I rolled out of it, he had all the charge he had last.


And again, I don't think it's his size that's messing things up with pummels. It's a porting bug. After you edit that size. Test it with Samus. You'll more then likely see that bug again.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Leon Exodio on November 21, 2012, 03:27:54 AM
i havent had time to try out ridley but in the video on v3 looks good i just with it was not on caption falcon but other then that looks awesome


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 04:59:37 AM
But Kraid and Ridley are barely affiliated... Plus, I don't think Ridley would summon someone else to do what he could easily do on his own. He has quite a plethora of moves to choose from. Look into Metroid Prime 1, and 3. Also perhaps Other M... I know many people (even though I didn't) hate the game. It's still worth looking into. Search on Youtube. There's plenty of videos you could probably use for reference. Also, no. SDo0m's Shadow DOES let you keep all charges when you roll cancel the charge. Trust me on this one. Or at the very least Mariodk's Shadow Kong does. Because when I was testing that, I rolled out of it, he had all the charge he had last. And again, I don't think it's his size that's messing things up with pummels. It's a porting bug. After you edit that size. Test it with Samus. You'll more then likely see that bug again.

 i wouldnt say they are barely afiliatted lol  they were like the only 2 true bosses on metroid since mother brain was well a computer, also i do have other M i completed it and the ridley bos battle was preety good, i just tough ridley should "celebrate" metroid appearing some  metroids and kraid would do that  sure he can do it himself but since competitive players dont even use FS this was for fun and it would look preety fun imo with kraid shooting the spines from its belly :P.

The shadowkong i have doesnt keep the middle charge not sure if its the most updated one tough.

Its not a porting bug since all bonerefs are in place same for hurtboxes if it was a porting bug then it would let 90% of the chars grab it  i had that bug before and its diferent and i also worked on waluigi port you know? xD

 
i havent had time to try out ridley but in the video on v3 looks good i just with it was not on caption falcon but other then that looks awesome
hope you try it its a fun moveset but the video is actualy from v1,v2 go a charge and hold downB from shielding and v3 fixed the grab on all but ivisaur and samus aparantly.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on November 21, 2012, 09:02:36 AM
Eh... I still say Ridley doing a solo attack would be better for a Final Smash...

Maybe something involving the stun effect. Like what Ganon's Final Smash does... I have no idea.


Plus, Kraid would probably take up too much space on the Final Smash file. (And I also say Ridley doesn't need him anyway.)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 21, 2012, 11:39:05 AM
I have some drawings I need to get done today for class but after that, I'm gonna animate.

I'm also gonna be free thursday... so I'll probably animate then too.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 21, 2012, 12:27:09 PM
And again, I don't think it's his size that's messing things up with pummels. It's a porting bug. After you edit that size. Test it with Samus. You'll more then likely see that bug again.
Hurtboxes. That is all. :P

Edit:

I've done some thinking. If you like, I can join in on this project, and help with PSA, and possibly animations.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 02:27:35 PM
Hurtboxes. That is all. :P

Edit:

I've done some thinking. If you like, I can join in on this project, and help with PSA, and possibly animations.
well we need some fs ideas  and dd ridley pac size is only 242 and mariodk goku on cf went up 380 kb so i can fit anything in there i wasnt planing on putting kraid on the FS file.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 21, 2012, 02:36:57 PM
well we need some fs ideas  and dd ridley pac size is only 242 and mariodk goku on cf went up 380 kb so i can fit anything in there i wasnt planing on putting kraid on the FS file.
I could go ahead and see if I can make any coding for the Specials more simple. And I'll fix up the coding for the Down Special. I'll also fix up the hurtboxes. If the most recent version isn't on the Vault, then just send me a PM. As for the Final Smash, we could try Data_Drain's idea.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 21, 2012, 02:59:50 PM
I've got one more picture I need to do for class and then i'll do those animations. I'll stream that.

Edit: What am I changing again?

The Dash Attack, and what else...?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 21, 2012, 04:00:53 PM
well we need some fs ideas  and dd ridley pac size is only 242 and mariodk goku on cf went up 380 kb so i can fit anything in there i wasnt planing on putting kraid on the FS file.
ummmm carnage.. why not change over a rel portable character? like sonic? he has high filesize for psa and model and FS... and can have a custom bonest for everything needed.

captain has low in most files except the final smash one..

just super saiyan 4. >_>


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on November 21, 2012, 06:29:13 PM
FS idea:Ridley grabs nearby opponents by neck and tears the [censored] out of them


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 07:12:28 PM
I could go ahead and see if I can make any coding for the Specials more simple. And I'll fix up the coding for the Down Special. I'll also fix up the hurtboxes. If the most recent version isn't on the Vault, then just send me a PM. As for the Final Smash, we could try Data_Drain's idea.
the vault has the most updated version so far and i keep my codding simple like you will see, for the down special i tough using the previous action command i saw in bbx somewhere altough i never had problems with it only dd said he had problems,i actually maded custom made hurtboxes for him you can tell those arent anyone hurtboxes xD i didnt size ridley for 1.2 yet in psa that should fix it  i guess i will only try tomorow  so kjp if you want you can take care of the FS but im not sure how that animation will turn out on a 3d game the ssbc one.Also any chance you can see why ridley moves foward on his UP-B grab? i couldnt fix that for some odd reason and remenber i used bb so you can only use the file on bb 67b no psa program.

I've got one more picture I need to do for class and then i'll do those animations. I'll stream that.

Edit: What am I changing again?

The Dash Attack, and what else...?
you could revamp the air low start and the air low itself and down smash? since those are still my animations lol thats why they look bad compared to yours xD

ummmm carnage.. why not change over a rel portable character? like sonic? he has high filesize for psa and model and FS... and can have a custom bonest for everything needed.

captain has low in most files except the final smash one..

just super saiyan 4. >_>
why would i change him? just on the moveset file i have more than 140 free kbts i can preety much code or add any graphic or model i have tons of filesize left lol thats the good thing of using bb psa :P

FS idea:Ridley grabs nearby opponents by neck and tears the [censored] out of them
thats is not possible :S CF doesnt have a FS grab


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 21, 2012, 07:17:36 PM
oh ok lol :D

also CF final smash is a special grab as well as the up b one ;D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 07:19:36 PM
oh ok lol :D

also CF final smash is a special grab as well as the up b one ;D
FS isnt exactly a grab since your opoenents arent attached to any of your bones but to the stages bones so im not sure if you can call that a grab lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 21, 2012, 07:24:34 PM
FS isnt exactly a grab since your opoenents arent attached to any of your bones but to the stages bones so im not sure if you can call that a grab lol
lol true but the thrown animation has its own translations so if you make them have another animation trying to follow the character could work...well just testing can say it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 21, 2012, 07:32:13 PM
I'll see what I can do. So far, I fixed up his hurtboxes.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 21, 2012, 07:36:09 PM
I'll see what I can do. So far, I fixed up his hurtboxes.
did the 1.2 worked or you changed the hurtbox itself?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 21, 2012, 07:40:46 PM
did the 1.2 worked or you changed the hurtbox itself?
I edited his Hurtboxes in BrawlBox.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 21, 2012, 08:14:57 PM
If you can edit his hurtboxes, then Carnage can go back to making Ridley the sizze he originally was right?

Also, I have a slight cold, so I took some medicine which knocked me out... so basically I'm sorry for not streaming like 4 hours ago. I'm setting it up now.

Link will be in my thread but I'll post it here too.

https://join.me/881-848-700


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 22, 2012, 11:40:46 AM
If you can edit his hurtboxes, then Carnage can go back to making Ridley the sizze he originally was right?

Also, I have a slight cold, so I took some medicine which knocked me out... so basically I'm sorry for not streaming like 4 hours ago. I'm setting it up now.

Link will be in my thread but I'll post it here too.

https://join.me/881-848-700
kagemaru made some nice animations  we know have a new dash attack and revamoed down smash animation and he even touched up the wait 1 so wings are in tune now xD so when kjp send me the fixed grab(also kjp like kagemaru said can ridley go back to 1.5 size in psa without messing the plumels again?) we can continue the psa and Fs is the last thing remaining.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 22, 2012, 01:03:09 PM
I'm also gonna make a new up-Smash. I looked at the old one and yeah... its kinda cumbersome.

I'll post again with the stream link.

Post Merge: November 22, 2012, 01:10:13 PM
https://join.me/186-203-511



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 22, 2012, 02:21:21 PM
Would you like me to send you both the updated PSA file with the hurtbox fixes?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 22, 2012, 06:35:26 PM
Would you like me to send you both the updated PSA file with the hurtbox fixes?
yes did you ever looked into why the up b goes foward when it grabs?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 22, 2012, 06:40:29 PM
yes did you ever looked into why the up b goes foward when it grabs?
No. Not yet. But I don't think the Up Special should be a Falcon Dive clone.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 22, 2012, 06:48:59 PM
No. Not yet. But I don't think the Up Special should be a Falcon Dive clone.
technically ssbc ridley up special is like a merge between mmarth up b with cf grab


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 23, 2012, 12:00:40 AM
I can't believe you didn't like the new Up-Smash I did T_T

For those of you who didn't see what it was in my stream, basically think of Charizard's Up-B but about 1/3 the distance... then he comes back down to wait1

its about 45 frames long I believe...

Very good vertical reach... and I was hoping to through out the possibiility of having it end in the air.

I know its possible... I've seen Lucario do it. On a side note... I'd like to figure out how to do that for Spider-Man cause there are plenty of moves I'd re-do with him ending in the air.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 23, 2012, 05:31:13 AM
I can't believe you didn't like the new Up-Smash I did T_T

For those of you who didn't see what it was in my stream, basically think of Charizard's Up-B but about 1/3 the distance... then he comes back down to wait1

its about 45 frames long I believe...

Very good vertical reach... and I was hoping to through out the possibiility of having it end in the air.

I know its possible... I've seen Lucario do it. On a side note... I'd like to figure out how to do that for Spider-Man cause there are plenty of moves I'd re-do with him ending in the air.
i like this up smash that one looked like a small charizard upb which is wierd for a up smash imo i think kjp made trows end in the air with raptor so maybe smashes can too.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 23, 2012, 08:59:46 AM
I'll have to download Raptor now... I've been wanting to figure out how to make characters end in the air with throws too.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 23, 2012, 12:08:42 PM
I'll have to download Raptor now... I've been wanting to figure out how to make characters end in the air with throws too.
raptor was never released lol kjp just showed some preview videos


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on November 23, 2012, 12:14:22 PM
@kage:
ask KJP im sure he'll give you agood method.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 23, 2012, 06:49:17 PM
I took a look at Project M's Charizard to find out how to make a throw end in the air. I did the same thing by looking at P:M's Lucario to find out how to make a Smash end in the air.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 23, 2012, 09:51:39 PM
Thats what I was afraid of... cause I am not a P:M fan and I didn't wanna download it for just those reasons.

But it looks like I'll have to.

Also the P:M way I was told is fairly complicated... T_T

Oh well, I'm sure after I do it once it'll be much easier.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 24, 2012, 05:35:26 AM
so kjp any idea how to fix the up-b grab  moving moving foward?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 24, 2012, 08:37:55 AM
so kjp any idea how to fix the up-b grab  moving moving foward?
It's most liketly because you don't have the TransN/XRotN\YRotN bones revert back to their original Translations at the end of the SpecialHiThrow animation. But I can't look any further right now. I have a family gathering to go to.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 24, 2012, 08:42:21 AM
It's most liketly because you don't have the TransN/XRotN\YRotN bones revert back to their original Translations at the end of the SpecialHiThrow animation. But I can't look any further right now. I have a family gathering to go to.
no rush when you can its okay


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 24, 2012, 06:37:02 PM
no rush when you can its okay
Alright. I'll go ahead and wait for Kage to finish up revamping the animations he's planning to revamp.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 24, 2012, 07:26:46 PM
Alright. I'll go ahead and wait for Kage to finish up revamping the animations he's planning to revamp.
he already did xD i have the new dash attack and revamped downsmash if you want to take advantage and psa them i can send the link since Down smash has lost all its hits now due to a diferent animation.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 24, 2012, 08:34:23 PM
he already did xD i have the new dash attack and revamped downsmash if you want to take advantage and psa them i can send the link since Down smash has lost all its hits now due to a diferent animation.
Oh. Yes. Go ahead and send me the updated animations.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 26, 2012, 07:16:46 AM
Excuse the double post, but I have some updates.

-Side Smash hitboxes have been adjusted to match the animation.

-Side Tilt hitboxes have been adjusted to match the animation.

-Dash Attack hitboxes have been adjusted to match the animation.

-SSE Attributes are the same as in-game attributes.

-Hurtboxes work properly with Ridley being 1.5 size.

-Side Special now moves Ridley when he's in the air, just as the animation shows.

Things to do:

-Fix up the Down Special coding.

-Slightly increase Ridley's weight.

-Adjust the hitboxes to match the animation for Down Smash.

-Match up SFX, GFX, and Rumble to the current attacks.

-Fix up the Grabbox.

-Fix up his Up Special.

-Fix up the glide. And I might add in my own

After that, I'll send the updates to Carnage, Kage, and Data_Drain.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 26, 2012, 07:34:26 AM
Excuse the double post, but I have some updates.

-Side Smash hitboxes have been adjusted to match the animation.

-Side Tilt hitboxes have been adjusted to match the animation.

-Dash Attack hitboxes have been adjusted to match the animation.

-SSE Attributes are the same as in-game attributes.

-Hurtboxes work properly with Ridley being 1.5 size.

-Side Special now moves Ridley when he's in the air, just as the animation shows.

Things to do:

-Fix up the Down Special coding.

-Slightly increase Ridley's weight.

-Adjust the hitboxes to match the animation for Down Smash.

-Match up SFX, GFX, and Rumble to the current attacks.

-Fix up the Grabbox.

-Fix up his Up Special.

-Fix up the glide. And I might add in my own

After that, I'll send the updates to Carnage, Kage, and Data_Drain.
about the wight im not sure  what to do with it since he is a big pterodactyl but he is skinny and flying animals usually have hollow bones not making them weight much i tough CF weight should be decent since i was really lost on what to do with it

side tilt was suposed to be two hits foward ssbc style but the animation wasnt  meant for that xD

i would love for you to add the glide thing you did with scizor xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 26, 2012, 07:37:26 AM
about the wight im not sure  what to do with it since he is a big pterodactyl but he is skinny and flying animals usually have hollow bones not making them weight much i tough CF weight should be decent since i was really lost on what to do with it
Quetzalcoatlus was pretty large, and had hollow bones. But could weigh up to 550 pounds.

side tilt was suposed to be two hits foward ssbc style but the animation wasnt  meant for that xD
So I see. And I agree.

i would love for you to add the glide thing you did with scizor xD
I'll do my best, then.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 26, 2012, 07:43:01 AM
Quetzalcoatlus was pretty large, and had hollow bones. But could weigh up to 550 pounds.

true but lots of researchers say that he couldnt fly  we will never know for sure some said they could fly other said they couldnt it will be a debate no one will ever win.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 27, 2012, 04:35:55 AM
I don't think I can fix the Up Special. So I put in vBrawl Falcon's animations for now. You're going to have to come up with a different Up Special. :/


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 27, 2012, 04:51:24 AM
I don't think I can fix the Up Special. So I put in vBrawl Falcon's animations for now. You're going to have to come up with a different Up Special. :/
does cf animation work perfectly? if so then kagemaru just needs to rotate some bones like the hands wings and legs without moving any xrot oryrot or trown or whatever bone he uses


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 27, 2012, 05:00:57 AM
does cf animation work perfectly? if so then kagemaru just needs to rotate some bones like the hands wings and legs without moving any xrot oryrot or trown or whatever bone he uses
Yes. His animations work just fine.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 27, 2012, 05:11:04 AM
Yes. His animations work just fine.
then i think its possible  to turn it  into a ridley like animation


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 27, 2012, 09:12:42 AM
Are we talking about the explosive jump Ridley does?

I could animate that no problem actually. If I decide to before I go to work, I'll stream it. If not, I'll stream it after work (around 9 my time)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 27, 2012, 09:25:40 AM
Are we talking about the explosive jump Ridley does?

I could animate that no problem actually. If I decide to before I go to work, I'll stream it. If not, I'll stream it after work (around 9 my time)
need to use CF capture and trow animation and turn them into ridley like xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 27, 2012, 09:34:37 AM
I just wont move the TransN bone then... or the XRot I think. I'll look at it and see whats going on with it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 27, 2012, 09:38:11 AM
I just wont move the TransN bone then... or the XRot I think. I'll look at it and see whats going on with it.
dont move any bone that might be  a reference even the hipN if you can avoid moving it just rotation to be sure he doesnt move foward since no one is sure what bonerefs CF uses in that special throw but if you cant make it good without moveing hipn then move it move it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 27, 2012, 09:47:33 AM
Well that kinda throws a wrench into my animation idea... but ok. Since you don't want me to move the hip, yrot, xrot, transn bone's translations, he'll retain the same degree of height and fall that he gets from CF's animation, though since its just an explosion, and him jumping away, I assumed there wasn't much involved in this particular part of the attack.

A hit box... and then the opponent goes flying away leaving Falcon to be animated freely.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 28, 2012, 05:51:01 PM
kjp send you a message about up b

also i had an idea  do you think it works?
downB codding
if fired or on the entry float variable set la float 129=5(scalar)

downB hold
main
set loop 200 times
           bit variable increment la float 129
           sinc timer 4.5 frames
execute loop

gfxtab
set loop 200 times
    if la float 129 <10
     small gfx
     else
              if la float 129<15
                 less smaller gfx
              else
                           if la float 129<20
                           midium gfx
                           else
                                     if la float 129>24
                                     biggest gfx
                                    end if
                          end if
            end if
end if
execute loop

other tab
set loop 400 times
if laflot 129>24
set bit 103
change action 0/E
end if
sic timer=2
execute loop


Downb fire
highest hitbox only but on damage it has lafloat 129


do you think this code might work?
If lafloat


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on November 28, 2012, 08:24:51 PM
I'm not too sure. but I don't think I'll be doing any PSA work until I get a new keyboard. :-\


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 30, 2012, 08:27:59 AM
KJP my idea worked xD now ridley doesnt use 4 diferent damages on down b he has 20 :P he can do any damage between 5 and 25 now it looks like a true charged attack xD i will implement my code when you finish your stuff since i had to change alot of it i even turned acion 280 into a double action by labit xD

DD your gonna be happy since now downB is a true charged attack and you can save any number from 5 to 25 if you shield.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 30, 2012, 08:34:43 AM
Also Carnage I'm not sure I fully understand the issue you're having with Ridley's up-b animation. After I 'fixed' it you said it was still flickering. What does that mean exactly? because as you saw in the stream, I used the same bone translations as Captain Falcon has.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 30, 2012, 08:43:49 AM
Also Carnage I'm not sure I fully understand the issue you're having with Ridley's up-b animation. After I 'fixed' it you said it was still flickering. What does that mean exactly? because as you saw in the stream, I used the same bone translations as Captain Falcon has.
its the throw animation for some reason  when the throw animations is played he teleports abit foward and it doesnt have to due with the catch animation since if you use your ridley catch and CF throw then he wont move foward  wich is wierd lol

i fixed most of i could now he just moves a tiny bit foward


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kaaoeyi on November 30, 2012, 01:30:43 PM
Hello,

I put your Ridley over diddy using a .rel file but.. His neutal b does 999%, and when shielded, somehow recoils and blows him off screen.. can you fix this in the near future? Thanks.

Also, Awesome work on this. I enjoy this PSA a lot.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on November 30, 2012, 01:58:36 PM
Hello,

I put your Ridley over diddy using a .rel file but.. His neutal b does 999%, and when shielded, somehow recoils and blows him off screen.. can you fix this in the near future? Thanks.

Also, Awesome work on this. I enjoy this PSA a lot.
CF isnt rel portable you probably are using a marth rel or something ridley works fine on Captain falcon so use it there i wont fix ports that use marth rels or similar since those are glitchy ports and the fixes cant be done most of the time since its n-b doesnt use floating points or articles is a simple as a gfx with an hitbox  so if its glitched i wouldnt even know why.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on November 30, 2012, 03:48:37 PM
You should really delete me as Collab and only credit me. To be quite honest, I barely did anything. On a side note, I have been so busy to the point where I may leave hacking for about a year and just return with a Huge Release. Anyways, I haven't had a Wii to test anything <INCLUDING RIDLEY, VEGETA, SORA,  :oshi: > so Once I do, I may get sidetracked with all the new mods.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on November 30, 2012, 06:45:54 PM
I haven't turned my wii on to test that stuff either... I'm content watching videos tbh...

But you could try doing it the ISO way... thats what I'm gonna do when i get a new laptop. :D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 06:28:11 AM
sended kjp and DD the ridley file kjp has been working on

it has new
dash attack
up smash(i tryed to make all hitbox hit but i couldnt)
fixed grab
decent upb grab
a surprise on 02.pcs xD
and a new downB codding you can keep all charges from 1 dmg to 25

if anyoe else on the team wants to try it let me know


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 03, 2012, 11:53:42 AM
KJP sent you the edits he made to the PSA right?

I'm confused as to where we are with this project.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 12:02:18 PM
KJP sent you the edits he made to the PSA right?

I'm confused as to where we are with this project.
we have everything except kjp epic glide(wich i dont know if we have actions for it unless we get ride of the current FS) and the FS, Kagemaru would you want to animate kraid doing the FS or something i was thinking like he sprouts from the ground and  then fires his spike from his belly or something or maybe just moves foward slashing its way through like beast ganon


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 03, 2012, 12:13:13 PM
I forgot to mention that I don't actually like that idea for a FS...

Kraid has like... nothing to do with Ridley... Why is he popping outta nowhere to do a Final Smash?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 12:17:06 PM
I forgot to mention that I don't actually like that idea for a FS...

Kraid has like... nothing to do with Ridley... Why is he popping outta nowhere to do a Final Smash?
1st metroid reference?

well whats your sugestion?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 03, 2012, 12:33:46 PM
I forgot to mention that I don't actually like that idea for a FS...

Kraid has like... nothing to do with Ridley... Why is he popping outta nowhere to do a Final Smash?
So that's two who agree that Kraid shouldn't be a part of Ridley's final smash...

I still say his final smash could be from Other M, like the attack where he burns the ground. And it would possibly have a long lasting hit box... Or, it could be like the hard mode of the game. And kill in one hit. Or something from Metroid Prime... Or heck, even the SSBC final smash. There could be SOME way to implement a proper air version. Maybe stun with time slowing? That could possibly hit the foe, even in the air if the hit box is big enough.


...But then again. I feel that should be done last. Since most people don't use items.

He also will need new taunts, and victory poses...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 12:41:11 PM
So that's two who agree that Kraid shouldn't be a part of Ridley's final smash...

I still say his final smash could be from Other M, like the attack where he burns the ground. And it would possibly have a long lasting hit box... Or, it could be like the hard mode of the game. And kill in one hit. Or something from Metroid Prime... Or heck, even the SSBC final smash. There could be SOME way to implement a proper air version. Maybe stun with time slowing? That could possibly hit the foe, even in the air if the hit box is big enough.


...But then again. I feel that should be done last. Since most people don't use items.

He also will need new taunts, and victory poses...
i really dont care much for taunts or victory poses i prefer the fs be finished first kagemaru do you think you can animate SSBC FS? that isnt any simple animation xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 03, 2012, 12:53:16 PM
Isn't it like Pits?

An image pops up on the screen and then who ever is around it gets sent flying?

My suggestion is that he does like... a beam blast from his mouth.

He flies up, then charges a beam, then does a strafing beam across the stage.

for those of you who don't know what strafing is... its basically when you point the beam at one place, then move it to another... without turning off the beam, so that everything in between is hit.

Think of it like Lucarios going from Left to Right. But instead of being able to control it... you kinda just do it once and thats it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 01:03:46 PM
Isn't it like Pits?

An image pops up on the screen and then who ever is around it gets sent flying?

My suggestion is that he does like... a beam blast from his mouth.

He flies up, then charges a beam, then does a strafing beam across the stage.

for those of you who don't know what strafing is... its basically when you point the beam at one place, then move it to another... without turning off the beam, so that everything in between is hit.

Think of it like Lucarios going from Left to Right. But instead of being able to control it... you kinda just do it once and thats it.

 SSBC FS is ridley roars burying anyone next to him then flies up disapearing on the top screen, then  does a spin on the background and when he passes by the oponent again but now he is huge hitting it for the ko  then  disapears and falls trough the top of the screen again

its a move he does on super metroid  boss battle i think

Super Metroid - Beating Ridley In Ceres Station (http://www.youtube.com/watch?v=ee3g_UkPkQ0#) see when ridley is defeated he goes to the top screen  and then rushes from the back


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 03, 2012, 03:23:45 PM
Kind of...

The move looks like it would work like in SSE.

He does an attack where he flies into the background. Then comes rushing towards you.


Also... You know. Kage, maybe your idea, and my idea could be combined? Look in this video at around 1:13.
Metroid Other M - Ridley Boss Battle (Hard Mode) (http://www.youtube.com/watch?v=vuPMcdmwUV0#ws)

Maybe he could breath fire in the pattern you said, then finish off with something like the attack I mentioned? Or would that be too much to code? (Or just not enough space to add a new graphic into the files.) ._.

(Though, I still say polishing the rest of the move set would be a MUCH higher priority then making a final smash. Even refining the taunts and victory poses.)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 04:11:18 PM
Kind of...

The move looks like it would work like in SSE.

He does an attack where he flies into the background. Then comes rushing towards you.


Also... You know. Kage, maybe your idea, and my idea could be combined? Look in this video at around 1:13.
Metroid Other M - Ridley Boss Battle (Hard Mode) ([url]http://www.youtube.com/watch?v=vuPMcdmwUV0#ws[/url])

Maybe he could breath fire in the pattern you said, then finish off with something like the attack I mentioned? Or would that be too much to code? (Or just not enough space to add a new graphic into the files.) ._.

(Though, I still say polishing the rest of the move set would be a MUCH higher priority then making a final smash. Even refining the taunts and victory poses.)

DD the blats works on the ground but on the air it would be impossible to code since the thrown doesnt know when it hits the ground to explode hope you understand what i said since there is no way to calculate your distance to the ground for the blast


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 03, 2012, 06:35:06 PM
DD the blats works on the ground but on the air it would be impossible to code since the thrown doesnt know when it hits the ground to explode hope you understand what i said since there is no way to calculate your distance to the ground for the blast

Ah... I see... My bad...


On a side note... Remember how I said there was a glitch with the glide?
Brawl Hacks Quicky: Groose's Theme Goes With PSA Glitches. (http://www.youtube.com/watch?v=nA5DsyfmFo8#)
There's how it happens.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 03, 2012, 06:37:15 PM
lol looks like its wagging its taill :P well if i take the glide code out of the fall that will be fixed imo just gonna put at the end of the jumps


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 03, 2012, 08:05:54 PM
I knew about the thrown bone thing. I was done with it tbh. I haven't seen the video yet since i'm on my phone.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Eternal Yoshi on December 04, 2012, 03:01:29 PM
Have you tried using the Sound Bank modifier to load Ridley's sound bank? There's a version for both NTSC and PAL.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 04, 2012, 03:02:17 PM
Have you tried using the Sound Bank modifier to load Ridley's sound bank? There's a version for both NTSC and PAL.

i would love that but i dont know what ridley sound bank is or what ids they use unfortunelly

kagemaru can you animate this for FS?
But make him do a roar furst wich will stun then see the move he does around 1:00 min
Super Smash Bros. Brawl - Ridley Boss Fight (http://www.youtube.com/watch?v=iJP8TtY3eig#)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Eternal Yoshi on December 04, 2012, 03:16:31 PM
Hang on, I'll fetch that for you......

Ridley's sound bank ID is 144 in hex meaning try this:

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
4A000000 80AD89E0
14000024 0000013D
E0000000 80008000

Falcon Has Ridley's Sound Bank PAL:[Phantom Wings, ported by Deathwolf]
4A000000 80AD4800
14000024 0000013D
E0000000 80008000

Sounds IDs for Ridley should start at 25FA (For NTSC) or somewhere close to that.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 04, 2012, 03:22:48 PM
Hang on, I'll fetch that for you......

Ridley's sound bank ID is 144 in hex meaning try this:

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
4A000000 80AD89E0
14000024 0000013D
E0000000 80008000

Falcon Has Ridley's Sound Bank PAL:[Phantom Wings, ported by Deathwolf]
4A000000 80AD4800
14000024 0000013D
E0000000 80008000

Sounds IDs for Ridley should start at 25FA (For NTSC) or somewhere close to that.
will try it to see if i can find them do you think ridley has more sounds or meta ridley has more?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 04, 2012, 04:28:42 PM
will try it to see if i can find them do you think ridley has more sounds or meta ridley has more?
Heck, you might be able to use both.

If they're in the same sound area.



Oh yeah... EY, is there any way to fix some of the glitches Ridley has? There's a few off the top of my head that are persistent... One, when someone grabs him. And pummels him. They let go of him before they can follow up with anything else.

Another one is that he can not turn around when jumping in the air.

And finally. In SSE, or fighting Master/Crazy Hand. When he jumps. He won't stop, unless you do some attack... This can lead to some humorous SDs though.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 04, 2012, 04:39:12 PM
why do u need to know sound ids doesnt that code u posted replace all sounds?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 04, 2012, 04:44:37 PM
why do u need to know sound ids doesnt that code u posted replace all sounds?
Well, Falcon's IDs, and Ridley's are of course different.

I feel if you used this code now. All it would do is make every sound blank. Or random stuff from other bosses.

So you need to know where Ridley's sound files are in hex.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 04, 2012, 04:50:07 PM
hmm well once i tried using a similar code with shadows voice(over jigglypuff) replaced with wolfs and it worked flawlessly

Post Merge: December 04, 2012, 04:51:12 PM
i guess only way finding out would be to try it out


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 04, 2012, 05:24:44 PM
been trying it and ridley sounds are diferent from meta ridley which is on anotherbank and Mr.MW that soundbank code makes you able to call upont ridley sounds if you dont put any ids to match ridleys then he has no sounds i tryed it myself ridley has 20 sounds but only some  that i recognize tomorow im gonna see if i can put some neat sounds on him thanks EY your soundbank code works atleast on the ntsc version which i now can use also

Heck, you might be able to use both.

If they're in the same sound area.



Oh yeah... EY, is there any way to fix some of the glitches Ridley has? There's a few off the top of my head that are persistent... One, when someone grabs him. And pummels him. They let go of him before they can follow up with anything else.

Another one is that he can not turn around when jumping in the air.

And finally. In SSE, or fighting Master/Crazy Hand. When he jumps. He won't stop, unless you do some attack... This can lead to some humorous SDs though.
didnt kjp said that was fixed? if not i can fix it by sizing ridley in the psa to 1.2 and a one slot mod of him in 1.3 wich will lead to the normal 1.5


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 04, 2012, 06:43:02 PM
So a roar, then he flies away, then back towards the screen?

I'd hard for me to keep up since i'm on my phone.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 05, 2012, 04:24:33 PM
So a roar, then he flies away, then back towards the screen?

I'd hard for me to keep up since i'm on my phone.

http://www.mediafire.com/download.php?4m26mi9qx5m98ka (http://www.mediafire.com/download.php?4m26mi9qx5m98ka)

on the enemy ridley brees you got original ridley model with all the animations seeing the animation in bb will make it much easier imo just need to add a roar before that


About ridley gran DD the size its the problem every motion almost was to make chars smaller and making them smaller works fine making them bigger its a diferent story

If ridley size is 1(charizard size) everything works perfectly ivisaur and samus can grab and plumel him at will

if ridley size is 1,5 most chars cant plumel or he breaks the grab

Now i gonna give ridley size 1,4 in 1,4 every char can grab him and plumel him at will with the exception of samus and ivisaur  these two can still grab and throw him at will but if they try to plumel he will break the grab so this is the best solution i found without making ridley be a midjet and the only possible fix is size him to 1 making him smaller than charizard due to the rig which i wont do so 2 chars plumel vs his size is ok in my book.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 05, 2012, 05:08:44 PM
so the code eternal yoshi posted did work carnage?
but u r still missing some sounds or something?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 05, 2012, 08:26:21 PM
I'll animate that this weekend.

Hey... Why don't we use his Boss fight wait?  Thats actually way cooler then what I made...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 04:24:58 AM
I'll animate that this weekend.

Hey... Why don't we use his Boss fight wait?  Thats actually way cooler then what I made...
you want to change all the attacks wait? remenber we cant use boss animations since ridley has charizard boneset  if your up for it then i could send you the latest files if you want to make a new wait but i think your  its preety good too is up to you if you wanna take a try.

so the code eternal yoshi posted did work carnage?
but u r still missing some sounds or something?
yeah it works but ridley has few sounds  so i had to work with what i got

i sended kjp,DD and kagemaru ridley with soundbank to see what they think just dont do the FS its freezing for some reason but we are gonna change it anyway so if anyone wants to try it let me know i never did any sounds before.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 06, 2012, 07:38:27 AM
Oh... that was ridleywith his new psa and animations... just with sound.

I thought it was just sound in that dl. *goes to dl it*

Anyway...

I can replicate that Wait he does in BossBattles... It wouldn't be an issue. Its more... Cool tbh. It seems more ferocious then the one I have where he's just kinda... flying there. I wont make it entirely like that BossBattles wait though because then his tail would have him floating off the ground too high. He'll stand probably around Ganon or Bowser's height... Something similar to Thor's wait. He floats but not too high.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 07:41:07 AM
Oh... that was ridleywith his new psa and animations... just with sound.

I thought it was just sound in that dl. *goes to dl it*

Anyway...

I can replicate that Wait he does in BossBattles... It wouldn't be an issue. Its more... Cool tbh. It seems more ferocious then the one I have where he's just kinda... flying there. I wont make it entirely like that BossBattles wait though because then his tail would have him floating off the ground too high. He'll stand probably around Ganon or Bowser's height... Something similar to Thor's wait. He floats but not too high.
lol i just pmed you that :P


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 06, 2012, 07:52:30 AM
I took a look at the updated files, and I can't seem to fix the Final Smash or the Up Special.

You're just going to have to port Ridley over a different character. :-\

Brawl is way too limited to let us fix those things...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 08:07:15 AM
I took a look at the updated files, and I can't seem to fix the Final Smash or the Up Special.

You're just going to have to port Ridley over a different character. :-\

Brawl is way too limited to let us fix those things...
the up b isnt damaged its praticaly fixed need to add a fire gfx on the throw and that it imo and since we are making a new FS who cares for CF FS i will just delete all its codding tbh after we get a proper FS


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 06, 2012, 08:15:09 AM
Funny thing is about this fs is that its the same concept as captain falcon just without the fancy video.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 08:17:50 AM
Funny thing is about this fs is that its the same concept as captain falcon just without the fancy video.
FS works perfect until it enters in CF stage so if we dont use it then we shouldnt have any problems also the FS is working on the current bb release the v3 dont know why it was messed up really i didnt touch it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 06, 2012, 12:08:10 PM
Things corrupt for no reason in BB... happens...

On a side question... Is it possible to animate two different models for the same animation?

I was thinking of making a side project out of a couple characters fighting with Brawl Box.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 04:37:34 PM
Things corrupt for no reason in BB... happens...

On a side question... Is it possible to animate two different models for the same animation?

I was thinking of making a side project out of a couple characters fighting with Brawl Box.

theres two ways rigged over the same bones in wich they will do the same movement, or
if they have diferent bonenames  lol you already did that on zoroark why the doubt? you even animated 3 diferent ones in the same animation lol but be careful on the motion tough.

DD sended me this after i tryed my first sound work ever

Ridley Sound Testing (http://www.youtube.com/watch?v=4V_9s9x7rJQ#)





The goods are. The idle pose roar, the dash attack, the down B's charge, side B. Up B.

The slightly odd are the ones with NO sounds. forward tilt needs adjustments. Up and down are alright. But seem a bit loud in some ways.
FORWARD SMASH, that needs changing. You know. You might be able to move that roar to the forward throw. Or a less spammable move then forward smash.

I feel to fix some of these. You should use both the Ridley sounds. And the general fighter sounds in conjunction.

Get some opinions on the sounds from Kage, and KJP as well.


Also... Some things I didn't notice before. That should be addressed... Down air's landing lag counts as a dodge. So you can't punish him for using it like you should be able to.

The dash attack might need a TAD bit of start up lag. Though you can DI out of the move. It's REALLY tough to punish Ridley for using it. Although, perhaps I should test this further. Because if you can predict him using it. You can jump, and hit him with an aerial.

...

And finally. I was NOT expecting that ending. Since that move worked before. XD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 06, 2012, 04:58:34 PM
im assuming dat is sfx via riivo?
i heard some cool Godzilla sounds lol
anyways
did u guys consider having ridley hit the opponent for Final smash and just erase Falcons car?
and have ridley knock u out


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 06, 2012, 05:05:57 PM
im assuming dat is sfx via riivo?
i heard some cool Godzilla sounds lol
anyways
did u guys consider having ridley hit the opponent for Final smash and just erase Falcons car?
and have ridley knock u out
that are ridleys sounds from the boss battle you dont need rivo lol its a code that switches CF sound bank to be ridleys so i can use its sounds it isnt a file or anything.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 06, 2012, 05:08:15 PM
oh yea baby dat is sweet


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 07, 2012, 01:43:19 PM
theres two ways rigged over the same bones in wich they will do the same movement, or
if they have diferent bonenames  lol you already did that on zoroark why the doubt? you even animated 3 diferent ones in the same animation lol but be careful on the motion tough.

DD sended me this after i tryed my first sound work ever

Ridley Sound Testing ([url]http://www.youtube.com/watch?v=4V_9s9x7rJQ#[/url])


So I take it my FS animations freeze the game T_T


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 07, 2012, 02:23:05 PM
I forgot about Zoroark tbh...

Once I finalize who I want to fight each other... I'll change that person's bone names and put it on the other one's .pac. And change the texture names too.

Anyway... I don't know if its your animation that freezes the FS I doubt its the animation itself but the coding... Usually animations don't freeze things.

But hopefully I'll have Ridley's animation done by Monday.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 07, 2012, 03:15:54 PM
So I take it my FS animations freeze the game T_T
no the current version on the vault has them and they work fine my guess is something on the codding got corrupted when entering the CF stage.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 07, 2012, 09:17:23 PM
no the current version on the vault has them and they work fine my guess is something on the codding got corrupted when entering the CF stage.
I meant with the SFX. I actually downloaded the V3, and it's much more balanced by the way, and, my FS animations weren't too terrible from what I've seen. But anyways, I'm guessing the SFX isn't finished.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 08, 2012, 01:23:14 AM
Tomorrow (later today) I pan to do the new final smash. It won't take that long actually. I won't be able to upload it until Monday though.



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 08, 2012, 02:55:48 AM
I meant with the SFX. I actually downloaded the V3, and it's much more balanced by the way, and, my FS animations weren't too terrible from what I've seen. But anyways, I'm guessing the SFX isn't finished.
sfx is still on its beggining  and the freeze has nothing to do with the sfx since i didnt even edit the FS sfx


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 08, 2012, 09:20:29 AM
I did the new animation and he still takes up about the same amount of space and it looks cooler. I also sync it it with the previous wait do the sound wouldn't be off. Starting on the fs now.

Post Merge: December 08, 2012, 02:47:42 PM
Yeah... finished the FS for Ridley. Its sexy. :af2:

Since my grandmother just got xfinity, I can get on wifi here now and send it to you Carnage.

If you're not busy you may be able to release it before the weekend is over.

Oh... and I noticed that Up-Smash I made was in the most recent file you sent me. You decided to use it? I thought you said you didn't like it?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 08, 2012, 02:50:44 PM
I did the new animation and he still takes up about the same amount of space and it looks cooler. I also sync it it with the previous wait do the sound wouldn't be off. Starting on the fs now.

Post Merge: December 08, 2012, 02:47:42 PM
Yeah... finished the FS for Ridley. Its sexy. :af2:

Since my grandmother just got xfinity, I can get on wifi here now and send it to you Carnage.

If you're not busy you may be able to release it before the weekend is over.

Oh... and I noticed that Up-Smash I made was in the most recent file you sent me. You decided to use it? I thought you said you didn't like it?
great xD cant wait to see it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 08, 2012, 03:14:18 PM
Sending it to you now.

I also took the liberty of changing all his moves to end with his new wait1 (its the wait3 just in case you don't like it you can copy/paste the wait1 back over it)



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 09, 2012, 06:14:41 PM
Sended the final version

it has
New wait1
New side Tilt(the ssbc one)
FS
Finished sounds
Rayquaza on its 4 color

sended to DD and kjp if anyone on the team wants it also let me know, i think this is preety much done just waiting on some feedback from kjp and dd , also dd the reason the oponent gets pushed alittle back from the fs is due to ridley having collisions.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 09, 2012, 06:16:10 PM
Sended the final version

it has
New wait1
New side Tilt(the ssbc one)
FS
Finished sounds
Rayquaza on its 4 color

sended to DD and kjp if anyone on the team wants it also let me know, i think this is preety much done just waiting on some feedback from kjp and dd , also dd the reason the oponent gets pushed alittle back from the fs is due to ridley having collisions.
I also need it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 09, 2012, 06:16:54 PM
I'll wait for the final release.

I think this will make a good captain falcon replacement tbh... Though I wont use him much due to me fixing Ryu soon.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 09, 2012, 06:23:20 PM
dont forget the code ppl

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
4A000000 80AD89E0
14000024 0000013D
E0000000 80008000


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 09, 2012, 07:08:54 PM
dont forget the code ppl

Falcon Has Ridley's Sound Bank NTSC-U:[Phantom Wings]
4A000000 80AD89E0
14000024 0000013D
E0000000 80008000
So no .sawndz will be needed?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 12:26:17 AM
I've made a video with the latest Ridley.
http://www.youtube.com/watch?v=d5s9HwnGMAg
Now, I should note some things... First off. His entrance still has a glitchy Metroid in it. This should probably be removed somehow. Since it's no longer part of his final smash... Even simply making it's texture data Type 3 should be enough.

He still should have new victory poses, and taunts.

Kage... While this new idle pose is really nice looking, it... Gives Ridley a weird advantage...

It avoids most low attacks altogether. Most notably making Olimar's grab unusable on him during an idle pose. And the slowest walk is even better... It can actually SAFELY float over Diddy's banana peels!

Some of his aerials may also need more landing lag. Like down air.

There might be more. But that's all I can think of at the moment.

Edit: I forgot to mention one good thing though. He seems to work fine in SSE now.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 10, 2012, 12:33:43 AM
Nice Job guys
this is some epic [censored]
so is the latest version released?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 01:19:56 AM
It was lower originally. Carnage raised the distance up a bit so that Rayquaza didn't go through the ground.

*watching the video now*


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 01:41:28 AM
I see... Either way though. This is coming along very nicely.

...

Also, one more video for now. This one was... Kinda random. A friend suggested it.
http://www.youtube.com/watch?v=XR7gA2CIozU


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 01:45:58 AM
I'm ok with the end lag on the down air. It doesn't need to be super punishable... Its not that strong.

But yeah, he is floating a boot higher then I animated due to rayquaza. that's carnage's choice. Not a huge issue though since its only the case if you are standing still? Flying over bananas though is an issue in my book though

I'll make a new entry at some point though. Similar to what is there already.

Though I do say this project looks pretty damn nice in video.

Data... While I respect your opinion as conductive criticism and appreciate it as unbiased and from your perspective, balanced...

You come off add a very negative individual. While yes I understand that saying only good things is not helpful all the time, most any criticism I see you give is almost entirely bad.

You could at least compliment on how well the moves combo together which i'm pretty sure was on accident but is still pretty cool

-

@Carnage: 4 jumps is too high. 3 jumps and lower their height a tad... He can go into magnification just by jumping. It takes Falco both his jumps and his up b to get that high.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 02:03:26 AM
Perhaps... But you have to remember.

I don't give opinions on projects I don't care for. My feedback, while mostly negative sounding. Is only because I really feel the move set has a lot of potential.

If you want the GOODS as well... Alright, I might as well.


The animation quality is pretty good. Better then a lot of PSAs out there.

As I have said before. I LOVE forward throw. Nothing more satisfying then grinding your foe into the dirt... Or floor... Or road... Whatever the stage has.

He fits in pretty well. Having a set of strengths, and weaknesses. I find that his weaknesses are his size. And his upward moves not being great for knocking foes away from him. So jumping in on him is the way to fight him. Pikachu can also do his chaingrab on him. <_>

I like most of his other moves. The only ones that really bug me for any reason are neutral B. Back air. And up B. But two of those are because of PSA/filesize limits. So I'll let them pass. Back air just seems a bit powerful though. It's Charizard's with more range. What might solve this are some animation changes. And maybe a tad bit more landing lag. Not too much though. Also... Down B causes a bit of lag sometimes during the charge. It's most noticeable in free for alls.

The sound effects are very nice. The only thing that seems off to me now is forward smash. It seems a tad bit quiet... Just a simple "woosh" sound should fix that though.

The final smash seems pretty cool.


Alright... I believe that's enough for now. I'm not trying to write a novel.

There may be more of both the good and bad... But I need to further playtest him.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 03:08:50 AM
lol ridley flys over diddys bananas i can fix that i will increase the hutboxes data on his feets. this will make him take damage there.

his downB might lag due to the animation of each gfx i can cut it down but you wont see the ball of fire rotate she will just grow are you ok with that?

i guess i can reduce back air knockback/damage

also i was thinking on putting on 3 jumps kage 4 jumps is alot with his size xD

metroid will be removed or not if i can make him appear alongside ridley on the entry for a metroid reference xD

foward smash only has a low slash sound i couldnt find anything that would fit in common sfx

ridleys has all charizards landing lags why he bypasses then i dont know does cf do that?

DD you didnt show the FS very well you choose a stage where we couldnt see the back lol but still a nice video.

his up b kinda works nice nowsure it burys on the ground if he catches opoenents near the ground but i cant fix that :S

So no .sawndz will be needed?

correct

Nice Job guys
this is some epic [censored]
so is the latest version released?
not yet it will be a new download since this rildey has alot more stuff :P


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 04:37:07 AM
lol ridley flys over diddys bananas i can fix that i will increase the hutboxes data on his feets. this will make him take damage there.

his downB might lag due to the animation of each gfx i can cut it down but you wont see the ball of fire rotate she will just grow are you ok with that?

i guess i can reduce back air knockback/damage

also i was thinking on putting on 3 jumps kage 4 jumps is alot with his size xD

metroid will be removed or not if i can make him appear alongside ridley on the entry for a metroid reference xD

foward smash only has a low slash sound i couldnt find anything that would fit in common sfx

ridleys has all charizards landing lags why he bypasses then i dont know does cf do that?

DD you didnt show the FS very well you choose a stage where we couldnt see the back lol but still a nice video.

his up b kinda works nice nowsure it burys on the ground if he catches opoenents near the ground but i cant fix that :S
correct
1. Alright. That sounds good to me.

2. Hm... Well, you could try out removing the GFXs ON the fireballs. Too many of those could be the cause of the lag. But I'm not 100% sure about this.

3. Yeah. Either that or make it slower with a new animation. Here's some moves I notice are Ridley's kill moves. For comparison.

His forward air spike... Well, depends on where Mario is. It seems to kill at around the 80 to 90 and up mark.

Down B full charge kills Mario at 107% in training mode.

Back air kills Mario at about 113% with the tip of the tail... Not sure about when both hit boxes connect though. Might be less then this percent.

Forward smash kills at 125% if both hit boxes connect.

Up air at the apex of Mario's first jump kills at 136%.

Up throw kills at 136%. Down tilt kills at 152%.

As you can see. Back air considering how safe it is. Kills pretty fast... On an interesting note. Up smash doesn't kill even at 900% damage. Though, I feel poor upward attack options are a good thing for Ridley. Since I feel that's one of his weaknesses. But MAYBE have it kill at at least 200% if all hits hit.

4. Yeah, less jumps might be good for him honestly. Might make him feel more "Heavy Weight Class".

5. Eh, just remove the Metroid.

6. Hm... Alright. Although you could use the same sound as down smash.

7. Not sure... Have KJP look into it maybe? I can't remember what causes that effect. Also, down air really does need more landing lag... While it's knock back may not be amazing. It's damage IS pretty high for something so quick. 18%... That can really add up fast. Also, an interesting little combo that can be done due to forward air's lack of landing lag. Tippered forward air into forward tilt. But the odds of landing this in an actual fight are pretty slim.

8. Oops... Sorry about that. I just kinda wanted to recreate an... Infamous scene with that part of the video. XD

9. Hm... You know, looking at the animation now... Maybe get rid of the flashing orange part. And the fire... Until he opens his mouth. So it looks like he shot the foe with a blast of fire from his mouth?


Hopefully this info, and set of opinions is of some use.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 04:47:28 AM
1. Alright. That sounds good to me.

2. Hm... Well, you could try out removing the GFXs ON the fireballs. Too many of those could be the cause of the lag. But I'm not 100% sure about this.

3. Yeah. Either that or make it slower with a new animation. Here's some moves I notice are Ridley's kill moves. For comparison.

His forward air spike... Well, depends on where Mario is. It seems to kill at around the 80 to 90 and up mark.

Down B full charge kills Mario at 107% in training mode.

Back air kills Mario at about 113% with the tip of the tail... Not sure about when both hit boxes connect though. Might be less then this percent.

Forward smash kills at 125% if both hit boxes connect.

Up air at the apex of Mario's first jump kills at 136%.

Up throw kills at 136%. Down tilt kills at 152%.

As you can see. Back air considering how safe it is. Kills pretty fast... On an interesting note. Up smash doesn't kill even at 900% damage. Though, I feel poor upward attack options are a good thing for Ridley. Since I feel that's one of his weaknesses. But MAYBE have it kill at at least 200% if all hits hit.

4. Yeah, less jumps might be good for him honestly. Might make him feel more "Heavy Weight Class".

5. Eh, just remove the Metroid.

6. Hm... Alright. Although you could use the same sound as down smash.

7. Not sure... Have KJP look into it maybe? I can't remember what causes that effect. Also, down air really does need more landing lag... While it's knock back may not be amazing. It's damage IS pretty high for something so quick. 18%... That can really add up fast. Also, an interesting little combo that can be done due to forward air's lack of landing lag. Tippered forward air into forward tilt. But the odds of landing this in an actual fight are pretty slim.

8. Oops... Sorry about that. I just kinda wanted to recreate an... Infamous scene with that part of the video. XD

9. Hm... You know, looking at the animation now... Maybe get rid of the flashing orange part. And the fire... Until he opens his mouth. So it looks like he shot the foe with a blast of fire from his mouth?


Hopefully this info, and set of opinions is of some use.

2- so what lags the fire part or the hold part? if its the fire part i can cut the traill in half of number of fireball thingys



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 05:07:02 AM
It's the charge animation I believe.

Hm... Testing with three Ridley's at the same time on Delfino Plaza... If they do the move at the same time. Part of the fireball goes missing on both attacks.

It actually seems there's more lag when just one does the move... So you might have to get rid of the extra fireball model you have in there.

And if you have one fire a full charged shot. And the other two charge. The full charged fireball shot's invisible.

Also, if you zoom in on the charging animation. It really starts to lag. Especially when you zoom in on the fireball.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 05:27:03 AM
It's the charge animation I believe.

Hm... Testing with three Ridley's at the same time on Delfino Plaza... If they do the move at the same time. Part of the fireball goes missing on both attacks.

It actually seems there's more lag when just one does the move... So you might have to get rid of the extra fireball model you have in there.

And if you have one fire a full charged shot. And the other two charge. The full charged fireball shot's invisible.

Also, if you zoom in on the charging animation. It really starts to lag. Especially when you zoom in on the fireball.
the thing is  there is no extra fireball model my code checks every frame for the size increase and spawns it i have some ideas but need to test them.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 05:39:43 AM
the thing is  there is no extra fireball model my code checks every frame for the size increase and spawns it i have some ideas but need to test them.
Hm... Alright. I wish you luck with this. Hopefully this works. Since the lag is kinda odd.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 08:07:52 AM
sended kjp and dd this fixes in my opinion its ready for a final release so what do you guys think?
Guess who can plumell ridley? Samus xD so right now everyone plummels and throws him perfectly except ivisaur wich can throw but not plumell.

can now be hitted with low attacks and be grabed by olimar
reduced knockback growth on back air
Reduce gfx on downB charge the gfx doesnt scale so smothly but still good
special hi gfx looks better and no more yellow
better sound on Side smash(hopefully)
You can now roll back and foward and keep you charge on downB hold by pressing sideways.
weight increased from 104 to 110
minus one jump now
no more metroid on the entry


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 09:40:40 AM
You could...

The new entry I was gonna do wasn't going to be too different then what he does already. And I don't like making taunts.

I agreed that the Back Air was a bit too strong. I don't know how it has more range then Charizard though since both Ridley's wings and tail are shorter then Charizard's. But it WAS a tad too strong.

Also... Ridley flies too fast and it doesn't look very cinimatic when he zooms into the camera at that speed. Since you stopped time, I'd slow HIM down... and increase his hitlag to maybe... 3 or 5 so that way when he DOES hit someone, he pauses for a second, THEN you can increase the speed back to 1 or whatever you have it on.

But I'd slow it down so that way it would be more cinematic to see him making his approach.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 11:52:32 AM
You could...

The new entry I was gonna do wasn't going to be too different then what he does already. And I don't like making taunts.

I agreed that the Back Air was a bit too strong. I don't know how it has more range then Charizard though since both Ridley's wings and tail are shorter then Charizard's. But it WAS a tad too strong.

Also... Ridley flies too fast and it doesn't look very cinimatic when he zooms into the camera at that speed. Since you stopped time, I'd slow HIM down... and increase his hitlag to maybe... 3 or 5 so that way when he DOES hit someone, he pauses for a second, THEN you can increase the speed back to 1 or whatever you have it on.

But I'd slow it down so that way it would be more cinematic to see him making his approach.
the speed is 1 all the way trough i dont have any frame speed modifier on the FS and im not really good working with the camera at all :S


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 12:00:58 PM
Slow it down then >_> And I actually intended for parts of that to be used with the Frame Speed Mod...

Since its at 1 all the way through, here is how I envisioned it working:

1 from the roar to the point where you see him circle around.

.6 or .7 from that point up until he reaches the stage.

1 from him leaving the camera screen again (basically him swooshing past the camera)

.5 for him landing. Cause in that video he was moving pretty fast.... it seemed un-natural.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 12:10:58 PM
Slow it down then >_> And I actually intended for parts of that to be used with the Frame Speed Mod...

Since its at 1 all the way through, here is how I envisioned it working:

1 from the roar to the point where you see him circle around.

.6 or .7 from that point up until he reaches the stage.

1 from him leaving the camera screen again (basically him swooshing past the camera)

.5 for him landing. Cause in that video he was moving pretty fast.... it seemed un-natural.
if i do that i will lose the sound of ridleys attack on the boss battle ridleys attack sound is 4 seconds long give or take  wich is 240 frames right now the fs is 259 frmaes wich makes a preety good match if i slow it down  he will lose the sound half way through it and ridley from the boss battle moves that fast  really i think the FS looks preety epic gonna try to slow time down instead of killing it tough.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 12:15:55 PM
Hm... he doesn't make any sounds after flying through the screen does he? Because I think he is landing a bit too hot tbh. (meaning too fast)

But its just a minor concern. If it matches the sound, then its fine.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: jrush64 on December 10, 2012, 12:26:05 PM
Carnage I checked out that model and it's kind of funny. I don't know how to open it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 10, 2012, 12:29:28 PM
Carnage I checked out that model and it's kind of funny. I don't know how to open it.
my guess is those are objects and are separated i think gamma ridley had a full model im gonna pm  but i think you need to import all the objects one by one?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 06:11:28 PM
I'm gonna test these adjustments now.

But I still say there should be new taunts, and victory poses before a final release... I know Kage doesn't like animating those. But for a character to feel truly complete. They need those minor little details.

...Plus, having Ridleyish taunts, and victory poses would be pretty kick ass. You have to admit that. XD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 06:17:27 PM
I might do some later this week...

I'm kinda into Akuma right now... and getting Chun-Li beta tested.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 07:17:39 PM
Okay, good, good. The idle pose doesn't protect him from Olimar's grab anymore.

Also... No, Samus does NOT pummel him properly still... But, this is a porting related problem. Not a size related one. Waluigi doesn't get properly pummeled by Samus either. She does no damage to him except sometimes.

The down B lag seems to be gone. Back on Delfino Plaza with three Ridleys. All using Down B. And doing the same thing I did to make one of the fireballs vanish seems to be gone as well.

Back air's been nerfed quite a bit I must say. It doesn't even kill at 233% at the center of Final Destination. It actually seems a bit odd now. But then again... It now fits into the category of back airs. Like Dedede, Link, Wolf. Etc etc. The ones that have low kill power, but are rather safe damage dealers. Though another option you could have taken was making it a bit slower. And harder to use (due to more end lag in the air, and landing lag), but still a kill move.

Down air... Still needs landing lag to me. Just try this in training mode. Slide your thumb from the jump button, to A while holding down. Now do this with every character who has a "falling down air".

The one with the least amount of landing lag is Mr. Game & Watch. Which even his has more landing lag then Ridley's. (Though admittedly not much more.)

But it feels odd for such a heavy creature like Ridley to recovery from that so fast. Maybe as a way to make it make a bit more sense, would be to either increase the damage done. Or the knock back just a slight bit. So that when he hits the foe with it. They CAN'T punish him for it. Only if he misses should he be punishable.

I know this is kinda a minor nitpick... But I still think he needs a grab animation that reflects his actual grab range. Right now, his mouth can go completely through someone, and he still doesn't grab them. I'm not saying the range should be changed. Just the animation.


Sorry about this nitpicking... I just want to be sure this final version, actually feels final.

If I came off being too harsh or anything. I'm very sorry...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 07:34:00 PM
The grab thing may h ave been over looked. Its an easy fix tbh. The hitboxes for the grab collisions just need to be reposition/timed.

If they are off now then I agree they should be fixed.

--

Down Air:

Shiek: Strange animation... I actualy use this to do trick my opponent into attacking. Since she goes up slightly, I position myself to where her going up dodge the foreseen attack, then they don't have time to dodge her falling. If I've figured that out, I'm sure there are plenty of other people who have as well... its fairly good. I understand why it has the landing lag it does.

Zero Suit: Her's is pretty long and can actually kill her if done wrong but it also meteors. The amount of landing lag it has is justified because its really good for killing. IMO

GW: Not a lot more lag then Ridley's like you said but it also meteors and since its kinda slow, the hit box lingers fairly long.

Toon Link: Another spike, but this one bounces off people it hits so that offsets him killing himself, but its also a high reward move if used properly. So I can see why it has the landing lag that it does. Its powerful...

Ice Climbers: Slow and lingering decent they have and it doesn't have a lot of knockback last I checked... actually, they don't have a lot of landing lag either...

Ridley: Pretty fast decent and unless it was changed last time I checked, it didn't meteor and wasn't great at killing. I think that offsets the landing lag.

Either way... adding more lag or not, its an ok move to me. But if more is added, don't add too much more because it would be too punishable for not enough reward.

---

I don't know if I commented or not... but I thoroughly enjoyed that Ridley vs Ridley fight.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 07:59:19 PM
Like I said though, the animation should be changed on the grab. If he has too much grab range. It might get kinda... Well, broken in some cases. He just needs a animation to reflect his current range.


And actually... I'm not sure WHEN it does, but Ridley's down air can spike. I've done it a few times. But I'm honestly not sure where the sweetspot/timing is. Heck, when the landing lag is added. It could just be a move that knocks the foe away, rather then spike. And it could have good base knock back. But not too high of growth. So it's not a great kill move... But a great way to get back down to the stage quickly. And knock the foe away at the same time.


Also... Thank you. I had fun with that idea Thankfully the fight took only one try... Even though I used a broken PSA to GET to Ridley... It still would have taken time to get back to him on Intense mode. XD


Edit: I had a random idea for some victory poses... I think something like KJP's T-Rex's victory pose would be neat, him getting closer to the screen, then roaring... Either roaring like he does in the Brawl cutscene. Or like how he does in Other M. The roar sound effect should be the one used for the final smash.

One with him flying away... Him flying in place, then after three flaps of his wings, he soars straight upward. The good thing is. The winwait would just have to be one frame of him being in the sky, unseen by the camera.

The last one... I'm not sure of... :/

Though maybe there could be... SOMETHING in this video? Just kinda scan through it. I wouldn't advise watching all of it. Since a lot of it is more then likely not too useful.
http://www.youtube.com/watch?v=wJW1KcaD80k

And for a losing pose... He could be crouched on the ground, holding himself up with one hand, and having the other on his chest, while having a bit of trouble breathing... Due to being weakened by the fight.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 09:59:34 PM
Everyone claps in Brawl for losing animations... I like this project, but I don't like Ridley enough to go the extra mile to give him a losing animation... So Charizard's will do.

I did plan on having him fly away though.... for one victory pose.

And if I felt like doing a second, it would probably be something like him roaring... and kinda just floating there...

A third one could be kinda random... and just have a metroid... floating around... just kinda being there. No reason... just cuz.

---

That video, why didn't you just go through boss battles? The only boss thats actually difficult to defeat on Intense is Tabuu because you have to time that 1hit kill move he does and dodge it perfectly 3 times... But he's not the topic here...

Getting to Ridley via Boss Battles would have probably been a lot easier/quicker then going through subspace.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 10:12:56 PM
Everyone claps in Brawl for losing animations... I like this project, but I don't like Ridley enough to go the extra mile to give him a losing animation... So Charizard's will do.
That's not true. Going back in time to Melee for a bit, Mewtwo did NOT clap, he had his back turned. And looked pissed off.

Back to Brawl, the Ice Climbers do not clap, they sob. Diddy looks confused with his hat off. Jigglypuff just kinda looks at the winner. Not mad or anything, just... Jigglypuffish... I don't know. Pokemon Trainer also looks depressed... Ironically, his Pokemon aren't.

I did plan on having him fly away though.... for one victory pose.

And if I felt like doing a second, it would probably be something like him roaring... and kinda just floating there...

A third one could be kinda random... and just have a metroid... floating around... just kinda being there. No reason... just cuz.
1. Okay, so we had the same idea on that one.

2. And that one as well.

3. Hm.. Not sure about that one. Maybe something similar to a shorter version of his final smash? He floats back a bit. Say maybe three flaps of his wings, while moving backwards. Then lunging at the camera?

Eh, I don't know...

That video, why didn't you just go through boss battles? The only boss thats actually difficult to defeat on Intense is Tabuu because you have to time that 1hit kill move he does and dodge it perfectly 3 times... But he's not the topic here...

Getting to Ridley via Boss Battles would have probably been a lot easier/quicker then going through subspace.
Actually... There is a reason. Even on Intense, the Boss Battles version is not as hard as SSE intense's Ridley boss. He has less HP in Boss Battles mode.

Also... A little off topic here. But the only reason Tabuu is hard in that mode. Is because you already have a lot of stress. Since you're SO CLOSE to the end... But ONE little mess up, and your toast. Otherwise, I'd say Rayquaza, Porky, Duon, and sometimes Galleom are harder then Tabuu.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 10, 2012, 11:11:48 PM
Hm... you're right actually...that slipped my mind to be perfectly honest. I guess doing that hurt animation wouldn't be too difficult... But in my defense... those are characters I rarely fight against.

I main Fox and Sheik, and usually fight againt pretty much everyone else on the roster but them and a few others... also including hacks... for example, I have a Marth hack over Diddy so I'd forgotten about that but anyway... thats not important. I see your point.

I do like that 3rd victory pose though... I may do that  one because the way I see it in my head is pretty cool.
---

I can perfect just about every boss in Boss Battles with Fox... but he's my best character. I can even perfect Tabuu if I can dodge that 1 hit kill move 3 times. I've done BB so much that I've memorized their patterns and its not even a challenge anymore. The only time I have a difficulty is when I'm playing with a character that I haven't actually mastered or a new PSA.



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 10, 2012, 11:44:01 PM
Hm... you're right actually...that slipped my mind to be perfectly honest. I guess doing that hurt animation wouldn't be too difficult... But in my defense... those are characters I rarely fight against.

I main Fox and Sheik, and usually fight againt pretty much everyone else on the roster but them and a few others... also including hacks... for example, I have a Marth hack over Diddy so I'd forgotten about that but anyway... thats not important. I see your point.

I do like that 3rd victory pose though... I may do that  one because the way I see it in my head is pretty cool.
---

I can perfect just about every boss in Boss Battles with Fox... but he's my best character. I can even perfect Tabuu if I can dodge that 1 hit kill move 3 times. I've done BB so much that I've memorized their patterns and its not even a challenge anymore. The only time I have a difficulty is when I'm playing with a character that I haven't actually mastered or a new PSA.


Hm... Yeah, those characters ARE kinda easy to forget honestly. (Especially since I hate Diddy in Brawl... I like him in OTHER games, but something about Brawl Diddy's personality bugs me... And the Ice Climbers.)


Honestly. The only animations that TECHNICALLY need new touchups/redoing... Are up throw (optional, but it is just Charizard's.) Back air (Again, optional because it's Charizard's. And the move works pretty differently now.) And the taunts/win poses. Otherwise he doesn't need any more animations for the final version. With those animations, he would feel very complete. At least this is how I feel.

I'm glad you liked my idea for win three. :)


Yeah... Boss Battles isn't too hard when you know the enemies move sets, it's all about memorizing the enemy moves. I never really took the time to master the mode though...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 12:29:31 AM
I wanted the trophies >_>;

The only thing I haven't memorized is the speed of Tabu's 1hkill or the space the hit box for it takes up...

That combined with possibly not having the invulnerability timing down for the character I'm playing with (I've got Fox and Sheik down to a science... and not because I can actually see what frame it happens on) usually ends with me getting hit with anyone but Fox... and even Fox I mess up the timing from time to time. Granted, I don't do it with Fox much because I've done it and beaten it with him so its no point unless I'm doing a speed run.


Anywhoo... I'll probably get to those animations some time this week. I may not stream this week much since today was my only off day until Sunday. But I work evening shifts so I may stream later in the night (I get off at 8pm) which is usually good for most people that tend to watch my stream anyway.

Data, this is off topic, but would you be a doll and record a fight of Sora fighting Roxas? If you could get two people to do it that'd be even better... I really wanna see a good fight of them. :D Oh, and feel free to give some feedback on Sora. Like I said, I see your feedback as constructive so I think it would help.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 11, 2012, 12:40:03 AM
Alright. That's fine. Take your time with the animations. The final release of Ridley doesn't need to be too soon... It's better to take time, then rush something.


Oddly enough... Tabuu's RROD move is one of the ones I have an easier time dodging. He gets me more with the chains then anything else.


As for Sora/Roxas... I might make a video for them. But I don't know how deep I'll go with feedback. Since I'm
not as interested in them as I am Ridley, or Sephiroth. But when I can, I'll see what I can gather.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 01:03:50 AM
I usually don't rush with animations. I'm just pretty fast with them. Especially when I already have an idea of what I wanna do. My process is that I usually spend my down time (which admittedly is a lot) Going over in my head how I want something to look, and since I'm an artist as well, I have acquired the skill to be able to put what I see in my head, on to paper, so I apply that skill to animating, which makes it easier. Its also why i learned how to do it so quickly :D

And no worries about Roxas/Sora...

Funny thing is I wasn't that interested in Ridley but its actually turned out really good so I'd actually like for him to be ported to another character... (Maybe Charizard) cause while I do like Ridley, I'd like to keep Captain America or Ryu over Captain Falcon.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 11, 2012, 01:21:30 AM
I usually don't rush with animations. I'm just pretty fast with them. Especially when I already have an idea of what I wanna do. My process is that I usually spend my down time (which admittedly is a lot) Going over in my head how I want something to look, and since I'm an artist as well, I have acquired the skill to be able to put what I see in my head, on to paper, so I apply that skill to animating, which makes it easier. Its also why i learned how to do it so quickly :D

And no worries about Roxas/Sora...

Funny thing is I wasn't that interested in Ridley but its actually turned out really good so I'd actually like for him to be ported to another character... (Maybe Charizard) cause while I do like Ridley, I'd like to keep Captain America or Ryu over Captain Falcon.
Ah, good good.

I didn't say you rushed animations. I was saying you can make them at whatever pace you feel comfortable with. Since the best results are the ones that had time put into them.


And... Don't worry. When Ridley's done. I'll see what should be done with Roxas and Sora.


And... Yeah, at first, I wasn't so sure about Ridley either. When I downloaded the first beta, I was afraid he was gonna be too buggy. But I saw a LOT of potential... Which is thankfully being reached. :P


Edit: To whoever fixed Ridley in SSE... You might have to do so again. Since he has 4 jumps in SSE still. But this should probably come after all the end lag, and landing lag adjustments.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 05:03:31 AM
Ah, good good.

I didn't say you rushed animations. I was saying you can make them at whatever pace you feel comfortable with. Since the best results are the ones that had time put into them.


And... Don't worry. When Ridley's done. I'll see what should be done with Roxas and Sora.


And... Yeah, at first, I wasn't so sure about Ridley either. When I downloaded the first beta, I was afraid he was gonna be too buggy. But I saw a LOT of potential... Which is thankfully being reached. :P


Edit: To whoever fixed Ridley in SSE... You might have to do so again. Since he has 4 jumps in SSE still. But this should probably come after all the end lag, and landing lag adjustments.
SSE has its own atributes and i didnt change them to match vs mode lol it takes a simple change :P

About the grab thats charizard grab and charizard grab hitboxes maybe becuase ridley is bigger his hitboxes might not reach that far.

Samus could plummel him  maybe i didint send the version where it could? i have crony dark samus and he was plumming ridley preety well on my wii i must have send the 2nd newest version i guess since he can on my wii just tested.Also datadrain this is a size problem like i told you if i put ridley size one(charizard size) everyone can plumel him just fine even ivisaur its becuase he is bigger that this happens.

i think the down air is fine since its very hard to spike with it  and you wouldnt want to off screen or you die either way lol and its taill range isnt that op





Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 11, 2012, 05:56:32 AM
i think the down air is fine since its very hard to spike with it  and you wouldnt want to off screen or you die either way lol and its taill range isnt that op
I still say it should have SOME landing lag. Because right now, it's really quite easy to abuse. Plus it just doesn't feel right. Again, compare it to the rest of the cast's "falling" down airs. It has less lag then anyone else's.

The spike is not the problem. It's how fast it is, and how little recovery time there is. You can pretty much after landing IMMEDIATELY attack, shield, or jump out of the landing.

THAT is what I feel is wrong with this move.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 06:01:10 AM
I still say it should have SOME landing lag. Because right now, it's really quite easy to abuse. Plus it just doesn't feel right. Again, compare it to the rest of the cast's "falling" down airs. It has less lag then anyone else's.

The spike is not the problem. It's how fast it is, and how little recovery time there is. You can pretty much after landing IMMEDIATELY attack, shield, or jump out of the landing.

THAT is what I feel is wrong with this move.
the only way to give it  more lag is to increase the animation frames since it isnt a true aerial move it uses 3 subactions not 2 i will add 10 frames to the landing animation


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 11, 2012, 06:09:50 AM
the only way to give it  more lag is to increase the animation frames since it isnt a true aerial move it uses 3 subactions not 2 i will add 10 frames to the landing animation
Hm... Just make sure that the 10 frames aren't cancelable...

I'm gonna PM you a video on why I feel the down air in it's current state seems off to me... When it uploads that is.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 06:13:47 AM
Hm... Just make sure that the 10 frames aren't cancelable...

I'm gonna PM you a video on why I feel the down air in it's current state seems off to me... When it uploads that is.
if its cancellable i cant do nothing about it sice it doesnt have any cancelable code on all 3 subactions


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 11, 2012, 06:20:50 AM
if its cancellable i cant do nothing about it sice it doesnt have any cancelable code on all 3 subactions
Hm... You could take a look at Sephiroth's down air coding in that case.

IF it's cancelable after adding more end lag to the move. If not... Okay then. Mission accomplished. XD

And if all else fails. We can have KJP take a quick look at it. And see what he thinks.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 09:29:54 AM
It shouldn't be cancelable unless you put in an allow interrupt somewhere in there.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 11, 2012, 09:35:29 AM
I see feedback posts. :P

I'll read those, then I'll put in my glide coding.

So don't make any changes to the PSA yet, Carnage.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 09:37:52 AM
To sum it up...

More end/landing lag on the down a air.

Thats really about it...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 09:53:46 AM
Hm... You could take a look at Sephiroth's down air coding in that case.

IF it's cancelable after adding more end lag to the move. If not... Okay then. Mission accomplished. XD

And if all else fails. We can have KJP take a quick look at it. And see what he thinks.
found out the problem altough im not sure how to fix it without messing put the rest of the moveset

ridley Air Low attack doesnt go to the  air landing low animation but to landing heavy animation thats why it can be interrupted at any time and if i mess with that animation everytime you land on the stage you would get tons of landing lag


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 10:03:23 AM
Make it go to the landingairlw animation then?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 10:25:46 AM
Make it go to the landingairlw animation then?
found out hot to fix it i need to make but variable 30 tru on the beggining if the move so it is considered an  aerial for aerial landing lol so yeah kjp if your adding the glide do this

go to his hurtboxes with the pac open directly change his hipN(bone index5) to radius 5.5 this make samus being able to plummel reidley just fine

then go to the beggining of airlowstart and put bit variable 30=true

go to attackair low subaction and delete the loop thats in the gfx tab about the ground this should solve all the air low problems

also go to the sse atributes and change jumps to 3 and size to 1.4

then add your glide xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 11, 2012, 10:40:08 AM
Actually...

I'm going to need more gliding animations before I can put my glide in.

-Start.
-Forward.
-Upward.
-Downward.
-Forward to Upward transition.
-Forward to Downward transition.
-Upward to Forward transition.
-Downward to Forward transition.
-End.
-Attack.
-Landing.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 10:44:12 AM
Actually...

I'm going to need more gliding animations before I can put my glide in.

-Start.
-Forward.
-Upward.
-Downward.
-Forward to Upward transition.
-Forward to Downward transition.
-Upward to Forward transition.
-Downward to Forward transition.
-End.
-Attack.
-Landing.
you already have the glide landing/attack/end/ from charizard on the motion but cant you set animation frame on the animation that goes up and down? its preety easy to use the set animation frame  you need to disable the wing movement on that animation  i think kagemaru was the one who did that lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 11, 2012, 10:48:20 AM
you already have the glide landing/attack/end/ from charizard on the motion but cant you set animation frame on the animation that goes up and down? its preety easy to use the set animation frame  you need to disable the wing movement on that animation  i think kagemaru was the one who did that lol
I could try using that sort of coding. But I would need to find appropriate values to use for Momentum.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 10:51:57 AM
I could try using that sort of coding. But I would need to find appropriate values to use for Momentum.
didnt you already have those for scizor? its an awnsome code for example you want to keep  the animation on frame 34 for ever you do this on the beggining of the subaction

set loop infinite
set animation frame 34
sinc timer 0,5
execute loop and will be on the same frame for ever until you triger something

been experimenting with this and i can make the attack air low just use a single subaction instead of start,loop one this even its preety usefull


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 11, 2012, 10:52:42 AM
you already have the glide landing/attack/end/ from charizard on the motion but cant you set animation frame on the animation that goes up and down? its preety easy to use the set animation frame  you need to disable the wing movement on that animation  i think kagemaru was the one who did that lol

Yeah... my bad... I did that before I noticed the wings had their own animation >_>;

Its fairly mechanical though... every 5 or so frames there is a key frame in almost all the wing bones. But if that can't be done, then I'll just add "adding glide animations" to my list of [censored] to do with Ridley.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 11, 2012, 11:01:17 AM
didnt you already have those for scizor? its an awnsome code for example you want to keep  the animation on frame 34 for ever you do this on the beggining of the subaction

set loop infinite
set animation frame 34
sinc timer 0,5
execute loop and will be on the same frame for ever until you triger something

been experimenting with this and i can make the attack air low just use a single subaction instead of start,loop one this even its preety usefull
I have never used that type of coding before. <.> And I assume that I would need some more coding if I were to use momentum. But my current glide coding uses TransN bone animations and Control Stick input commands.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 11, 2012, 11:18:06 AM
I have never used that type of coding before. <.> And I assume that I would need some more coding if I were to use momentum. But my current glide coding uses TransN bone animations and Control Stick input commands.
ok that takes alot of animations i tough you did your glide using the animation frame  but yeah since we already have start,glide,glide attack and glide landing you just need to rotate the glide one on to the positions needed right?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 11, 2012, 11:20:57 AM
ok that takes alot of animations i tough you did your glide using the animation frame  but yeah since we already have start,glide,glide attack and glide landing you just need to rotate the glide one on to the positions needed right?
I'll try.

Edit: So far I have everything working except the Glide Momentum.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 12, 2012, 05:44:06 AM
I was bored... So I made Ridley recolors.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0804binout.jpg)
This one is based on Zero Mission... I know Angel Glory made one already, but I took the colors from Ridley's sprites from that game. And layered them onto the texture. That is what came out.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0815binout.jpg)
This one is somewhat based on Ridley X, from Metroid Fusion. I say based because he's more blue here then he was in that game. I added a little something to his eye texture too.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0805binout.jpg)
And this one... While I never PLAYED Contra 3. I noticed in a video at one point that there was a boss that looks A LOT like Ridley.
http://www.spriters-resource.com/snes/contra3/sheet/45131 (http://www.spriters-resource.com/snes/contra3/sheet/45131)
So... I made that for the heck of it... It actually looks pretty nice in game.

https://dl.dropbox.com/u/52249538/Ridley%20Textures.rar (https://dl.dropbox.com/u/52249538/Ridley%20Textures.rar)

Here they are. I also fixed up the eyelids on the other Ridley colors.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 12, 2012, 07:06:40 AM
thanks to DD we finally have ridleys for all slots xD also some news

I Found out ZSS can take ridley motion file in and since ridley over CF is preety much on the end line do you guys think i should port ridley over ZSS?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 12, 2012, 07:23:52 AM
Hm... I don't know... Personally. I want him still over Falcon. Since I use Zero Suit Samus sometimes. And surprisingly use Falcon VERY rarely.

Plus, just because the motion file works. Doesn't mean the PSA will. Zero Suit Samus has a VERY strict file size limit. This counts her motion, and PSA file in the same file size total... But, I may be wrong.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 12, 2012, 07:28:04 AM
Hm... I don't know... Personally. I want him still over Falcon. Since I use Zero Suit Samus sometimes.

Plus, just because the motion file works. Doesn't mean the PSA will. Zero Suit Samus has a VERY strict file size limit. This counts her motion, and PSA file in the same file size total... But, I may be wrong.
but ridley will be released over CF already you wont lose that one lol it would be a port over a character that has no psas preety much since i can take advantage of ridley tiny pcs size and pac size becuase bb gains filesize when you delete code unlike psa and i wont need most of ZSS codes since ridley pac file is like 40 kb lower than ZSS default pac file


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 12, 2012, 07:34:27 AM
but ridley will be released over CF already you wont lose that one lol it would be a port over a character that has no psas preety much since i can take advantage of ridley tiny pcs size and pac size becuase bb gains filesize when you delete code unlike psa and i wont need most of ZSS codes since ridley pac file is like 40 kb lower than ZSS default pac file
Hm... Good point actually.

Though beware. You'll also have to deal with making a new up B.


But that in theory shouldn't be too hard. Just a multi hit slashing move would probably fit there.

When KJP is finished with the changes to the Falcon version. And after Kage makes the new animations for some of the things. Then you could see how a ZSS port goes.

If the port is pretty much flawless. That would be quite interesting actually... I might not use it. But hey, I'm sure someone would LOVE to have a PSA for ZSS.


...


Just make sure to recode Samus' final smash. And disable her hidden taunt... Samus turning into Ridley mid match would just be scary. ._.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: MarioStar+ on December 12, 2012, 08:21:27 AM
Yeah... disable the Final smash transformation and the Down taunt trick.

Or just port him over Samus AND Zero suit samus.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 12, 2012, 12:19:12 PM
I'll probably be keeping Ridley over CF... cause my Samus and ZSS slots are spoken for.

IronMan and Tifa > Ridley

though I'd greatly appreciate a port over maybe Wario or DDD

And I close at my job every day this week except for friday and saturday. So I'll probably stream those days and do those animations.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 12, 2012, 01:51:26 PM
I was bored... So I made Ridley recolors.

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0804binout.jpg[/url])
This one is based on Zero Mission... I know Angel Glory made one already, but I took the colors from Ridley's sprites from that game. And layered them onto the texture. That is what came out.

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0815binout.jpg[/url])
This one is somewhat based on Ridley X, from Metroid Fusion. I say based because he's more blue here then he was in that game. I added a little something to his eye texture too.

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_121212_0805binout.jpg[/url])
And this one... While I never PLAYED Contra 3. I noticed in a video at one point that there was a boss that looks A LOT like Ridley.
[url]http://www.spriters-resource.com/snes/contra3/sheet/45131[/url] ([url]http://www.spriters-resource.com/snes/contra3/sheet/45131[/url])
So... I made that for the heck of it... It actually looks pretty nice in game.

[url]https://dl.dropbox.com/u/52249538/Ridley%20Textures.rar[/url] ([url]https://dl.dropbox.com/u/52249538/Ridley%20Textures.rar[/url])

Here they are. I also fixed up the eyelids on the other Ridley colors.

I'll be making the CSPs may I have these?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 12, 2012, 01:55:03 PM
I'll be making the CSPs may I have these?
look at the download there lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 12, 2012, 02:04:29 PM
look at the download there lol
.........oh


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: MarioStar+ on December 13, 2012, 04:06:10 AM
Is the Ridley name included?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 13, 2012, 06:04:51 AM
Is the Ridley name included?
The name is. Yes. But it's for I BELIEVE for ASF1's custom CSS.

There's also no character select icon for Ridley yet. But I do believe this will all change in due time.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 13, 2012, 09:02:35 AM
I'm off work at 6 tomorrow... I'll do those animations then. Unless I feel like doing it tonight after work.

Post Merge: December 13, 2012, 09:42:49 AM
Just to be clear, can I get a list of all the animations I'm supposed to be doing?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 13, 2012, 11:14:26 AM
As I recall...

Back air, and up throw, since those are the only moves from Charizard left in the move set... Though you could make them similar.

The taunts, and victory poses. And the losing pose.


I think those are the last animations needed.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 13, 2012, 11:27:02 AM
Back Air: Ridley turns in the air and blows the foe away. (Similar usage to R.O.B's Fair) OR he turns around and slashes... Either one will leave him facing the opposite direction now (or not... your choice Carnage)

Up Throw: Everyone ok with something similar to Kirby, Metaknight, Cape Mario?

Up-Taunt: Ridley spirals up in the Air (not very far) and then stops in a fierce pose before he falls back to the ground.

Side-Taunt: Ridley lands and [censored]s back before unleashing a huge roar

Down-Taunt: Same as above, but a different pose...

Victory1: Ridley roars, lands, then takes off... up

Victory2: Ridley lands, roars, then stands there... the loop will incorporate the roar...

Victory3: Ridley roars, flies back a bit, then takes off into the camera

Lose: Ridley is on the ground clutching his chest with one hand, his wings down and panting.
=======

Thats what I'm gonna make unless anyone has any objections. Mainly Carnage since... its his project. :/


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 13, 2012, 12:11:47 PM
As I recall...

Back air, and up throw, since those are the only moves from Charizard left in the move set... Though you could make them similar.

The taunts, and victory poses. And the losing pose.


I think those are the last animations needed.
Back Air: Ridley turns in the air and blows the foe away. (Similar usage to R.O.B's Fair) OR he turns around and slashes... Either one will leave him facing the opposite direction now (or not... your choice Carnage)

Up Throw: Everyone ok with something similar to Kirby, Metaknight, Cape Mario?

Up-Taunt: Ridley spirals up in the Air (not very far) and then stops in a fierce pose before he falls back to the ground.

Side-Taunt: Ridley lands and [censored]s back before unleashing a huge roar

Down-Taunt: Same as above, but a different pose...

Victory1: Ridley roars, lands, then takes off... up

Victory2: Ridley lands, roars, then stands there... the loop will incorporate the roar...

Victory3: Ridley roars, flies back a bit, then takes off into the camera

Lose: Ridley is on the ground clutching his chest with one hand, his wings down and panting.
=======

Thats what I'm gonna make unless anyone has any objections. Mainly Carnage since... its his project. :/
I'm done here, I really don't work fast and when I DO get the chance to do work, Kage beats me to them. Anyways, K's animations are better anyways. Once I do the CSPs that'll be it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 13, 2012, 03:59:36 PM
Back Air: Ridley turns in the air and blows the foe away. (Similar usage to R.O.B's Fair) OR he turns around and slashes... Either one will leave him facing the opposite direction now (or not... your choice Carnage)

Up Throw: Everyone ok with something similar to Kirby, Metaknight, Cape Mario?

Up-Taunt: Ridley spirals up in the Air (not very far) and then stops in a fierce pose before he falls back to the ground.

Side-Taunt: Ridley lands and [censored]s back before unleashing a huge roar

Down-Taunt: Same as above, but a different pose...

Victory1: Ridley roars, lands, then takes off... up

Victory2: Ridley lands, roars, then stands there... the loop will incorporate the roar...

Victory3: Ridley roars, flies back a bit, then takes off into the camera

Lose: Ridley is on the ground clutching his chest with one hand, his wings down and panting.
=======

Thats what I'm gonna make unless anyone has any objections. Mainly Carnage since... its his project. :/
do we really need another back air i kinda like charizard one  it looks like the SSBC move  it doesnt look bad at all imo

up throw i like that idea or we could use PM Charizard up throw? the sesmic toss?

kagemaru every victory looks preety good same for the loose stil dont incorporate the roar on the loop since vicriey loops are really short  and i think they have no sound or something atleast brawl ones also remenber victory doesnt use transN  to make him go off screen you need to use hipn

I'm done here, I really don't work fast and when I DO get the chance to do work, Kage beats me to them. Anyways, K's animations are better anyways. Once I do the CSPs that'll be it

concentrate on the interface css icon,csps,bps,names,stock icons download ridley v3 on the vault and it has some of that but we lack a css icon, csp and bps to snoopy ridley model the ones we use, maybe do for rayquaza also since he will be an alt.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 13, 2012, 05:56:18 PM
I don't mean to just shoot you out of the water GG. I just happen to work pretty fast when it comes to animations cause i have a [censored] ton of free time. Anyway if there are any particular animations that you wanna do... I'd be more then happy to let you do them.

And no problem Carnage, I'll leave the back air alone. I could also make a similar one so that the moveset is totally custom...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 13, 2012, 07:00:19 PM
I don't mean to just shoot you out of the water GG. I just happen to work pretty fast when it comes to animations cause i have a [censored] ton of free time. Anyway if there are any particular animations that you wanna do... I'd be more then happy to let you do them.

And no problem Carnage, I'll leave the back air alone. I could also make a similar one so that the moveset is totally custom...
well you can do that on the back air


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 13, 2012, 09:40:20 PM
And no problem Carnage, I'll leave the back air alone. I could also make a similar one so that the moveset is totally custom...
That sounds like a good idea. Similar, but not exactly the same.


Also... I want to ask something.

His up smash. Should it maybe have a bit more start up? But make it easier to connect all the hits near the top? I'm thinking the highest hit box could drag the foe down to the rest of the hit boxes. This way it wouldn't be cheap under platforms. But in exchange, it could actually knock foes away from you if you get the last hit

I feel like right now, it's a little unnaturally fast... It's not broken, but just looks kinda odd at this speed.


And also... After making some comparisons to other Brawlers. I think Ridley's forward air needs some landing lag. It's kinda similar to DK's right now. Just less knock back. More range. And NO landing lag at all. Leading into forward tilt for 25% damage rather easily...


But what do you all think of these suggestions? I'm sorry if I came off negative here... Or just plain flip flopping on feedback. I sometimes notice things really late into development. <_>


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 13, 2012, 11:02:22 PM
Well DK's is a crazy strong spike. I think that if Ridley's was weakened a bit, it would justify the landing lag it has.

DD: I'm not sure if you know this already, but each landing move for air attacks have the same number of frames. I think its 31.. anyway, even though there is an attribute for adjusting landing lag, I think the F-Air has a decent amount sincce I believe its the default of either Charizard's or Captain Falcons... and both of their F-Airs have a decent bit of landing lag. Especially C.Falcon.

I get off at 6pm tomorrow but I'm probably gonna go buy that new Google Chrome laptop computer... so... streaming may start later then I intended.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 13, 2012, 11:11:17 PM
Well DK's is a crazy strong spike. I think that if Ridley's was weakened a bit, it would justify the landing lag it has.

DD: I'm not sure if you know this already, but each landing move for air attacks have the same number of frames. I think its 31.. anyway, even though there is an attribute for adjusting landing lag, I think the F-Air has a decent amount sincce I believe its the default of either Charizard's or Captain Falcons... and both of their F-Airs have a decent bit of landing lag. Especially C.Falcon.

I know DK's is a strong spike. But remember. Ridley's has more range. And he has good recovery. Unlike DK.

Also... No, Ridley does not have landing lag on forward air. Trust me on this one. I've play tested Ridley a LOT. His forward air has pretty much no landing lag.

Edit: ...Here's some proof.
http://www.youtube.com/watch?v=nNbZW2IfDuM&feature=youtu.be
And the reason I show the up smash at the end. Is to show how it looks a bit odd when spammed... That's kinda why I think it needs more start up lag. But perhaps more knock back as a buff to go along with the nerf.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 14, 2012, 03:25:27 AM
I know DK's is a strong spike. But remember. Ridley's has more range. And he has good recovery. Unlike DK.

Also... No, Ridley does not have landing lag on forward air. Trust me on this one. I've play tested Ridley a LOT. His forward air has pretty much no landing lag.

Edit: ...Here's some proof.
[url]http://www.youtube.com/watch?v=nNbZW2IfDuM&feature=youtu.be[/url]
And the reason I show the up smash at the end. Is to show how it looks a bit odd when spammed... That's kinda why I think it needs more start up lag. But perhaps more knock back as a buff to go along with the nerf.

attack air foward has no landing lag becuase like the down air i forgot to turn ra bit 30 on and he does landing light instead of the landingair foward animation  about the up smash why would you spam a move that doesnt connect that well or kill it seems like no one would spam it imo


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 03:55:47 AM
attack air foward has no landing lag becuase like the down air i forgot to turn ra bit 30 on and he does landing light instead of the landingair foward animation  about the up smash why would you spam a move that doesnt connect that well or kill it seems like no one would spam it imo
Ah... So something that can be fixed then. Very good. Hopefully this little nerf won't be too much for Ridley... Though I kinda doubt it would hurt him THAT much. Since he has good range, good weight, and a good recovery.


As for the up smash... Well, spam some moves from normal characters. They don't look too fast when doing their smashes.

It's again I say, not that the move is broken. It just looks kinda odd when you use it like that.

I think the start up lag would make the move look better. And making the hit boxes a tad bit better/making the last hit have knock back would also make the move more useful in a way.

Perhaps the top hit boxes could drag the foe down into the other hit boxes at the center of Ridley. And only the center hit box's last hit would knock foes away. This way, you couldn't trap foes from below a platform.

So this way, it would still work as an anti air move. And not good for the ground foes.

...

But then again, I might be wrong. Maybe we should see what everyone else thinks first about this. KJP, Kage, and you.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 09:37:13 AM
I haven't played with it yet... Let alone my own hacks so I assumed the landing lag was that of an aerial. But us us on the landing light then that needs to be fixed.

The up smash should be slowed down from the point Ridley stops spinning until he lands. And I'd go with the hit box ideafor that too.

Ona side note... I've been using that fall smashville but that beach one looks pretty nice and bright. I may switch to that one.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 09:56:19 AM
I haven't played with it yet... Let alone my own hacks so I assumed the landing lag was that of an aerial. But us us on the landing light then that needs to be fixed.

The up smash should be slowed down from the point Ridley stops spinning until he lands. And I'd go with the hit box ideafor that too.

Ona side note... I've been using that fall smashville but that beach one looks pretty nice and bright. I may switch to that one.

Yeah, that might work actually. It might solve my issue with it looking odd.


As for the stage. Yeah, this one is nice. I have my Smashville set up like this.
Spoilered for off topicness.

Morning: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23555 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23555)

Day: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28158 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28158)

Evening: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12904 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12904)

Night: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28945 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28945)

Late Night: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29519 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29519)


It's more interesting to me then just using only one version of Smashville. :P


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 10:31:23 AM
YOU CAN DO IT LIKE THAT 0.0!?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 10:45:41 AM
YOU CAN DO IT LIKE THAT 0.0!?
Yup, it's a nice way to have good variety in Smashville.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 14, 2012, 12:31:05 PM
fixed my freeze i was setting la float 128 and la float 129 for one of the attacks wich made it freeze when exiting training mode or ending a match, by setting la float 191 and 192 instead  the problem was fixed

right now ridley final adjustments is totally ported over Zsuit he does everything except the upB grab which i now gave him a collision when going up instead  on the head  and i still have 40+ kbts of Zero suit samus  left to even reach her default value xD so when kjp finishes his glidding i will add it on ZSS port also.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 08:29:30 PM
So my computer is saying that its not charging.

I don't know why but if it dies, and I can't get it to charge... then I'll lose a bunch of stuff...

So I'm uploading essential stuff to media fire right now >_>



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on December 14, 2012, 08:34:00 PM
So my computer is saying that its not charging.

I don't know why but if it dies, and I can't get it to charge... then I'll lose a bunch of stuff...

So I'm uploading essential stuff to media fire right now >_>


Save everything you also need in a usb or sd so while something is on the internet the other us on the sd/usb.
Also check the cable if its well connected. or just get out the battery and put it on again...sometimes is that. other is try loading your pc just with the cable not the battery if not its cable problem.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 08:37:48 PM
I didn't have enough time for that... and I don't have a usb, and my SD card would take more time then its worth since the only one I have is for brawl hacks...

Anyway, I figured out what the problem was and I'm good...

I'll be resuming my streaming. Posting the new link in my thread.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 10:32:16 PM
I didn't have enough time for that... and I don't have a usb, and my SD card would take more time then its worth since the only one I have is for brawl hacks...

Anyway, I figured out what the problem was and I'm good...

I'll be resuming my streaming. Posting the new link in my thread.
That's good to hear.

Though to be on the safe side... You could still buy a external harddrive... That way, if something unexpectedly happens. You'll still have your stuff.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 10:36:36 PM
I'm actually in the market for a new laptop.

Thinking about that new Google Chrome laptop... but I hear that since its on a new OS that its not compatible with a lot of software... and I NEED compatibility.

Anyway... I'm doing Ridley's up-taunt now. The Backair, up-throw, and lose animation are done so far. tbh... Not feeling the motivation to do these taunts... let alone the victories... I'll do at least one though. >_>


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 10:42:16 PM
I'm actually in the market for a new laptop.

Thinking about that new Google Chrome laptop... but I hear that since its on a new OS that its not compatible with a lot of software... and I NEED compatibility.

Anyway... I'm doing Ridley's up-taunt now. The Backair, up-throw, and lose animation are done so far. tbh... Not feeling the motivation to do these taunts... let alone the victories... I'll do at least one though. >_>
Aw... Like I said, you don't have to do them all at once. Don't give up on that.

My OCD will forever haunt me if the "final" version doesn't have all the taunts/victories. But has pretty much everything else. T_T


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 14, 2012, 10:56:52 PM
I'm actually in the market for a new laptop.

Thinking about that new Google Chrome laptop... but I hear that since its on a new OS that its not compatible with a lot of software... and I NEED compatibility.

Anyway... I'm doing Ridley's up-taunt now. The Backair, up-throw, and lose animation are done so far. tbh... Not feeling the motivation to do these taunts... let alone the victories... I'll do at least one though. >_>

Do I sense animations to do?  :happy: <*Cough*> <Taunts>
Also, check it....
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zps436156c3.png) Reference (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/finalsmash3_zps4719b8e1.gif)

Feedback anyone.......
Yes=:happy:
No=  :notimp:
?= r)
Idiot= :>.>palm:


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 11:01:23 PM
:D indeed.

I'm almost done with the Up-Taunt, and I actually want to do the first victory pose.

The rest are all yours if you want.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 14, 2012, 11:05:58 PM
:D indeed.

I'm almost done with the Up-Taunt, and I actually want to do the first victory pose.

The rest are all yours if you want.
SWAG!
I will NOT disappoint you guys <in a little kid Narutoish voice>


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 11:11:32 PM
Lol.

I just finished the up-taunt.

I'll send these over to Carnage tomorrow... I've got to go to sleep since I forgot that I open tomorrow. >_>;


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 14, 2012, 11:26:36 PM
Lol.

I just finished the up-taunt.

I'll send these over to Carnage tomorrow... I've got to go to sleep since I forgot that I open tomorrow. >_>;
You might also want to send this to KJP. Since he's also working on the coding.


Also, that CSP seems alright. Though he's missing his eye texture. And... It MIGHT be stretched a bit upward. This is something that always bugs me when I try making CSPs... Getting rid of any stretching.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 14, 2012, 11:29:42 PM
I forgot that I needed to make the glide transition animations as well.

I'll do those tomorrow as well.

I actually don't have the most up-to-date ridley motionpack anymore. No clue what I did with it tbh.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on December 14, 2012, 11:32:34 PM



Also, that CSP seems alright. Though he's missing his eye texture. And... It MIGHT be stretched a bit upward. This is something that always bugs me when I try making CSPs... Getting rid of any stretching.
This^
Also the arm needs to be far the head, looks like he's holding his mouth, well im using as base the other picture.

Btw awesome work guys!


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 15, 2012, 12:03:54 AM
This^
Also the arm needs to be far the head, looks like he's holding his mouth, well im using as base the other picture.

Btw awesome work guys!

You are mistaken my friend, the reason it looks as if he's holding his mouth is due to the left wing's lover spike looking like one of his claws, but I get what you're saying. People can assume that. Also, how can I get his eye texture? (Thanks for the feed back btw, this literally took me about 30 minutes to do all together [including uploading it] )


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on December 15, 2012, 12:06:22 AM
You are mistaken my friend, the reason it looks as if he's holding his mouth is due to the left wing's lover spike looking like one of his claws. Also, how can I get his eye texture?
Lol true but still that arm isnt too visible.

Also just uncheck eyes textures until you get it. I would like to help but i dont have pc..but i made a pose of ridley once so its possible.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 15, 2012, 12:12:50 AM
Move the wing... It looks like he's holding his mouth even though I understand he's not... it LOOKS like he is.

Just move the wing slightly to the right and it'll be perfect.

30 minutes? for one pose? You need to practice more my friend xD Copying a pose from a picture should take a couple minutes tops :af2:

The more you animate, the better and faster you'll get at it.

I've unfortunately hit my learning curve... so I wont be getting much better then I am now for a loooooong time (I'm usually good at most things early... but I reach a plateau fairly quickly so... yeah)

Luckily for you, you've still got plenty of room to grow nd develop in a short amount of time :D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Anivernage on December 15, 2012, 12:18:09 AM
Move the wing... It looks like he's holding his mouth even though I understand he's not... it LOOKS like he is.

Just move the wing slightly to the right and it'll be perfect.

30 minutes? for one pose? You need to practice more my friend xD Copying a pose from a picture should take a couple minutes tops :af2:

The more you animate, the better and faster you'll get at it.

I've unfortunately hit my learning curve... so I wont be getting much better then I am now for a loooooong time (I'm usually good at most things early... but I reach a plateau fairly quickly so... yeah)

Luckily for you, you've still got plenty of room to grow nd develop in a short amount of time :D

This^

I still have to learn im not as epic as kage animating.  (Hes level 10 im level 6 lol) Maybe ill ask him to teach me animating... :af:
But yay about you still have moar room!  :af2:

Heres the proof ridley can get eyes btw.
(http://i953.photobucket.com/albums/ae20/anivernage/Ridley.png)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 15, 2012, 01:12:44 AM
Move the wing... It looks like he's holding his mouth even though I understand he's not... it LOOKS like he is.

Just move the wing slightly to the right and it'll be perfect.

30 minutes? for one pose? You need to practice more my friend xD Copying a pose from a picture should take a couple minutes tops :af2:

The more you animate, the better and faster you'll get at it.

I've unfortunately hit my learning curve... so I wont be getting much better then I am now for a loooooong time (I'm usually good at most things early... but I reach a plateau fairly quickly so... yeah)

Luckily for you, you've still got plenty of room to grow nd develop in a short amount of time :D
No no no, the animation WAS around 6 mins, I was talking about editing the CSP in gimp, doing the pose for all colors, uploading it etc. NOT one animation...... >_>


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 15, 2012, 02:40:00 AM
Do I sense animations to do?  :happy: <*Cough*> <Taunts>
Also, check it....
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zps436156c3.png[/url]) Reference ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/finalsmash3_zps4719b8e1.gif[/url])

Feedback anyone.......
Yes=:happy:
No=  :notimp:
?= r)
Idiot= :>.>palm:

i like that pose xD like ppl said put the eye and move the arm like in the reference and it will be epic xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 15, 2012, 03:02:20 AM
i like that pose xD like ppl said put the eye and move the arm like in the reference and it will be epic xD
Affirmative!


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 15, 2012, 04:11:59 PM
ZSS has Ridley's Soundbank

4A000000 80AD89E0
14000060 0000013D
E0000000 80008000


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 15, 2012, 04:13:22 PM
ZSS has Ridley's Soundbank

4A000000 80AD89E0
14000060 0000013D
E0000000 80008000
its the ntsc code right? if so i will try later to see if zss can get ridley sounds xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 15, 2012, 04:13:57 PM
yes
ntsc


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 15, 2012, 09:19:46 PM
Gave Carnage the animations...

Forgot to do the Glide animations. :/

I'll do them tomorrow. I'm done streaming for the night.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 16, 2012, 10:06:54 AM
Gave Carnage the animations...

Forgot to do the Glide animations. :/

I'll do them tomorrow. I'm done streaming for the night.
That's alright.

As I've said many times before. No need to rush things. The glide animation can wait. Since KJP isn't done with the glide coding yet.

Apparently it's kinda tough to code. He's almost done with it. It's just that the glide momentum isn't working yet.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 16, 2012, 04:15:30 PM
Gave Carnage the animations...

Forgot to do the Glide animations. :/

I'll do them tomorrow. I'm done streaming for the night.
That's alright.

As I've said many times before. No need to rush things. The glide animation can wait. Since KJP isn't done with the glide coding yet.

Apparently it's kinda tough to code. He's almost done with it. It's just that the glide momentum isn't working yet.
im not even sure it needs glide animations i think kjp is psaing the glide diferently you need to ask him before start on them.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 16, 2012, 06:34:04 PM
CSPs done, doing BPS NOW

Post Merge: December 16, 2012, 07:37:30 PM
Here We Are Guys
NOTE!: Rayquaza's Battle Portrait must be redone  :P
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP7_zps4d9f553f.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP7_zpsa2bb65c2.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP6_zpsfafa36cf.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP6_zpsf0cbd988.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP5_zps68cd881d.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP5_zps2cbc656b.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP4_zps2edad0d5.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP4_zps8cebd865.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP3_zps0fbdb224.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP3_zpsa029243f.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP2_zps0f7108c3.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP2_zps9726b910.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP1_zps1a99d212.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zps18ae9b51.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP8_zpsedfbf289.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP8_zps8584593c.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSSIcon_zps561e7567.png)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 16, 2012, 09:27:36 PM
Awesome


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 16, 2012, 09:43:52 PM
OK. I have some good news, and some bad news.

The good news is that I found a way to have the glide momentum look good.

The bad news is that it might take a good chunk of file size.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 16, 2012, 11:26:28 PM
Why?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 16, 2012, 11:37:30 PM
Why?
Because I have to put in as many Momentum codes as there are Frames.

Edit: I have all the Momentum coding in. I'll go ahead and send it later. It might look a little strange towards the final angles, but the momentum is smooth, and I don't really feel like re-editing all 181 Momentum codes.

The main momentum code is on Frame 91 and goes on multiples of 0.025.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 17, 2012, 12:44:17 AM
Someone is going to have to discover a simpler method of fake gliding... That sounds crazy tedious.

But if it works... Nicely done kjp.



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 17, 2012, 03:48:59 AM
CSPs done, doing BPS NOW

Post Merge: December 16, 2012, 07:37:30 PM
Here We Are Guys
NOTE!: Rayquaza's Battle Portrait must be redone  :P
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP7_zps4d9f553f.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP7_zpsa2bb65c2.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP6_zpsfafa36cf.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP6_zpsf0cbd988.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP5_zps68cd881d.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP5_zps2cbc656b.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP4_zps2edad0d5.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP4_zps8cebd865.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP3_zps0fbdb224.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP3_zpsa029243f.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP2_zps0f7108c3.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP2_zps9726b910.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP1_zps1a99d212.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zps18ae9b51.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP8_zpsedfbf289.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP8_zps8584593c.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSSIcon_zps561e7567.png[/url])

these look preety sweet good job now we need the 3 names and stocks you think you can recolour them?
slayermarth already did this ones
 (http://i.imgur.com/scE8M.png) (http://i.imgur.com/Jxvi3.png) (http://i.imgur.com/qaWII.png) (http://i.imgur.com/98rYE.png) (http://i.imgur.com/J3Dz4.png)

think you can make the names by recizing that one and the rest of the stock recolours by coloring them like the ridley's? also we can use this for rayquaza stock (http://icons.iconarchive.com/icons/hektakun/pokemon/32/384-Rayquaza-icon.png)



OK. I have some good news, and some bad news.

The good news is that I found a way to have the glide momentum look good.

The bad news is that it might take a good chunk of file size.

we have tons of filesize left so no problem on that even on ZSS i have 40+kb left to reach her default  im glade its working xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 17, 2012, 04:33:28 AM
these look preety sweet good job now we need the 3 names and stocks you think you can recolour them?
slayermarth already did this ones
 ([url]http://i.imgur.com/scE8M.png[/url]) ([url]http://i.imgur.com/Jxvi3.png[/url]) ([url]http://i.imgur.com/qaWII.png[/url]) ([url]http://i.imgur.com/98rYE.png[/url]) ([url]http://i.imgur.com/J3Dz4.png[/url])

think you can make the names by recizing that one and the rest of the stock recolours by coloring them like the ridley's? also we can use this for rayquaza stock ([url]http://icons.iconarchive.com/icons/hektakun/pokemon/32/384-Rayquaza-icon.png[/url])


we have tons of filesize left so no problem on that even on ZSS i have 40+kb left to reach her default  im glade its working xD

Sure thing, I'll hop to it..


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 17, 2012, 04:50:28 AM
Sure thing, I'll hop to it..
Make sure you make the name for the default CSS too. I don't use ASF1's CSS.

Though for a bit of feedback on those portraits. They seem fine. Though both PAVGN, and my Zero Mission Ridleys seem to have their final smash eyes. Rather then the default eyes.

And there seems to be white lines near the wings... Though I don't know if that's on your part, or Ridley's wings just being kinda odd. Even in game. Some of them have a slight bit of white lines.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 17, 2012, 12:23:31 PM
Make sure you make the name for the default CSS too. I don't use ASF1's CSS.

Though for a bit of feedback on those portraits. They seem fine. Though both PAVGN, and my Zero Mission Ridleys seem to have their final smash eyes. Rather then the default eyes.

And there seems to be white lines near the wings... Though I don't know if that's on your part, or Ridley's wings just being kinda odd. Even in game. Some of them have a slight bit of white lines.
Thanks, two things
What Font is SSBB's default? I don't know how to do those.
As for FS eyes that's not too relevant for CSPs on my part. The final CSPs without the white parts on the wings will be gone when I post the stocks etc.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 17, 2012, 12:30:52 PM
What Font is SSBB's default? I don't know how to do those.
The closest thing I could get was the Impact font.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 17, 2012, 01:01:47 PM
The closest thing I could get was the Impact font.
K


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 17, 2012, 01:18:12 PM
Aw man... I hate when I don't notice something until later... There's one more attack animation that needs fixing.

His AAA combo, since it still has some of Charizard's movements in it. Plus it seems odd he would just stand on the ground just for this move.

I'm REALLY sorry I didn't say anything about this sooner.  :-[


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 17, 2012, 01:35:23 PM
AAA is technically 3 animations...

What exactly is the issue?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 17, 2012, 01:37:02 PM
Aw man... I hate when I don't notice something until later... There's one more attack animation that needs fixing.

His AAA combo, since it still has some of Charizard's movements in it. Plus it seems odd he would just stand on the ground just for this move.

I'm REALLY sorry I didn't say anything about this sooner.  :-[
i wont change the AAA it looks good and fits ridley like a glove


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 17, 2012, 02:01:30 PM
Hrm... Never mind I guess...

I think it's mostly the second hit that bothers me. It's Charizard's second hit... And, you can see his left foot going completely into the ground.

And I wasn't saying the move needed a change. Just some animation fixing. The move itself fits Ridley rather well.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 17, 2012, 03:02:52 PM
The foot thing is due to a slope event.... If Carnage puts that back it should be fine. Or a slight animation change will fix it... Either way... its a small issue if any.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 17, 2012, 03:16:36 PM
Another update.

I fixed Ridley's issues with the landing lag of Forward Air and Down Air.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 17, 2012, 03:46:45 PM
Another update.

I fixed Ridley's issues with the landing lag of Forward Air and Down Air.
yeah i forgot to put the ra bit 30 on lol i also made an downair that uses only one animation to save filesize but i can swap that later


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 18, 2012, 06:19:10 AM
So... I made another video involving Ridley.
http://www.youtube.com/watch?v=kzeb2at3Lng

Possibly the last before the final version video. This is showing pretty much the glide, and how Ridley plays now that he has some landing lag on forward, and down air. (However the forward air works like Ganondorf's Thunder Stomp. So if you do a short hop, and the forward air at the same time, you'll still not suffer landing lag... If you try to fast fall though, you WILL suffer landing lag.)

Also... Here's another video (gotta love Youtube's unlisted video feature) showing the moves, and glide in more detail. And some bugs that still need ironing out.
http://www.youtube.com/watch?v=Z8nj56zlN-I


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 18, 2012, 06:33:24 AM
scizor glidding seemed more accurate also kjp never sended me the glidding ridley yet xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 18, 2012, 06:35:52 AM
scizor glidding seemed more accurate also kjp never sended me the glidding ridley yet xD
Well, both of those are because he's not finished with the coding yet.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 18, 2012, 10:36:26 AM
I must go... My planet needs me. Lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 18, 2012, 04:52:24 PM
I have yet again, another update.

I fixed up the issues with landing lag, and perfected the gliding momentum. I also did some additional coding to make his glide as Brawl-Like as possible.

I'm going to fix up the Up Smash next, but I need to know if Kage made any animation updates to the Up Smash before I edit it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 18, 2012, 05:20:58 PM
You know...

I'm really starting to think up B needs to be changed...

I was testing the up B some. And noticed you could chain two in a row on Bowser at 0%. If used on the ground.

Again... Sorry for only bring this up now. It's just now bothering me. <_<

Perhaps to kinda keep with his weakness to jumping attacks, the new one could have a somewhat slow start up? Not TOO slow, just slow enough that you can't easily use it as an anti air.

Heck, it could work kinda like the ZSS version, just with more start up?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 18, 2012, 05:38:06 PM
You know...

I'm really starting to think up B needs to be changed...

I was testing the up B some. And noticed you could chain two in a row on Bowser at 0%. If used on the ground.

Again... Sorry for only bring this up now. It's just now bothering me. <_<

Perhaps to kinda keep with his weakness to jumping attacks, the new one could have a somewhat slow start up? Not TOO slow, just slow enough that you can't easily use it as an anti air.

Heck, it could work kinda like the ZSS version, just with more start up?
I second this.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 18, 2012, 05:56:31 PM
I haven't touched the up-smash animations. Do what you need to do :af2:

I'm up for changing the up-special if Carnage ok's it.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 18, 2012, 06:01:37 PM
Perhaps to expand upon this idea...

Okay, the animation would be what it currently is. *Unless Kage wants to alter it... If that's the case, we can hear KJP's idea.*

The start up would be pretty slow. After that start up, he would lunge upward, his head being the hit box.

The hit box would start out somewhat strong, but would get weaker rather quickly. In other words, it would be a... What do Smashers call it? A "Sex Kick"? I feel this might be balanced. And not be TOO different.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 01:22:52 AM
i like ridley up b on CF since the purpose  of this psa is to look like SSBC ridley dont see why it needs changing just becuase it grabs bowser twice at 0% that doesnt make it OP in my book if someday pikazz finds out how to do special grabs work for other chars i will add the grab to the ZSS version and to add start up it would either need frame speed modifier  or a longer animation wich i dont think its needed it isnt that fast of an UpB brawl as much fasters up bs

also kagemaru made a new back air and up throw animations i will send it to you kjp should be an easy psa


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 05:15:19 AM
Okay, I'm just going to be blunt now...

The current up B feels... Sloppy. The move goes by too fast when it grabs, and to most players, probably won't make any sense until they zoom in. It has poor presentation. It's TOO similar to Falcon's movement wise when going up. And it just clashes with the rest of the move set's polish...

I beg of you to change your mind about this... And yes, KJP feels the same way about this up B.

We both really think it needs changing. It's really the biggest problem with the PSA now. A new up B would make the PSA feel overall much more polished.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 06:23:37 AM
Okay, I'm just going to be blunt now...

The current up B feels... Sloppy. The move goes by too fast when it grabs, and to most players, probably won't make any sense until they zoom in. It has poor presentation. It's TOO similar to Falcon's movement wise when going up. And it just clashes with the rest of the move set's polish...

I beg of you to change your mind about this... And yes, KJP feels the same way about this up B.

We both really think it needs changing. It's really the biggest problem with the PSA now. A new up B would make the PSA feel overall much more polished.
if i were to change the up b it would be for the one in SSBC minus the grab wich would need a totally new animation and ending on a glide wich i dont know if its possible and i wont force kagemaru doing anymore animations since im preety happy with this up B already.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 06:45:38 AM
if i were to change the up b it would be for the one in SSBC minus the grab wich would need a totally new animation and ending on a glide wich i dont know if its possible and i wont force kagemaru doing anymore animations since im preety happy with this up B already.

Actually, if that's similar to Meta Knight's up B. KJP thought that would be possible. That was actually his idea for a replacement up B.

Also... I recorded two unlisted videos.

http://www.youtube.com/watch?v=fRQ4HRJ7lls&feature=youtu.be
One for the current up B. So people can give their opinions on it... I still think it should be changed. :/

http://www.youtube.com/watch?v=9WEc3v_Ta6E&feature=youtu.be
And one showcasing his glide coding... Which is REALLY nice I must say. It feels like a proper glide now. KJP really improved the old coding massively.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 07:06:50 AM
that glide looks much better and that upB video even seems to make it look good for some combos and stuff imo


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 08:02:55 AM
Still... It just doesn't FEEL right... And as I said, it looks odd too. You can't really tell what he's doing to the foe. Unless you pause more then once to see it up close. Also... From what I remember about SSBC, this move isn't that similar to it, other then the grabbing aspect...

I'm sorry I'm being stubborn with this. Or harsh about it... I just really want to see this up B changed. :/


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 08:40:25 AM
Still... It just doesn't FEEL right... And as I said, it looks odd too. You can't really tell what he's doing to the foe. Unless you pause more then once to see it up close. Also... From what I remember about SSBC, this move isn't that similar to it, other then the grabbing aspect...

I'm sorry I'm being stubborn with this. Or harsh about it... I just really want to see this up B changed. :/
the grab isnt like the one in ssbc becuase CF cant move its oponents during the grab and ssbc ridley upB is like MK more or less he does the right part of an U and glides on the end


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 08:45:30 AM
Hm...

Like I said, KJP kinda wants to take a shot at the Shuttle Loop like up B. He thinks he might be able to code that.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 08:46:20 AM
Hm...

Like I said, KJP kinda wants to take a shot at the Shuttle Loop like up B. He thinks he might be able to code that.
the problem is there is no animation like that to use


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 19, 2012, 09:18:33 AM
Uploading CSPs somewhere around 1:30. ; names, stock BPs and alternative Rayquaza's Individual Name ON the CSS WITH Ridleys'. read the readme.
ALSO HUGE improvement because I got Photoshop last weekend.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 09:22:32 AM
the problem is there is no animation like that to use
Hm... Well, lets see what KJP, and Kage think. We should hear what they have to say on the matter.

Also... There IS a Shuttle Loop like animation Ridley can use.

He does a move like this in SSE. An edited version of that animation could perhaps be used?

Uploading CSPs somewhere around 1:30. ; names, stock BPs and alternative Rayquaza's Individual Name ON the CSS WITH Ridleys'. read the readme.
Oh? Sounds good. Did you fix the red eyes on the Zero Mission Ridleys?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 19, 2012, 12:12:35 PM
Misc Data[70]
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For No Use With Rayquaza Name
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zpsf2f20283.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP2_zps03e03782.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP3_zpsfb0fb5a6.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP4_zps482257ee.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP5_zps02d412d0.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP6_zpsa594b214.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP7_zps7e4d26bc.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP8_zpse9f3516c.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrChrNmRidley_zpsd25ebd87.png)

Stocks
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc23XMeta_zps3cdc9f1b.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc23XSilver_zpsd297d32c.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc231_zps9232c395.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc232_zps6a65ce8b.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc233_zps700fdf7b.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc234_zpsac9963b1.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc235_zpsd1a1a9be.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc236_zpsbbaed41a.png)

Battle Portraits
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP1_zps7ee4716b.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP2_zps83078811.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP3_zps7fd61755.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP4_zpseceade78.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP5_zps39902505.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP6_zpse5c8a8ac.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP7_zps798ded38.png) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP8_zps5c3440ff.png)


My Read Me for CSS Name
http://www.mediafire.com/?240vj27kubwd213 (http://www.mediafire.com/?240vj27kubwd213)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 12:21:45 PM
Misc Data[70]
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrChrFace024_zps6c7cef9c.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrChNmS024_zpseca76127.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrChrNm091_zps1d120d90.png[/url])   ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB231_zps9a897fca.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB231_zps9a897fca.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB232_zpsfaae18e3.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB234_zps584f12a1.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB235_zps7673c48f.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB23XSilver_zpsf3f9248b.png[/url])  ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB236_zps15717af2.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrFaceB23XMetaRidley_zps432254c3.png[/url])
For No Use With Rayquaza Name
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP1_zpsf2f20283.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP2_zps03e03782.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP3_zpsfb0fb5a6.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP4_zps482257ee.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP5_zps02d412d0.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP6_zpsa594b214.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP7_zps7e4d26bc.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/CSP8_zpse9f3516c.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MenselchrChrNmRidley_zpsd25ebd87.png[/url])

Stocks
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc23XMeta_zps3cdc9f1b.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc23XSilver_zpsd297d32c.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc231_zps9232c395.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc232_zps6a65ce8b.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc233_zps700fdf7b.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc234_zpsac9963b1.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc235_zpsd1a1a9be.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/InfStc236_zpsbbaed41a.png[/url])

Battle Portraits
([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP1_zps7ee4716b.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP2_zps83078811.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP3_zps7fd61755.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP4_zpseceade78.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP5_zps39902505.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP6_zpse5c8a8ac.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP7_zps798ded38.png[/url]) ([url]http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP8_zps5c3440ff.png[/url])

looks good i dont mind the fs eyes in some xD the only thing left is the Battle name i like the stocks most ppl forget the stockes


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 12:23:38 PM
Hm... I don't know... I liked what you showed off the first time, TheGanon.

It seems like you over saturated the colors on these. They seem VERY bright... Where as the ones you showed off first were as they are in BrawlBox color wise... I thought that looked better.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 19, 2012, 12:26:20 PM
Hm... I don't know... I liked what you showed off the first time, TheGanon.

It seems like you over saturated the colors on these. They seem VERY bright... Where as the ones you showed off first were as they are in BrawlBox color wise... I thought that looked better.
Well not to hurt any feelings but they are still there, feel free to use them. I won't be redoing these because posting image after image on threads is tedious.

Any other thoughts?
-positive-
-negative-


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 12:37:35 PM
Any other thoughts?
-positive-
-negative-
I can't really think of anything more to say. I pretty much said the biggest problem with this new batch.


Though I GUESS another nitpick would be the stock icons. They don't really match Brawl's style. Brawl's are edits of the portrait's head, made to be more sprite like... Meaning less colors. For reference, look in the Misc90 in Common5.pac.

They are shrunken down, reduced in color by quite a bit, and have a black border around them.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KGN Nappdagg on December 19, 2012, 12:38:09 PM
looks good i dont mind the fs eyes in some xD the only thing left is the Battle name i like the stocks most ppl forget the stockes
What's the size fo Battle Names? I'll add em later own.

Post Merge: December 19, 2012, 12:39:06 PM
I can't really think of anything more to say. I pretty much said the biggest problem with this new batch.


Though I GUESS another nitpick would be the stock icons. They don't really match Brawl's style. Brawl's are edits of the portrait's head, made to be more sprite like... Meaning less colors. For reference, look in the Misc90 in Common5.pac.

They are shrunken down, reduced in color by quite a bit, and have a black border around them.
I was asking for other people's opinions lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: JCentavo on December 19, 2012, 12:45:56 PM
That Up-B move looks ok. Maybe have Ridley's wings flapping to recover, and shoot a fire ball if Ridley catches you.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 12:52:52 PM
What's the size fo Battle Names? I'll add em later own.

Post Merge: December 19, 2012, 12:39:06 PM
I was asking for other people's opinions lol
i think it depends on the char it goes over you need to check the info.pac on info2 folder


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 01:00:42 PM
That Up-B move looks ok. Maybe have Ridley's wings flapping to recover, and shoot a fire ball after he catches you.
Hm... Perhaps. Maybe the start up could be slower on the start up time for going up.

Going up though, he could ascend faster. But less control of the ascent. The grab hit box wouldn't be out the whole way up. Instead, he flaps his wings, and at the apex of the ascent, he swipes his claw forward. If the claw hits at this point, he grabs the foe.


After grabbing the foe, the animation could be longer to better establish him breathing fire at the foe. And have a fireball GFX hit the foe before they go flying. If I recall, he has a move like this in Other M, and Metroid Prime 3.

This could be a more powerful kill move then it currently is. Due to being harder to hit with.


...

Again though, I'd have to see what KJP thinks about this.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 01:43:43 PM
My opinion on the matter is that its Carnag's project so tbh, whatever he says is final.

If he doesn't wanna change the up-b. I'm fine with that. I personally don't have any issues with it being the way it is now. So I don't feel either way. I also wouldn't mind making a new animation if Carnage wanted them.

I agree with DD about the  stock icons though. I feel they should be more in line of what Brawl's icons look like. An almost sprite version of their head.

The csps and bps look good though so no complaints there. I like them brighter cause its easier to see them and the details on them.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 02:25:52 PM
i really dont fell like changing the up B i can make the animation take more time easily

If we ever get a meta ridley model me and kage are gonna make an alt moveset wich will change some of his moves including most up-B,side b and  smash attacks so then we will gt a diferent up B with an alt moveset we need to wait until someone riggs brawl  meta ridley one slot over charizard.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 02:35:07 PM
i really dont fell like changing the up B i can make the animation take more time easily

If we ever get a meta ridley model me and kage are gonna make an alt moveset wich will change some of his moves including most up-B,side b and  smash attacks so then we will gt a diferent up B with an alt moveset we need to wait until someone riggs brawl  meta ridley one slot over charizard.
Again, you don't have to do the coding for the altered up B. KJP was willing to do the coding on that himself as I recall.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 19, 2012, 03:45:10 PM
As for the Up Special discussion goes, I know you don't want to change the Up Special, but if you can't fix the glitch, then you're going to have to force yourself to change it.

Again, you don't have to do the coding for the altered up B. KJP was willing to do the coding on that himself as I recall.
Yes. I did say that I would do the coding.

Hm... Perhaps. Maybe the start up could be slower on the start up time for going up.

Going up though, he could ascend faster. But less control of the ascent. The grab hit box wouldn't be out the whole way up. Instead, he flaps his wings, and at the apex of the ascent, he swipes his claw forward. If the claw hits at this point, he grabs the foe.


After grabbing the foe, the animation could be longer to better establish him breathing fire at the foe. And have a fireball GFX hit the foe before they go flying. If I recall, he has a move like this in Other M, and Metroid Prime 3.

This could be a more powerful kill move then it currently is. Due to being harder to hit with.
If either Carnage, Kage, or myself can fix the odd glitch that we have when using Captain Falcon's grab as a base, then I wouldn't mind coding this.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 04:02:36 PM
If the glitch is psa based.. then My guess is as good as anyones...

I've done that animations like... 3 times while keeping the Xrot in the same exact position that it is in Captain Falcon's animation and near everything. I've no idea why its happening tbh.

If the glitch can't be fixed then I'm for changing it to something else...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Eternal Yoshi on December 19, 2012, 04:07:02 PM
I strongly advise against porting him over Zamus because Samus and Zamus share memory limits and Ridley will NOT load over Zamus because of his data size being too large.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 04:11:31 PM
I strongly advise against porting him over Zamus because Samus and Zamus share memory limits and Ridley will NOT load over Zamus because of his data size being too large.
Hm... Though Carnage said something about Ridley's file size being lower then Zero Suit Samus' default...

At least for now. Unless there's another bug besides the file size total?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 04:22:44 PM
I strongly advise against porting him over Zamus because Samus and Zamus share memory limits and Ridley will NOT load over Zamus because of his data size being too large.
Hm... Though Carnage said something about Ridley's file size being lower then Zero Suit Samus' default...

At least for now. Unless there's another bug besides the file size total?
yup he is already over zss EY and i still have 40+ kbts to reach her default  pac xD and it works with samus psas since i use crony DS vs ridley and it all works wonders gotto thank BJ because his bb almost destroys the filesize limit since every line deleted actually reduces filesize xD abd zsamus has some huge ass code lines especially on the gfxs for the wiip moves

cf glitch is odd and it isnt psa related probably something related to hardcoding  of his grab i can imagine pikazz grabs gonna have the same glitch if you change CFs animation since ridley works wonders with CF animation with the same psa codding

so kage if you want to make a new up b talk to kjp to what animations your gonna do


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 04:37:32 PM
*Looks at KJP*

What chu want?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 19, 2012, 04:42:13 PM
*Looks at KJP*
What chu want?
I was thinking of a shuttle loop type animation that only ends in the glide if the hitbox hits, otherwise, he goes into helpless. But to make things not look weird, have it transition into the glide pose, then have it transition into the Helpless fall pose. That is if everyone here agrees with the idea.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 04:49:43 PM
I was thinking of a shuttle loop type animation that only ends in the glide if the hitbox hits, otherwise, he goes into helpless. But to make things not look weird, have it transition into the glide pose, then have it transition into the Helpless fall pose. That is if everyone here agrees with the idea.
why not go always to the glide? i or it would make more sence to not go to glide if hits since it would unbalance ridley and go to glide if doesnt hit nothing


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 19, 2012, 04:55:39 PM
why not go always to the glide? i or it would make more sence to not go to glide if hits since it would unbalance ridley and go to glide if doesnt hit nothing
If he always went to the glide, then that would enable Ridley to use 2 glides all the time. This is one reason why the Tier tards groups put Meta Knight into the highest Tier.

But I'll try both ideas. Always going to glide, and only going to glide when the hitbox hits. And we'll decide, based on feedback which is the more balanced option.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 19, 2012, 04:58:10 PM
If he always went to the glide, then that would enable Ridley to use 2 glides all the time. This is one reason why the Tier tards groups put Meta Knight into the highest Tier.

But I'll try both ideas. Always going to glide, and only going to glide when the hitbox hits. And we'll decide, based on feedback which is the more balanced option.
but ridley isnt mk at all he is huge and he is not even close to mk speed and has less 2 jumps and his attacks dont have recovery at all  unlike mk who can recover with all his 4 specials plus glide and 5 jumps


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 04:58:50 PM
I was thinking of a shuttle loop type animation that only ends in the glide if the hitbox hits, otherwise, he goes into helpless. But to make things not look weird, have it transition into the glide pose, then have it transition into the Helpless fall pose. That is if everyone here agrees with the idea.
Sounds good to me.

Also, Kage, for the animation, look into the boss Ridley's files. There's an animation that should help out quite a bit.

Also, I feel the animation should make Ridley go upward, then at the peak of the ascent, he does a full loop. Ultimately elevating him higher then when he started the move. It would be slower then Meta Knight's shuttle loop.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 05:56:20 PM
The loop he does after he grinds his tail on the stage?

So what exactly am I making? I don't recall if I made the victory pose where he lands, then takes off... but is that basically what I'm doing?

Making him look like he's taking off with one flap of his wings?

KJP: How many animations is it since from what I read, it'll have him go into the glide and stuff....

Just break it down for me and I'll get to it when I get to it :D


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 19, 2012, 06:36:04 PM
KJP: How many animations is it since from what I read, it'll have him go into the glide and stuff....

Just break it down for me and I'll get to it when I get to it :D
You just need one animation for ground and one animation for air.

And what I meant by transition was after the loop, have it take a few frames to transition into the glide pose, then hold that for a few frames before having it transition into the Special Fall pose after a few frames.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 06:36:27 PM
Okay, the animation I was thinking of basing this on, is "EnmRidleyWavingAttack". Though with less frames, since it has 180 frames... Plus it will need editing anyway.

The attack should make him fly up a good ways, then do a loop at the apex of the move.

In KJP's idea, it would go into a glide if it hits... However, in the other version, it will just go straight into a glide.

Sorta in a path like this... Please pardon the crude Paint Programminess of this... This isn't exact, it's just a rough idea on how it might work.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/UpBpath.jpg)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 09:06:01 PM
So about how high should I make this be at the tip of the loop and the end of the animation?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 09:43:15 PM
So about how high should I make this be at the tip of the loop and the end of the animation?
Huh... Good question...

I'd have to see what KJP says. But I feel that he should go... Somewhat high, perhaps higher then his current up B. But travel slower? I'm really not sure though...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 10:01:15 PM
So this is whats going on in my mind:

1 animations for ground and 1 animation for air

He starts by crouching down with his wings extended, then flaps to go up (basically the start of the FS) then he does a loop, enters into the gliding animation, but continues into the special fall animation.

I get that right?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 19, 2012, 10:07:18 PM
Hm... Sounds alright to me.

Lets see what KJP, and Carnage think of this.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 19, 2012, 11:16:50 PM
Yes, Kage. That's how I think the animation should go. And I agree with Data about the height.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 19, 2012, 11:39:37 PM
Mk... so if Carnage gives the final ok for it, I'll have it done probably some time tomorrow.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 20, 2012, 04:58:33 AM
its okay by me


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 20, 2012, 09:11:34 AM
Consider it done.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 22, 2012, 11:59:54 AM
Consider it done.
Hm... I'm not trying to sound pushy. I just wonder if you made some progress with that animation.

Again. I'm sorry about this.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 22, 2012, 01:04:52 PM
I said consider it done didn't I? :srs:

Lol its been done, KJP has the new animations already :af:


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 22, 2012, 01:05:39 PM
Hm... I'm not trying to sound pushy. I just wonder if you made some progress with that animation.

Again. I'm sorry about this.
I said consider it done didn&#039;t I? :srs:

Lol its been done, KJP has the new animations already :af:

ninjad .. what he said


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 23, 2012, 01:28:39 AM
[censored]ing epic ridley psa is epic
that is all...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: DJ Lowgey on December 23, 2012, 05:44:26 AM
I really want to use it but I need my captain falcon slot :(


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 23, 2012, 06:02:54 AM
I really want to use it but I need my captain falcon slot :(
gonna be released over ZSS also


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 23, 2012, 11:57:50 AM
Why not put him over Charizard now since the up-b thing isn't there?

Hell, the glide would even be better. NO offense to KJP of course but an actual glide > artificial.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: rax189 on December 23, 2012, 01:53:58 PM
wait im soo confused right now lol :P so is he over captain falcon? and this thread says its realeased :P but i dont see it in the vault D:


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 23, 2012, 03:37:22 PM
lol the download is in the OP
the first page of this thread
:P


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: rax189 on December 23, 2012, 03:41:30 PM
lol the download is in the OP
the first page of this thread
:P
oh i thought the new one they were working on was released lol my bad


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 23, 2012, 03:48:13 PM
No, that one is not out yet. I don't even have the demo lol


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 23, 2012, 03:52:38 PM
Why not put him over Charizard now since the up-b thing isn't there?

Hell, the glide would even be better. NO offense to KJP of course but an actual glide > artificial.
And as said before. Charizard is a pain to edit.

You have to consider the fact that his file size total is shared with THREE characters.

In all honesty... Carnage.

You could see to porting him over characters with no PSAs. This way, people like me, who don't mind Falcon being replaced can enjoy the PSA... While others who want either a full PSA roster for any reason. Like a PSA tourny.

Or just don't want to replace Falcon... Characters with few PSAs include. ZZS like you're already trying. Or... Meta Knight. Even though I main him. I can't deny that he has some things going for him. Distinct victory theme. Gliding. And finally... If I recall, you can rel port him. At the expense of a few bugs.

So I guess if the ZZS port goes awry for any reason, Meta Knight could be another option.

But this is after the Falcon version is done.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: rax189 on December 23, 2012, 04:04:24 PM
And as said before. Charizard is a pain to edit.

You have to consider the fact that his file size total is shared with THREE characters.

In all honesty... Carnage.

You could see to porting him over characters with no PSAs. This way, people like me, who don't mind Falcon being replaced can enjoy the PSA... While others who want either a full PSA roster for any reason. Like a PSA tourny.

Or just don't want to replace Falcon... Characters with few PSAs include. ZZS like you're already trying. Or... Meta Knight. Even though I main him. I can't deny that he has some things going for him. Distinct victory theme. Gliding. And finally... If I recall, you can rel port him. At the expense of a few bugs.

So I guess if the ZZS port goes awry for any reason, Meta Knight could be another option.

But this is after the Falcon version is done.
when do you think you will be able to release it? before or after christmas?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 23, 2012, 05:15:59 PM
If he can fit it over zss why would charizard be much of an issue


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 23, 2012, 08:42:00 PM
you need to mess around to give charizard a downB in air since he doesnt own one  but the reason i didnt make him over charizard is because i dont like replacing pokemons plain and simple xD


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 23, 2012, 09:40:11 PM
D:

You wouldnt do itfor me?

:oshi:


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 23, 2012, 11:01:25 PM
D:

You wouldnt do itfor me?

:oshi:
It also has another problem... WITHOUT a code. You'd have to switch to Ridley mid battle... So I guess Pokemon Trainer caught a wild Ridley.

With a code. You can have him independent of Pokemon Trainer. But if I recall... You can't use this on Wifi. Unless that has changed. I don't know. Maybe using some codes from P:M would let you.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 24, 2012, 12:01:51 AM
That isn't a problem for me. Also in PSA you can disable the transformation ALSO even without the code, you can choose Charizard to come out first so as long as its disabled in PSA then it should be ok.

Also, I don't play on wifi... so its not an issue for me in that department as well.

Either way, its possible over Charizard and I have an easier time with Ridley over Charizard then I do with him over Captain Falcon or ZSS


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 24, 2012, 03:58:27 AM
after the final release i can try him over charizard  but there will be a pokemon trainer in the background lol and im not sure pokemons can get independant FSs since i never psaef them but it should be possible i think


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 24, 2012, 07:25:46 AM
I'm almost certain that there is a code to have the pokemon trainer not be in the background... but aside from that I'd be fine with not having a FS. I don't use those much anyway and when/if I do, I'll probably be filming my machinima in which case I'll use him over a different character then.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 24, 2012, 01:59:45 PM
but aside from that I'd be fine with not having a FS. I don't use those much
You are Forever Alone Here<.<
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSZybGzyONIRqPIbJfnrC0KVCWzw4Ak5VR8XwkChoKexbsFCn3gZg)

the pokemon FS is alright though,
just remember that some recolors freeze for charizard
i think the inner mdlo name has to be renamed or something...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 24, 2012, 03:50:34 PM
Yep

I haven't had anyone to play brawl with in almost a year...

And playing online... is just... ugh...

So yep F.A. :oshi:

Anywhoo... KJP, how goes the coding? You getting busy since its a holiday?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 24, 2012, 04:21:36 PM
Anywhoo... KJP, how goes the coding? You getting busy since its a holiday?
Yes I have. I've been working on Ridley for just about the entire day. And I currently still am.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 24, 2012, 07:23:08 PM
kjp send me the updates but i wont be able to do much its already 2 am here tomorow i will be going to my father house all day so i wont be able to even test his codding until the 26  if everything is fine i will release the final version and the version over ZSS also count on 26-27 release.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 24, 2012, 07:43:33 PM
I'm in a similar situation but I may be able to if I get my dolphin working


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 27, 2012, 11:51:20 AM
kjp i finaly got time to look at ridley im home  with time xD

why did you destroy my downB codding? it worked perfectly and it was easy to understand  thos one first makes all charges have the same hitbox size,knockback and knockbackgrowth and it didnt improve in the slighest at all im gonna put all my downb codding back in

up special so you think it shouldnt have damage? seems wierd not having damage also you changed the actions so now he cant turn and do the special hi in the other way on the air wich really cripples ridley i can fix that tough

everything else seems good altough the new back air really lost preety much all the utility it had before.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 27, 2012, 12:03:19 PM
The fixes Carnage mentioned, I agree with.

The DownB move worked pretty good when I saw it so if it doesn't get bigger like it used to then I'd prefer it to go back to how it was unless you can justify how that is better.

The Flight thing, I think should hurt like Metaknight does... Since Ridley is both bigger and slower then MK then I can see that him dealing damage with his up-b move is justified.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 27, 2012, 12:06:01 PM
im gonna copy kjp special hi and glide codding to my latest ridley update becuase kjp messed around with the actions  and i cant place myself anymore im totaly lost lol so yeah im gonna copy the glide coddind and the back air,throw hi and special hi to the latest ridley i sent him where i know my way around.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 27, 2012, 12:11:45 PM
Lol

On the bright side, Ridley will be featured in an upcoming Machinima :D I'm thoroughly excited for that.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 27, 2012, 12:22:31 PM
kjp glide takes a tons of stuff  so i beter use his pack still im not sure i will be able to put the up b able to change direction in the air or the downb back since kjp glide eats an action tab which special hi needs to be able to turn in the air guess i need to turn another action into 2


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 27, 2012, 02:14:13 PM
Well you could take that out if you put it over Charizard :af2:



Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 27, 2012, 02:39:27 PM
Well you could take that out if you put it over Charizard :af2:


i already added my old downb codding to kjp pac file and fix the the up B so it can be reversed in the air so what do you ppl think should ridley have a small hitbox on the head while doing the loop?


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 27, 2012, 04:52:39 PM
I'm just messing around xD

But anyway... I think  it should be like normal... have hitboxes through his body... normal size... yeah.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: KingJigglypuff on December 27, 2012, 05:20:13 PM
I can easily put back in the old coding.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 28, 2012, 09:09:56 AM
I can easily put back in the old coding.
i already did xD and i fixed the up b so we can reverse the direction on the air

i sended the 2 versions of ridley to DD and kjp if they agree this will be released as a final version the two versions play completely alike  the zss can glide like ridley does on Cf and everything and makes samus filesize go abit further since after everything ridley over zss still has 34 kbts to reach zss default size if anyone on the team wants to test the 2 possible final versions let me know too much feedback never hurted anyone :P


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 12:05:52 AM
I'd say this is CLOSE to being finished...

Though I still think that there's things that need ironing out. As I stated in the PM I sent you...


My only other regret is that Ridley doesn't have all the taunts, and victory poses replaced... Only one taunt is new, and he has a new losing pose. But all the rest is still Charizard's...


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 29, 2012, 12:20:35 AM
I thought GG was doing those?

I actually haven't heard from him in a while.

I guess I'll do some more work on Ridley after I get off work tomorrow.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 01:21:11 AM
I thought GG was doing those?

I actually haven't heard from him in a while.

I guess I'll do some more work on Ridley after I get off work tomorrow.
Okay. Good to hear.

Also. I have a question... Since I know little about animating and what not.

Is it possible to fix up throw? Ridley himself looks fine during it. But his foe... Well, they remind me of that Geddan (AKA the Goldeneye Cartridge Tilt Glitch) meme.

I think if it's any bit possible. The foe should be laying on the ground.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 29, 2012, 05:55:44 AM
Okay. Good to hear.

Also. I have a question... Since I know little about animating and what not.

Is it possible to fix up throw? Ridley himself looks fine during it. But his foe... Well, they remind me of that Geddan (AKA the Goldeneye Cartridge Tilt Glitch) meme.

I think if it's any bit possible. The foe should be laying on the ground.
i think the throw tha makes the oponent rotate while ridley goes up was on porpose it was supposed to be that atleast  i think thats was what kage went for


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 06:31:10 AM
i think the throw tha makes the oponent rotate while ridley goes up was on porpose it was supposed to be that atleast  i think thats was what kage went for
That seems weird though... It looks unnatural...

...

Also, I should say right now. KJP isn't gonna be here for quite some time... I don't want to get into details... So you and Kage are gonna have to finish Ridley.

Thankfully though, the last part should be easy to do. Ridley is VERY close to finished.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 29, 2012, 06:34:35 AM
That seems weird though... It looks unnatural...

...

Also, I should say right now. KJP isn't gonna be here for quite some time... I don't want to get into details... So you and Kage are gonna have to finish Ridley.

Thankfully though, the last part should be easy to do. Ridley is VERY close to finished.
putted old n-b codding back on falcon i dont know why kjp even changed it srs he made it even ocupy one more action which we really were lacking on falcon also DD not sure if i can fix the glide on the upB since they have the exact same codding on zss and CF and the same animations so im not sure what to do here


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 06:49:41 AM
putted old n-b codding back on falcon i dont know why kjp even changed it srs he made it even ocupy one more action which we really were lacking on falcon also DD not sure if i can fix the glide on the upB since they have the exact same codding on zss and CF and the same animations so im not sure what to do here
Hm... I don't know either then...

Still. Glad to hear about the neutral B being fixed.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 29, 2012, 07:07:36 AM
The grab was done that way on purpose. If you can make a video of it so I can see it in game I could maybe see what the issue is and fix it


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 07:45:11 AM
The grab was done that way on purpose. If you can make a video of it so I can see it in game I could maybe see what the issue is and fix it

Done.
http://www.youtube.com/watch?v=fkM8I1OAY70&feature=youtu.be
Also... What do you think of the video quality? I found this setting in my recording program... Is it better then my previous quality?

Anyway... Yeah, that animation looks VERY odd.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on December 29, 2012, 07:52:08 AM
yeah thats how the thrown is animated i think


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 08:10:23 AM
yeah thats how the thrown is animated i think
Yeah... But it REALLY doesn't look right...

It looks like either "Geddan". Or they're possessed by a demon.

Take your pick. ಠ_ಠ


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 29, 2012, 12:58:12 PM
O.o

It looks good to me though.. Its supposed to emulate the spin caused by ridley flying up really fast...

But I can make it just one directional spin if its that big an issue... I'm also about to clock out of work and head home so I'll be able to stream this stuff.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Don Jon Bravo on December 29, 2012, 01:14:03 PM
Done.
[url]http://www.youtube.com/watch?v=fkM8I1OAY70&feature=youtu.be[/url]
Also... What do you think of the video quality? I found this setting in my recording program... Is it better then my previous quality?

Anyway... Yeah, that animation looks VERY odd.

i like the video quality<.<


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 29, 2012, 08:12:41 PM
O.o

It looks good to me though.. Its supposed to emulate the spin caused by ridley flying up really fast...

But I can make it just one directional spin if its that big an issue... I'm also about to clock out of work and head home so I'll be able to stream this stuff.
Lets think about this. Would a person REALLY spin like THAT in the real world?

I know, I know. It's a video game. But I think the Metroid characters should have no goofy animations. That spin looks goofy at the moment.

Honestly. I think them simply being slammed to the ground REALLY hard would be better. Enough to make them not be able to move for a bit... Like getting the wind knocked out of them hard.

i like the video quality<.<
Thank you.

I might start uploading in this quality from now on... It's a bit blurry perhaps. But at least it doesn't have lines going through it like my old quality. Plus it's only 20 MB more... Which doesn't take much longer to upload.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Kagemaru on December 31, 2012, 12:56:45 AM
Well I guess I could animate them hitting the ground then bouncing up a bit only to be slammed back into the ground...

I'm off Tuesday and Wednesday so I'll probably do it then.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on December 31, 2012, 01:05:16 AM
Well I guess I could animate them hitting the ground then bouncing up a bit only to be slammed back into the ground...

I'm off Tuesday and Wednesday so I'll probably do it then.
Okay, that sounds like a very good idea. Since that would even give them a reason to not be able to get away from Ridley's landing.

Being slammed to the ground so hard, they bounce up... I like that actually.


With that, the taunts, and victory poses... Ridley should be ready for a release in my opinion.


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: Carnage on January 03, 2013, 08:35:23 AM
Ridley Final Version Released

Captain: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)

ZSS: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461)


Title: Re: SSB Crusade Ridley Updated V3 Released
Post by: _Data_Drain_ on January 03, 2013, 08:39:41 AM
Ridley Final Version Released

Captain: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460[/url])

ZSS: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30461[/url])

I wish I was told sooner...

Oh well, I'll just get to making a video quickly now.

(And new pictures too while I'm at it.)


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 03, 2013, 08:44:09 AM
I wish I was told sooner...

Oh well, I'll just get to making a video quickly now.

(And new pictures too while I'm at it.)
i used 2 videos you made xD the glide one and the vs waluigi one unless you want to make a current one of cf final version vs ZSS version.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 03, 2013, 10:47:34 AM
i used 2 videos you made xD the glide one and the vs waluigi one unless you want to make a current one of cf final version vs ZSS version.

That is indeed what I wanted.

People need to see the current move set. Not the unfinished versions from the past...


I'm already uploading a video now. Using both versions... The Falcon one showing off the moves one at a time.

And in the second half, using the Zero Suit Samus one in a fight against Samus.


Edit: And... Done.
http://www.youtube.com/watch?v=lxVkSaVgm1A&feature=youtu.be


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 03, 2013, 11:32:39 AM
like how you showed and said every move that was preety much what every psa video needs xD


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 03, 2013, 11:37:13 AM
like how you showed and said every move that was preety much what every psa video needs xD
Thanks.

I figured since this was the final... At least for a good while release, I'd go all out on this video.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Leon Exodio on January 03, 2013, 11:57:36 AM
whathappends if you change from samus to zss will you change to ridley


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 03, 2013, 12:06:24 PM
whathappends if you change from samus to zss will you change to ridley
Actually... Yes...

I was hoping Carnage would make a PSA file to go with Samus, to disable all transforming for her...


But what happens when you transform is, Ridley gets stuck in a T-Stance... Until he's hit by something. Then the fight continues on.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Leon Exodio on January 03, 2013, 12:17:33 PM
Actually... Yes...

I was hoping Carnage would make a PSA file to go with Samus, to disable all transforming for her...


But what happens when you transform is, Ridley gets stuck in a T-Stance... Until he's hit by something. Then the fight continues on.
y ijust did that i know that dark samus psa has it so that you dont transform so illl just copy that over samus


Title: Re: SSB Crusade Ridley Final Version Released
Post by: zutox on January 03, 2013, 12:27:25 PM
This is so...epic! Finally there is a replacement for ZSS. This is a milestone in all of brawl hacking! I'm..getting all teary...what can I say, I'm an emotional guy X3 Really good work on this, and to even get the idea of porting over ZSS is just so terrific!
And, I haven't really played Metroid games, though I watched some, I still really enjoy the PSA and will continue doing so :D


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 03, 2013, 01:00:51 PM
yes default samus psa changes to ridley lol i also use crony DS psa so it doesnt transform :P  all thats needed to make samus not trasform into ridley is to delete the code terminate instance in samus psa wich should be on its final  subactions or the armor release subactions.

This is so...epic! Finally there is a replacement for ZSS. This is a milestone in all of brawl hacking! I'm..getting all teary...what can I say, I'm an emotional guy X3 Really good work on this, and to even get the idea of porting over ZSS is just so terrific!
And, I haven't really played Metroid games, though I watched some, I still really enjoy the PSA and will continue doing so :D
thats what i was going for since i dont use zss at all and there is no psas over her.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: bufobrawl on January 03, 2013, 01:46:23 PM
Charizard would be better ( I voted for other specify )


Title: Re: SSB Crusade Ridley Final Version Released
Post by: KingJigglypuff on January 03, 2013, 02:07:57 PM
Charizard would be better ( I voted for other specify )
. . .
You
. . .
Are
. . .
Late! :srs:


Title: Re: SSB Crusade Ridley Final Version Released
Post by: rax189 on January 03, 2013, 02:13:15 PM
. . .
You
. . .
Are
. . .
Late! :srs:
I
. . .
Like
. . .
This
. . .
Game! :happy:
Lol anyways, i wanna see how hard it is for kirby to suck Ridley up xD because hes floating :P


Title: Re: SSB Crusade Ridley Final Version Released
Post by: nanobuds on January 03, 2013, 02:46:43 PM
I dunno if this has been answered, but what happens when Samus uses her Final Smash? will she transform into Ridley?


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 03, 2013, 03:15:09 PM
I dunno if this has been answered, but what happens when Samus uses her Final Smash? will she transform into Ridley?
Since there's no PSA included for Suited Samus...

Yes. She does turn into Ridley.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 03, 2013, 03:51:31 PM
problem solved http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30464 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30464)

now samus doesnt turn into ridley after its final smash ends


Title: Re: SSB Crusade Ridley Final Version Released
Post by: rax189 on January 03, 2013, 03:53:58 PM
problem solved [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30464[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30464[/url])

now samus doesnt turn into ridley after its final smash ends

Hmmmm if you use the new model changer in brawl box to make samus become zerosuit samus at FS.... You can have an extra zero suite samus slot open O_o lol Of course you couldnt give ZSS ALL of her original moves but you could probably make it work... xD


Post Merge: January 03, 2013, 03:57:32 PM
WOW!!!! Same goes for wario! It would work out even easier for him xD You just make Wario model change into super wario and make him faster and jump higher etc. Now there is an extra slot opened to put characters over Super Wario.... I think lol maybe what im saying makes no sense at all :P


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Kagemaru on January 03, 2013, 04:10:21 PM
I actually think thats possible but you'd have to use codes to make it work.

Codes to allow you to use WarioMan separately, then release a pac that makes Wario model change into WarioMan via model changer and not the game transformation...

All WarioMan's attacks are just wario's with different PSA stuff which I believe his psa is big enough to handle that. Might be worth looking into cause I'd get my ZSS slot back.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: rax189 on January 03, 2013, 04:12:52 PM
I actually think thats possible but you'd have to use codes to make it work.

Codes to allow you to use WarioMan separately, then release a pac that makes Wario model change into WarioMan via model changer and not the game transformation...

All WarioMan's attacks are just wario's with different PSA stuff which I believe his psa is big enough to handle that. Might be worth looking into cause I'd get my ZSS slot back.
Ya that would be sick :D I can see how wario man would work but ZSS has a complete differant moveset then samus. So you would have to See what attacks and animations NEED to be changed and what could stay xD


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Kaaoeyi on January 03, 2013, 06:14:25 PM
I must say, a really well done PSA. I love it.

And Thank you for making this very compatible over Diddy, I don't have to fix anything myself now!  ;D


Title: Re: SSB Crusade Ridley Final Version Released
Post by: zutox on January 03, 2013, 06:31:32 PM
I found the red ridley sometimes goes into T stance when it plays as a cpu and it picks up a sword. Over ZSS. Other than that, I got no complaints :)


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 03, 2013, 07:44:18 PM
Ya that would be sick :D I can see how wario man would work but ZSS has a complete differant moveset then samus. So you would have to See what attacks and animations NEED to be changed and what could stay xD
warioman has no motion he only has one costume and a fitwarioman.pac he uses wario montion etc and i doubt i could put ridley 3.85mb motion and wario together without freezing and having one costume would suck.

I found the red ridley sometimes goes into T stance when it plays as a cpu and it picks up a sword. Over ZSS. Other than that, I got no complaints :)
i think i know why since CF has a diferent sword animation i will check into that latter.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: rax189 on January 03, 2013, 08:18:23 PM
warioman has no motion he only has one costume and a fitwarioman.pac he uses wario montion etc and i doubt i could put ridley 3.85mb motion and wario together without freezing and having one costume would suck.
i think i know why since CF has a diferent sword animation i will check into that latter.
Well the ZSS idea might work, and would it be possible to half warios costumes with warioman? using codes and what not?


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 04, 2013, 03:46:21 AM
Well the ZSS idea might work, and would it be possible to half warios costumes with warioman? using codes and what not?
samus/zss filesizes are crap you couldnt even give samus  her specials  that just wouldnt work at all


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Kagemaru on January 04, 2013, 05:33:12 AM
Indeed.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 04, 2013, 06:07:32 AM
There's one problem with the Warioman theory...

...

He would only have ONE palette. Until editing the main rel file for Brawl is more of a possibility.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Xaranid on January 04, 2013, 10:11:35 PM
I very, very rarely post, but I came here to say awesome work!  When I first learned of the brawl hacking scene I hoped for the day that I could have both Geno and Ridley playable, and you've definitely made that a reality!  I too am a fan of his Crusade moveset so I was thrilled to see that you were basing this off of that, and am more happy to see the results.  This is a great quality hack that not only looks completely official (pretty telling that he is NOT too big  :af: )  but also plays well and feels nothing like the character he is over (Captain Falcon in my case.)  10/10, thanks for all of the work! 

I don't know how feasible this is, but since you got rayquaza rigged over a costume, is it possible that we'll see the brawl meta ridley model as a costume eventually?


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Kagemaru on January 04, 2013, 10:50:37 PM
Depends... No one that worked on the PSA is a model person. If someone rigs the meta ridley over this boneset then woot!

Me and Carnage had also planned to re-vamp this moveset when the meta-ridley model came out. Just a few edits to make the two different.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Snoopy on January 05, 2013, 01:11:42 AM
is it possible that we'll see the brawl meta ridley model as a costume eventually?

Depends... No one that worked on the PSA is a model person. If someone rigs the meta ridley over this boneset then woot!

this would require me to stop being lazy and actually do it like i promised Carnage i would a long time ago, about the time i finished the Ridley rig to begin with.  which if someone feels like pointing to the particular SSE file that Meta Ridley is hiding in, that'd be great.  and yes, it'll be to the same boneset.  i still have the Max file from Ridley laying around, so i can just shove Meta in there and call it good.  i'd rather not torture myself with making another one, and i'm pretty sure these guys don't want to remake all the animations.

that said, great work with the PSA.  i didn't realize there was going to be a large effort put into it.  then again, it is Ridley, so i should have expected it.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Anivernage on January 05, 2013, 01:17:22 AM
this would require me to stop being lazy and actually do it like i promised Carnage i would a long time ago, about the time i finished the Ridley rig to begin with.  which if someone feels like pointing to the particular SSE file that Meta Ridley is hiding in, that'd be great.  and yes, it'll be to the same boneset.  i still have the Max file from Ridley laying around, so i can just shove Meta in there and call it good.  i'd rather not torture myself with making another one, and i'm pretty sure these guys don't want to remake all the animations.

that said, great work with the PSA.  i didn't realize there was going to be a large effort put into it.  then again, it is Ridley, so i should have expected it.
hey link me to the max file...ill rig OtherM and Meta Ridley for Carnage i offer to :af2:


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Snoopy on January 05, 2013, 01:30:40 AM
well, i was going to try Other M Ridley, but the neck is waaaay different than Ridley's regular neck, and i didn't want to mess with that.  i'd be happy to let you take a whack at it though.  i'll take care of Meta Ridley though, since i'm in a rigging mood right now.  i also just found his model, so i'll actually get started on it tomorrow.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Anivernage on January 05, 2013, 01:37:15 AM
well, i was going to try Other M Ridley, but the neck is waaaay different than Ridley's regular neck, and i didn't want to mess with that.  i'd be happy to let you take a whack at it though.  i'll take care of Meta Ridley though, since i'm in a rigging mood right now.  i also just found his model, so i'll actually get started on it tomorrow.
:af2: k. ill check at it.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Don Jon Bravo on January 05, 2013, 02:10:49 AM
hmm
i can do metal ridley too...


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 05, 2013, 03:17:18 AM
snoopy thanks and anivernage thanks also it would be fun having alt costumes for ridley xD

meta ridley is here
http://www.mediafire.com/?4m26mi9qx5m98ka (http://www.mediafire.com/?4m26mi9qx5m98ka)

otherm ridley is here
http://www.mediafire.com/?u5mgbay88x6exhd (http://www.mediafire.com/?u5mgbay88x6exhd)

the otherm ridley has tons of battle damage polygons and the wierd part is he doesnt have a undamaged chest part and wings lol but i can live with a chest wound and some damaged wings :P


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Crony on January 07, 2013, 09:52:13 AM
Oh! Great PSA Carnage! I really like it!!
Only one thing: the side-B can be use in a row in air and, if you do, can fly any distance without never falling.
Maybe I can help you, but when I try to open the .pac file, Smash Attack tell me:
"Cannot locate file data" ???
Anywhere, Great job!  ;)


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Kagemaru on January 07, 2013, 11:21:50 AM
You can't psa it in SmashAttacks because it was psa'd in BrawlBox.67



Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 07, 2013, 02:22:18 PM
Oh! Great PSA Carnage! I really like it!!
Only one thing: the side-B can be use in a row in air and, if you do, can fly any distance without never falling.
Maybe I can help you, but when I try to open the .pac file, Smash Attack tell me:
"Cannot locate file data" ???
Anywhere, Great job!  ;)
the side b falls after each use atleast it was that way unless i took that code out of the final version? or maybe i forgot to put it in zss only?


Title: Re: SSB Crusade Ridley Final Version Released
Post by: _Data_Drain_ on January 07, 2013, 04:23:37 PM
the side b falls after each use atleast it was that way unless i took that code out of the final version? or maybe i forgot to put it in zss only?
I don't think so.

I'm pretty sure both versions fall a bit after air side B.

...Unless he used the OLD Beta version... Which honestly... MAYBE it would be a good idea to delete that off the BV. So people don't confuse it... For whatever reason with the final version.


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 07, 2013, 06:43:29 PM
I don't think so.

I'm pretty sure both versions fall a bit after air side B.

...Unless he used the OLD Beta version... Which honestly... MAYBE it would be a good idea to delete that off the BV. So people don't confuse it... For whatever reason with the final version.
it has a link to redirect to the newer one


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Crony on January 09, 2013, 03:26:39 PM
I have tested the over Capitan Falcon version and, if I use the side-B, I can still fly...
Have you update the ZSS version maybe...?   :-\


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 09, 2013, 03:50:48 PM
I have tested the over Capitan Falcon version and, if I use the side-B, I can still fly...
Have you update the ZSS version maybe...?   :-\
just downloaded the falcon version and it seems betweens the updates i somehow didnt put the code to fall after using side b in the air lol but the code is in the zss version lol

i did some updates on both versions

Captain Falcon now he falls after using sideB in the air


ZSS version Fixed some t stances he had with certain items because CF is diferent from anyone else instead of having swing4 , swing4start and swing4hold animations he has swing41,swing41start and swing41hold animations and i forgot to rename them back to the zss version now its fixed


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Don Jon Bravo on January 09, 2013, 03:52:29 PM
any news on other m model and metal ridley?


Title: Re: SSB Crusade Ridley Final Version Released
Post by: Carnage on January 09, 2013, 03:56:34 PM
any news on other m model and metal ridley?
well snoppy didnt said anything about meta ridley neither did anivernage so far i know as much as you do right now i just posted the links on the previous page after that i didnt get any news.

just putting this here also so it doesnt pass unoticed do to the new page

I have tested the over Capitan Falcon version and, if I use the side-B, I can still fly...
Have you update the ZSS version maybe...?   :-\
just downloaded the falcon version and it seems betweens the updates i somehow didnt put the code to fall after using side b in the air lol but the code is in the zss version lol

i did some updates on both versions

Captain Falcon now he falls after using sideB in the air


ZSS version Fixed some t stances he had with certain items because CF is diferent from anyone else instead of having swing4 , swing4start and swing4hold animations he has swing41,swing41start and swing41hold animations and i forgot to rename them back to the zss version now its fixed


Title: Re: Ridley Final Version got a mini update
Post by: Snoopy on January 09, 2013, 04:22:00 PM
any news on other m model and metal ridley?


why yes, there is .... some.
(http://i.imgur.com/FumLq.png)

so far he's fit to the same boneset as i made for Ridley, and he's about half rigged.  my semester started up this week, which means weekends will basically be my only hacking time.  so don't expect it too soon, but i am actually working on it.  i'll also try to get the Spec maps and shine stuff working too, but i can't promise i'll have the space for it.  stupid picky Charizard.


Title: Re: Ridley Final Version got a mini update
Post by: Don Jon Bravo on January 09, 2013, 04:33:35 PM
why yes, there is .... some.
([url]http://i.imgur.com/FumLq.png[/url])

so far he's fit to the same boneset as i made for Ridley, and he's about half rigged.  my semester started up this week, which means weekends will basically be my only hacking time.  so don't expect it too soon, but i am actually working on it.  i'll also try to get the Spec maps and shine stuff working too, but i can't promise i'll have the space for it.  stupid picky Charizard.

hell yeash
lookin good


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 10, 2013, 03:44:37 AM
why yes, there is .... some.
([url]http://i.imgur.com/FumLq.png[/url])

so far he's fit to the same boneset as i made for Ridley, and he's about half rigged.  my semester started up this week, which means weekends will basically be my only hacking time.  so don't expect it too soon, but i am actually working on it.  i'll also try to get the Spec maps and shine stuff working too, but i can't promise i'll have the space for it.  stupid picky Charizard.

yes its looking good xD snoopy even if charizard cant handle those maps make a version with them sincee CF and ZSS have much higher pcs size than charizard :P


Title: Re: Ridley Final Version got a mini update
Post by: RedMan911 on January 12, 2013, 07:22:16 PM
Ridley has a glitch when used with the final smash code  :'(. From what I've gathered it is a loop issue in the way the FS is coded in the zss/cFalcon.pac. Just dnt kno much about psa if I wanted to fix  on my own.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 12, 2013, 07:43:46 PM
Ridley has a glitch when used with the final smash code  :'(. From what I've gathered it is a loop issue in the way the FS is coded in the zss/cFalcon.pac. Just dnt kno much about psa if I wanted to fix  on my own.
i dont know waht the fs code is is ridley works perfectly  normal imo.


Title: Re: Ridley Final Version got a mini update
Post by: RedMan911 on January 12, 2013, 10:03:37 PM
Not many people use this I guess, I like it, so you dont have to chase a smashball around..
http://forums.kc-mm.com/index.php?topic=47689.msg973835#msg973835 (http://forums.kc-mm.com/index.php?topic=47689.msg973835#msg973835)


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 12, 2013, 10:20:04 PM
Thats probably because most people have the unrestricted camera code.

I for one will probably look more into this when I have more people to play with then just myself.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 13, 2013, 03:41:24 AM
Not many people use this I guess, I like it, so you dont have to chase a smashball around..
[url]http://forums.kc-mm.com/index.php?topic=47689.msg973835#msg973835[/url] ([url]http://forums.kc-mm.com/index.php?topic=47689.msg973835#msg973835[/url])

well i dont know how to make ridley work with that code at all


Title: Re: Ridley Final Version got a mini update
Post by: zutox on January 13, 2013, 07:19:13 AM
I rather like it when there are 4 people going crazy to try and catch the smash ball first.
Using that code I find balancing and play style to be..not very easy since some characters are better than others at racking up on damage, while some are better at knock back rather than high damage.
I found the idea to be very cool at first, until I realized how hard it would be for some characters to get it compared to others.
I think I'll stick with the classic ball :)


Title: Re: Ridley Final Version got a mini update
Post by: RedMan911 on January 13, 2013, 10:48:12 AM
Yea, just thought I's share. I'll probably end up trying to fix it myself. But yea Ridley is Nice :).


Title: Re: Ridley Final Version got a mini update
Post by: zutox on January 13, 2013, 11:38:45 AM
I do like Ridley a lot as well, but I do feel that he lacks some omph. As in decent knockback. It's kinda rare to see underpowered PSA's on the Vault, but I'd have to say Ridley is one of them.
His moves are kinda slow and they are all easy to interrupt and all of them seems to lack any good koing power.
The up spinning move he does really ought to have some good knockback since he is left open after using that attack.
Maybe also give him a meteor mash at the tip of his tail when he spins around and attacks with his tail in the air.


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 13, 2013, 12:31:45 PM
I'm pretty sure he has or at least HAD a meteor at the tip of the tail for his spin move. :srs:



Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 13, 2013, 12:42:28 PM
I do like Ridley a lot as well, but I do feel that he lacks some omph. As in decent knockback. It's kinda rare to see underpowered PSA's on the Vault, but I'd have to say Ridley is one of them.
His moves are kinda slow and they are all easy to interrupt and all of them seems to lack any good koing power.
The up spinning move he does really ought to have some good knockback since he is left open after using that attack.
Maybe also give him a meteor mash at the tip of his tail when he spins around and attacks with his tail in the air.
ridley side smash kills at 100 and few% same for full chaged downB he also has a spike on the tip on the foward aerial and down aerial


Title: Re: Ridley Final Version got a mini update
Post by: zutox on January 13, 2013, 01:23:25 PM
ridley side smash kills at 100 and few% same for full chaged downB he also has a spike on the tip on the foward aerial and down aerial

Oh, I never got it to hit properly then  My bad..though you says he kills at 100 and some? Usually my opponents go up to about 170 be fore he manages to KO them, but that  probably has more to do with play style than the PSA :P


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 13, 2013, 01:48:05 PM
Oh, I never got it to hit properly then  My bad..though you says he kills at 100 and some? Usually my opponents go up to about 170 be fore he manages to KO them, but that  probably has more to do with play style than the PSA :P

once they are like 110 hit them with a full charged downB and you will kill then depending on the map and position on the stage since there are huge maps

just updated the OP with my old stuff


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 13, 2013, 05:18:48 PM
once they are like 110 hit them with a full charged downB and you will kill then depending on the map and position on the stage since there are huge maps

just updated the OP with my old stuff
You might want to replace both of those videos with the most recent video.

The one on the BV entry.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 13, 2013, 06:00:57 PM
You might want to replace both of those videos with the most recent video.

The one on the BV entry.
Done


Title: Re: Ridley Final Version got a mini update
Post by: KGN Nappdagg on January 14, 2013, 02:59:37 PM
Will upload my Wins and taunt if you want them. Also, is there an animation for Ridley to come from out of samus' animation yet?


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 14, 2013, 04:48:38 PM
Will upload my Wins and taunt if you want them. Also, is there an animation for Ridley to come from out of samus' animation yet?
not becuase he will never come out of samus :srs: it makes no sence at all i made a samus psa wich doesnt transform after using the FS ppl just just use that.


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 16, 2013, 09:31:54 AM
Hello guys, I have worked on this great PSA  :happy: and I made some new stuffs! (little things, but important for me)
First I have put some GFXs like in the dash attack and on the throwHi.
Now you can see if Ridley have the down-special fireball charged by looking his mouth (when charged the mouth will  burn!)
Now the special-neutral, the down-smash and down-A attacks follow the ground when is inclinated.
I have fixed the grabbing too, now even the mouth can catch!
At last I have ballance some attacks (like the smash-Hi, ecc.) that are too weak or strange on their collision bubbles...
I hope you like it and enjoy it!  :kdance:

Here the link:

http://www.mediafire.com/?ny3rp1tv535p7rj (http://www.mediafire.com/?ny3rp1tv535p7rj)

Only one thing, can someone do a code for change the sounds of Falcon on Ridley, working on PAL to please?


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 16, 2013, 09:59:04 AM
Hello guys, I have worked on this great PSA  :happy: and I made some new stuffs! (little things, but important for me)
First I have put some GFXs like in the dash attack and on the throwHi.
Now you can see if Ridley have the down-special fireball charged by looking his mouth (when charged the mouth will  burn!)
Now the special-neutral, the down-smash and down-A attacks follow the ground when is inclinated.
I have fixed the grabbing too, now even the mouth can catch!
At last I have ballance some attacks (like the smash-Hi, ecc.) that are too weak or strange on their collision bubbles...
I hope you like it and enjoy it!  :kdance:

Here the link:

[url]http://www.mediafire.com/?ny3rp1tv535p7rj[/url] ([url]http://www.mediafire.com/?ny3rp1tv535p7rj[/url])

Only one thing, can someone do a code for change the sounds of Falcon on Ridley, working on PAL to please?


it isnt just a code ridley pal sound ids are also diferent so the code wouldnt do anything by itself

tomorow i will be near my wii to test this


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 16, 2013, 01:20:04 PM
I will test as well. I like what you've stated you've fixed. Thank you.


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 17, 2013, 03:12:16 AM
I'm testing it now...

I'll either edit this post, or make another one when I'm done.



Edit: Okay, I'm done with a bit of testing. Here's what I have so far.

Up smash indeed does connect better. And can kill Mario at around 277%... Although, I did kill him one time by connecting with the very top of the hit box around 167% or something. Not sure. I do think it should have a little lag near the end of the animation, before he drops back down to the stage... Maybe.

Down smash now seems to instead of sucking the foe in, it knocks them back. Not too bad. And it's indeed punishable. But not as much as it was if the hit was done slightly wrong in the previous version.

Up tilt... I MIGHT be crazy, but it feels like you can cancel it sooner.

Now for some pictures of the aesthetics changes... And slight issues. But I don't know how many can be resolved.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0741binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_07411binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0743binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0747binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0748binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0753binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_07491binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0749binout.jpg)
As you can see. The odd things are likely not fixable. The last two pictures show that if you cancel the neutral B while on a slope. For a split second, the fireball goes upward.

...

Now this is where minor issues end... Here's a major one.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0754binout.jpg)
See this here?

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_0755binout.jpg)
That is his grab range.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130117_07551binout.jpg)
Falco is shocked by this. And if that wasn't enough as it is...

Dat ain't Falco... (http://www.youtube.com/watch?v=LittfndwEpI#)
He can chain grab. And before you ask. That was a level 9 CPU.

This is why I honestly didn't want Ridley's grab range altered. But rather the animation to make more sense with his old range... I knew SOME balance problem would be the outcome. So if you were to compare him to a normal Brawl character. He has the largest non-tether grab in the game.

So... Yeah... The grab should be changed.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 08:57:25 AM
i told crony that since ridley is 1.4 in psa his grab hitboxs are also grown by 1.4 wich makes him an OP grabber  which can grab without end lol i letted the old grab hitboxes stay like they were becuase of that



Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 17, 2013, 09:59:49 AM
i told crony that since ridley is 1.4 in psa his grab hitboxs are also grown by 1.4 wich makes him an OP grabber  which can grab without end lol i letted the old grab hitboxes stay like they were becuase of that


Alright. Good.

Only thing left for these minor touch ups... Would be animations for the rest of the taunts. Victory poses. And MAYBE a grab animation to match it's grab box? Maybe he can grab the foe with his claws, rather then his mouth?

Also, the reason I said this version of the up smash should be slower? The one in Crony's build gives you an INSANE amount of control over platforms above Ridley. Sure, it is punishable... But when below a platform. I bet it could give players a bit of a tough time... I might have to test that further.

It should also be noted that one of the hits, even hits foes below the highest platform on Batttlefield, from the main platform. It also has a bit of a Hurricane Kick like attribute. Low moves won't hit Ridley while he's spinning.

Also, make sure you look through this build before releasing it... There's likely changes that I haven't found yet... I feel like something is different with up air, like the hit box is bigger, and lasts longer, which seems a bit too easy to hit with now... But I could be very wrong about this. I might have to get out the ZSS version to compare at a later time. :P


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 10:34:13 AM
Alright. Good.

Only thing left for these minor touch ups... Would be animations for the rest of the taunts. Victory poses. And MAYBE a grab animation to match it's grab box? Maybe he can grab the foe with his claws, rather then his mouth?

Also, the reason I said this version of the up smash should be slower? The one in Crony's build gives you an INSANE amount of control over platforms above Ridley. Sure, it is punishable... But when below a platform. I bet it could give players a bit of a tough time... I might have to test that further.

It should also be noted that one of the hits, even hits foes below the highest platform on Batttlefield, from the main platform. It also has a bit of a Hurricane Kick like attribute. Low moves won't hit Ridley while he's spinning.

Also, make sure you look through this build before releasing it... There's likely changes that I haven't found yet... I feel like something is different with up air, like the hit box is bigger, and lasts longer, which seems a bit too easy to hit with now... But I could be very wrong about this. I might have to get out the ZSS version to compare at a later time. :P
for two compars you only need to get the 2 psas and open then in two bb and see the codes on the attack air hi


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 17, 2013, 10:38:10 AM

Remenber that his body is huge, and it's an handicap on brawl (have you tested with other players? not the cpu, you will see that was too easy make a combo on it!), some advantage need! otherwise is still useless. I dont think he is OP.

I can change the grabbing but need a new animation (use the same but reduces the range was really bad!)
(http://farm9.staticflickr.com/8046/8385200100_58fd09d6ef.jpg) (http://www.flickr.com/photos/66759718@N05/8385200100/)

Anywhere, what means this:

(http://farm9.staticflickr.com/8359/8390288100_96595b0038.jpg) (http://www.flickr.com/photos/66759718@N05/8390288100/)


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 17, 2013, 11:17:12 AM
That it got corrupted.


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 17, 2013, 11:25:20 AM
That it got corrupted.

There is a way to fix it?


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 17, 2013, 11:36:30 AM
start over


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 12:00:11 PM
There is a way to fix it?

well try openning the pac diectly and add a nop and save sometimes it fixes this problem if not then it got corrupted

also if your doing a samus psa with bb psa samus (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)es most of his attacks since bb cant handle the empty actions wich some characters have you would have to put some action codes there like if you were doing a normal special move.


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 17, 2013, 01:55:35 PM
Wait what?

I think thats valuable information... Iron Man psa and what not...


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 01:57:01 PM
Wait what?

I think thats valuable information... Iron Man psa and what not...
yup chars with empty action tabs loose their specials when i coded groudon he was without every special except the n-B since all his other actions are empty same for some of samus yoshis  and several other chars with empty action tabs


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 17, 2013, 02:17:08 PM
I have reduced the range, more like in the original, but less that this is useless.

(http://farm9.staticflickr.com/8071/8390751216_28d74214ff.jpg) (http://www.flickr.com/photos/66759718@N05/8390751216/)

Now the down-special fireball can be absorbed and deflected. And in the special-Hi, Ridley can grab the ledge even from the back (it's so frustrating touch the edge but cant grab because wrong turn...)

Here the link:

http://www.mediafire.com/?gdkfk2tsamxyrkl (http://www.mediafire.com/?gdkfk2tsamxyrkl)


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 17, 2013, 02:26:48 PM
I still say the grab range was acceptable before... It needed an animation that fit it better. But it didn't allow for chain grabs.

I will give this update a try later, I'm too tired to right now... Though shouldn't you have made the neutral B projectiles also be able to be absorbed? That would make sense.

(Though I thought you couldn't make fake projectiles work like real ones...?)


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 04:31:31 PM
I still say the grab range was acceptable before... It needed an animation that fit it better. But it didn't allow for chain grabs.

I will give this update a try later, I'm too tired to right now... Though shouldn't you have made the neutral B projectiles also be able to be absorbed? That would make sense.

(Though I thought you couldn't make fake projectiles work like real ones...?)
yu cant make them be reflected back but if you use special offsenvice collisions you can make them be absorbed  and when reflected disapear i just used some normal offensive collisions tough


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 17, 2013, 04:35:56 PM
I still say the grab range was acceptable before... It needed an animation that fit it better. But it didn't allow for chain grabs.


I can change the knockback of the throw-forward, so can't be chain!


I will give this update a try later, I'm too tired to right now... Though shouldn't you have made the neutral B projectiles also be able to be absorbed? That would make sense.

(Though I thought you couldn't make fake projectiles work like real ones...?)

Both neutral and down special are absorbable and deflectable. The fake projectiles can't turn back, but the deflector moves work with it.  r)


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 17, 2013, 05:00:51 PM
I can change the knockback of the throw-forward, so can't be chain!

Both neutral and down special are absorbable and deflectable. The fake projectiles can't turn back, but the deflector moves work with it.  r)
crony even if he cant chain grab he has an absolute monster range  he cant have that much range it looks unatural you can grab farther than its taill can reach


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 17, 2013, 11:48:13 PM
Okay, just tested this build.

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130118_0340binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130118_03401binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130118_03402binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130118_0341binout.jpg)
As you can see... Yes, the neutral B can now be absorbed. Reflectors also... While not REFLECTING, they nullify the projectile. So Ridley's projectiles are more fair then most PSAs at least.

However...

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_130118_03341binout.jpg)
This is his grab range.

I felt his original grab range was just fine. It just needed an animation to better suit it... Like a claw swipe.

Similar to Bowser's side B. But at the same speed as this current throw, and more... Vicious, and aggressive.

...And now for an edit. His side throw can chain grab even in the released version. But only twice on Meta Knight.

To fix this... Yeah, more base knock back, a bit less growth to compensate... I'm not gonna lie. I feel REALLY dumb for not seeing this sooner... I'm very VERY sorry.

And his down throw also can chain grab... MAN I feel stupid for not noticing this... It works pretty much like Dedede's chain grab too. So... A knock back growth increase might remedy this. MAYBE a SLIGHT chain grab wouldn't be that bad, if it only hits twice at 0%. Dealing 18% damage. Then it doesn't work after that?

Up air, as I thought, DOES have a MUCH larger hit box. In the released version. It hits the foe near Ridley's head. In Crony's, it hits with the wings... And still has as much kill power as the released version... And the hit box is out as long as the released version, so you can pretty much fall on a jumping (or falling) foe, while doing up air. And possibly kill them with it.

Up smash might need a tad bit of end lag, or start up lag. Since it is fast, and has a very large set of multi-hitting hit boxes.

Now then. I should mention some good things about this update. It seems like you fixed the up B animation in the process. So it looks more natural when he goes into the glide state. I think in both this version, and the released version, you can do a few ledge shenanigans by letting go of the ledge while holding it. And doing another up B as soon as you can. But there's not hit box during the up B, and he's not always invincible during this. So it's no big deal.

And the graphic changes are all rather nice. The projectiles being absorb-able is a welcome addition.

One more thing... I have a suggestion. Down throw's GFX... Is it possible to make it look more like he's roasting the foe? And not both the foe, and his head? XD

Also, forward throw... Perhaps you can use the sparks from the dash attack on this? Instead of a bunch of normal hit sparks? That might look better.

Other then these things I mentioned. It seems like he's alright. I just can't believe I missed such balance flaws in the original release...


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 18, 2013, 08:58:45 PM

One more thing... I have a suggestion. Down throw's GFX... Is it possible to make it look more like he's roasting the foe? And not both the foe, and his head? XD

Also, forward throw... Perhaps you can use the sparks from the dash attack on this? Instead of a bunch of normal hit sparks? That might look better.



DONE! ;D and plus the GFXs of the scratch in the Attacks 1-2. I hope you appreciate!  :kdance:
Here:

http://www.mediafire.com/?33mdbagpyxffr9x (http://www.mediafire.com/?33mdbagpyxffr9x)


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 19, 2013, 02:26:43 AM
Alright. Down throw, and forward throw look better now.

Although... The sound effect for forward throw seems odd. Sounds more like he's shocking the foe now. Rather then grinding them through the ground.

The claw GFX... Not sure about. Since this makes it more obvious that the first two hits of AAA are ripped from Charizard. I wouldn't mind as much if the animations were altered. I also wonder what the forward smash would look like with the GFX. And since we're in the "polishing phase"... Maybe forward smash should have a more pronounced sound when used? I think what it has now, and the sound down smash has when it's used, for when he swings his arm.

And up tilt... Perhaps it should have a little bit of the dust GFX? Well, one of them anyway. Look at say... Marth's up tilt. Reference that, except the dust should go the other way. Since his tail is swinging forward, rather then behind him like Marth using his sword.

Might as well go full nitpick mode here with the GFX. But I wonder if down B's projectile GFX can look better?
Keeping the model, and how it grows, but also have a normal fire GFX that grows with it? If that's not possible. It's alright. Since the neutral B was annoying for Carnage to program. And it had a lag issue at one point in development. So again, this was a simple nitpick. It doesn't need to be changed if it might mess up the move in any way.


I should note why Ridley's grab range is too much though. He has as much grab range as Toon Link... Toon Link's has a lot of end lag, Ridley's does not. The only thing outside of projectiles with the range of Ridley's throw, is his AAA combo. And keep in mind, grabs are unblockable. You can only spot dodge it. And considering how quick it is. Along with how much range it has... This might not always be easy. Furthermore. Ridley has VERY powerful grabs. Including up throw, which can kill Mario at 152% damage on Smashville.

With these (save for the nitpick). And the other changes I suggested in my previous post's spoilers... And the unchanged animations being changed. This should be a good update.


Title: Re: Ridley Final Version got a mini update
Post by: Ratchet99 on January 19, 2013, 03:35:39 AM
I have Viewtiful Joe over Captain Falcon (Pal user) and thats why I having Ridley over ZSS.


Title: Re: Ridley Final Version got a mini update
Post by: zutox on January 19, 2013, 08:03:35 AM
I have Viewtiful Joe over Captain Falcon (Pal user) and thats why I having Ridley over ZSS.

I have Ridley over Falco, so I can also use Viewtiful Joe on Captain Falcon


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 19, 2013, 04:59:09 PM
sdoom made ridley a side taunt on his stream ppl https://www.box.com/s/4jcaiug4kpvo1zyh8hc1 (https://www.box.com/s/4jcaiug4kpvo1zyh8hc1) xD


Title: Re: Ridley Final Version got a mini update
Post by: SiLeNtDo0m on January 19, 2013, 07:13:33 PM
(http://i.imgur.com/jZ6HwTx.gif)


Title: Re: Ridley Final Version got a mini update
Post by: Kagemaru on January 19, 2013, 08:03:54 PM
I don't know weather to be jealous I didn't think of that or extremely impressed that it looks so good.

None the less. Thank you for you addition. I really couldn't think of what to do for taunts which is why I only made one and its not that great.


Title: Re: Ridley Final Version got a mini update
Post by: rax189 on January 19, 2013, 10:30:30 PM
([url]http://i.imgur.com/jZ6HwTx.gif[/url])

so you made a beast animation... Why am i not surprised? -_- hahaha good job dood


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 19, 2013, 11:58:33 PM
Okay, so now Ridley has two taunts, out of the needed three.

Very nice looking I must say.


Also, Carnage. Did you see my feedback a page back? In the spoiler tag? There's some things that need fixing even in the main build. Not just Crony's. ._.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 20, 2013, 05:37:46 AM
Alright. Down throw, and forward throw look better now.

Although... The sound effect for forward throw seems odd. Sounds more like he's shocking the foe now. Rather then grinding them through the ground.

The claw GFX... Not sure about. Since this makes it more obvious that the first two hits of AAA are ripped from Charizard. I wouldn't mind as much if the animations were altered. I also wonder what the forward smash would look like with the GFX. And since we're in the "polishing phase"... Maybe forward smash should have a more pronounced sound when used? I think what it has now, and the sound down smash has when it's used, for when he swings his arm.

And up tilt... Perhaps it should have a little bit of the dust GFX? Well, one of them anyway. Look at say... Marth's up tilt. Reference that, except the dust should go the other way. Since his tail is swinging forward, rather then behind him like Marth using his sword.

Might as well go full nitpick mode here with the GFX. But I wonder if down B's projectile GFX can look better?
Keeping the model, and how it grows, but also have a normal fire GFX that grows with it? If that's not possible. It's alright. Since the neutral B was annoying for Carnage to program. And it had a lag issue at one point in development. So again, this was a simple nitpick. It doesn't need to be changed if it might mess up the move in any way.


I should note why Ridley's grab range is too much though. He has as much grab range as Toon Link... Toon Link's has a lot of end lag, Ridley's does not. The only thing outside of projectiles with the range of Ridley's throw, is his AAA combo. And keep in mind, grabs are unblockable. You can only spot dodge it. And considering how quick it is. Along with how much range it has... This might not always be easy. Furthermore. Ridley has VERY powerful grabs. Including up throw, which can kill Mario at 152% damage on Smashville.

With these (save for the nitpick). And the other changes I suggested in my previous post's spoilers... And the unchanged animations being changed. This should be a good update.
this?

well i dont know wich sound cronny changed for the foward throw i liked mine i guess i can change it back

guess i could give claw gfx  and the down smash sound on the arm swing

i m really not good with wind or dus gfxs since i have no idea how they are controlled

well i had to cut back on the downB gfx becuase of lag so adding another fire gfx will probably lag again, when we learn everything about reff i can make it look like metaridley frieball from its boss battle since  it has a fire aura surrounding the ball wich is reff and we dont know how to get it.

i will take out ridley third grab hitbox that should make him less of a graber like it was before.


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 20, 2013, 06:21:46 AM
this?

well i dont know wich sound cronny changed for the foward throw i liked mine i guess i can change it back

guess i could give claw gfx  and the down smash sound on the arm swing

i m really not good with wind or dus gfxs since i have no idea how they are controlled

well i had to cut back on the downB gfx becuase of lag so adding another fire gfx will probably lag again, when we learn everything about reff i can make it look like metaridley frieball from its boss battle since  it has a fire aura surrounding the ball wich is reff and we dont know how to get it.

i will take out ridley third grab hitbox that should make him less of a graber like it was before.
That, and this.


*Editing out some of this, just to get to the bigger picture.*

...And now for an edit. His side throw can chain grab even in the released version. But only twice on Meta Knight.

To fix this... Yeah, more base knock back, a bit less growth to compensate... I'm not gonna lie. I feel REALLY dumb for not seeing this sooner... I'm very VERY sorry.

And his down throw also can chain grab... MAN I feel stupid for not noticing this... It works pretty much like Dedede's chain grab too. So... A knock back growth increase might remedy this. MAYBE a SLIGHT chain grab wouldn't be that bad, if it only hits twice at 0%. Dealing 18% damage. Then it doesn't work after that?

Up air, as I thought, DOES have a MUCH larger hit box. In the released version. It hits the foe near Ridley's head. In Crony's, it hits with the wings... And still has as much kill power as the released version... And the hit box is out as long as the released version, so you can pretty much fall on a jumping (or falling) foe, while doing up air. And possibly kill them with it.

Up smash might need a tad bit of end lag, or start up lag. Since it is fast, and has a very large set of multi-hitting hit boxes.

Now then. I should mention some good things about this update. It seems like you fixed the up B animation in the process. So it looks more natural when he goes into the glide state. I think in both this version, and the released version, you can do a few ledge shenanigans by letting go of the ledge while holding it. And doing another up B as soon as you can. But there's not hit box during the up B, and he's not always invincible during this. So it's no big deal.

And the graphic changes are all rather nice. The projectiles being absorb-able is a welcome addition.

*More editing out stuff*


Title: Re: Ridley Final Version got a mini update
Post by: AquariusGhost on January 20, 2013, 04:23:07 PM
um question i used this hack but for some reason it doesn't apply the texture over the blood hawk color for captain falcon and idea why?


Title: Re: Ridley Final Version got a mini update
Post by: Don Jon Bravo on January 20, 2013, 04:25:10 PM
um question i used this hack but for some reason it doesn't apply the texture over the blood hawk color for captain falcon and idea why?
try renaming fitcaptain01 to
fitcaptain06?


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 20, 2013, 05:06:25 PM
um question i used this hack but for some reason it doesn't apply the texture over the blood hawk color for captain falcon and idea why?
you must forgot one pcs  while copying or something all captain falcon slots are 00,01,02,03,04,05 and they all have pcs  on the download


Title: Re: Ridley Final Version got a mini update
Post by: Crony on January 20, 2013, 05:55:51 PM
Update the new taunt and the old throw-forward sound:

http://www.mediafire.com/?cnmr3j7dowoz76z (http://www.mediafire.com/?cnmr3j7dowoz76z)

I have reduced a little bit the air-hi attack, just a bit.


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 21, 2013, 05:51:13 AM
Hm... I feel like you ignored most of the feedback I gave...

Up air doesn't seem too different. Ridley's still got too much of a grab range. He can still chain grab. Up smash still seems kinda like it has too little lag... Not sure if it's start up, or end lag. I'm afraid if there's too much end lag though, he might be punishable, even if he lands it right at 0%... Perhaps if it has more base knock back on the last hit, but less overall growth to balance it out? So it kills at the current percent. But knock the foe higher at 0%?

Also... Side taunt lacks a roaring sound. It should be the roar from the up taunt.


...I just thought of something too... Is it possible to change Ridley's death cries? Bah... I guess if that was possible, it would have already been done...

Anyway. Please take this feedback, and my past ones into consideration when you update this again.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 21, 2013, 06:47:11 AM
Hm... I feel like you ignored most of the feedback I gave...

Up air doesn't seem too different. Ridley's still got too much of a grab range. He can still chain grab. Up smash still seems kinda like it has too little lag... Not sure if it's start up, or end lag. I'm afraid if there's too much end lag though, he might be punishable, even if he lands it right at 0%... Perhaps if it has more base knock back on the last hit, but less overall growth to balance it out? So it kills at the current percent. But knock the foe higher at 0%?

Also... Side taunt lacks a roaring sound. It should be the roar from the up taunt.


...I just thought of something too... Is it possible to change Ridley's death cries? Bah... I guess if that was possible, it would have already been done...

Anyway. Please take this feedback, and my past ones into consideration when you update this again.
if i know where the dead criyes are i would but i dont know where they are :S


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 21, 2013, 06:51:23 AM
if i know where the dead criyes are i would but i dont know where they are :S
Hm... I'd say test it. Make a test Ridley, that does his idle 2 over and over. Then keep replacing the sounds until you find the value? You're bound to encounter it at some point.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 21, 2013, 08:52:01 AM
Hm... I'd say test it. Make a test Ridley, that does his idle 2 over and over. Then keep replacing the sounds until you find the value? You're bound to encounter it at some point.
not that simple since there isnt a dead animation so its sound id isnt on the subactions most likely


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 21, 2013, 09:16:01 AM
not that simple since there isnt a dead animation so its sound id isnt on the subactions most likely
Well no. But my guess is. All the Ridley sounds are bunched together. Just in hex keep moving up, or down the sounds list near the "roar" sound.


Title: Re: Ridley Final Version got a mini update
Post by: Carnage on January 21, 2013, 09:23:07 AM
Well no. But my guess is. All the Ridley sounds are bunched together. Just in hex keep moving up, or down the sounds list near the "roar" sound.
ridley has  a dead sound from his boos battle like 4 seconds long the problem isnt the id the problem  is where to replace it on the .pac since i its not on the subactions its probably something hardcoded wich reidrects to a hidden sfxid or something


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on January 21, 2013, 09:45:56 AM
ridley has  a dead sound from his boos battle like 4 seconds long the problem isnt the id the problem  is where to replace it on the .pac since i its not on the subactions its probably something hardcoded wich reidrects to a hidden sfxid or something
Hm... I wonder if Eternal Yoshi would be able to help with this question?

Anyway though... I guess that's not a big deal right now. I think focusing on fixing up the problems I mentioned would be higher priority. The death sound can come in the finalizing phase. When everything else is sorted out.


Title: Re: Ridley Final Version got a mini update
Post by: Xaranid on January 30, 2013, 02:58:24 PM
How's the model rigging going for meta/omega/otherM ridley?

I'm definitely NOT bumping this just so that this fantastic PSA can be seen ^_^'


Title: Re: Ridley Final Version got a mini update
Post by: _Data_Drain_ on February 15, 2013, 08:25:18 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31046&Moderated=All&facebook=true
Hopefully this will be some motivation to finalize the balance with Ridley's PSA.

Taking into account what I've said so far.


Title: Re: Ridley Final Version got a mini update
Post by: zutox on February 19, 2013, 08:53:26 AM
I'll probably be keeping Ridley over CF... cause my Samus and ZSS slots are spoken for.

IronMan and Tifa > Ridley

though I'd greatly appreciate a port over maybe Wario or DDD

And I close at my job every day this week except for friday and saturday. So I'll probably stream those days and do those animations.

I found that using a marth rel would let Ridley work over anyone. (If you want him to actually do any resistance towards the other CPUs then he plays best over ROB)
I have changed him around from rob to peach to pikmin etc XD
I am wondering though if there is any news on Tifa. Haven't heard anything from her in a very long time. I am also curious if you managed to remove the glitches with Chun-Li.
By the way, did you know that your Wolverine moveset goes amazingly well together with the Kabutops model?
Also while I am asking a million questions, did you manage to get over that corruption when you PSAed the FS for Wolverine?


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 10:43:28 AM
So i have this gyarados idea since day one since i love gyarados, i mean who doesn't? he looks badass

So i have been messing around with flygon's great import and i made this
(http://imageshack.us/a/img845/5307/4q.gif)
i did some other animations, mainly for movement,guard and jumps but animation is not my cup of tea , i never know how to do things look alive at all so anyone that wants to help me animate this beast pls reply  the moveset isnt still defined but im thinking of porting him over mario now that mario can be rel ported anywhere thanks to PW and use mario downB fluud so gyarados can charge and shoot a hydro pump and it will do damage so its not useless like mario fludd and other ideas are waterfall or bounce for upB, but like i said im still thinking, anyone with ideas for the moveset or that wants to animate pls let me know.




Title: Re: Gyarados Psa need animators
Post by: KingJigglypuff on June 22, 2013, 11:01:50 AM
I guess it wouldn't hurt to help. :P

Maybe Gyarados could be a glass cannon?


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 11:38:17 AM
I guess it wouldn't hurt to help. :P

Maybe Gyarados could be a glass cannon?
dkn making something so big and so light that it would die very easily?dkn gyarados is a bulky pokemon bith in the anime and on the games, making him being very light  and frail doesnt fit his feral look imo

also he will float abode the ground like he does on pokemon stadium games and PBR i will probably put his hurtboxes along his body so he already has alot of hitting places


Title: Re: Gyarados Psa need animators
Post by: KingJigglypuff on June 22, 2013, 11:43:01 AM
dkn making something so big and so light that it would die very easily?dkn gyarados is a bulky pokemon bith in the anime and on the games, making him being very light  and frail doesnt fit his feral look imo

also he will float abode the ground like he does on pokemon stadium games and PBR i will probably put his hurtboxes along his body so he already has alot of hitting places
Alright then.

How about making him similar to Bowser then?

A slow, yet strong tank.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 12:02:27 PM
Alright then.

How about making him similar to Bowser then?

A slow, yet strong tank.
i was going for something like that but i still dont have a full moveset in mind

UP special -im considering doing a waterfall like squirtle or  similar

Neutral special- hydro pump(using mario fludd or fake move depending where he ends up)

Side special-   maybe twister where he creates a small multi hitting huriicane infron of him or Dragon tail wich would work like a reflectable (turning oponents and projectyles around)

downB - this could be bounce and would work like bowser/yoshi or  even like DDD

smashes i dkn  maybe ice fang for side smash, some headbutt/iron head for up smash and an aqua taill for down smash.

rest of his moves would be like bites, headbuts,taill swipes and the likes.


Title: Re: Gyarados Psa need animators
Post by: XxTailsxX on June 22, 2013, 12:30:41 PM
You should try to put hyper beam somewhere in his moveset


Title: Re: Gyarados Psa need animators
Post by: KingJigglypuff on June 22, 2013, 12:34:30 PM
You should try to put hyper beam somewhere in his moveset
Final Smash?


Title: Re: Gyarados Psa need animators
Post by: AnImAiNe on June 22, 2013, 02:10:15 PM
how about dragon rage as side b and twister as the down b or dragon dance


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 02:47:23 PM
yeah hyper beam is for the FS if i can find a decent gfx guess i could use groudon solar beam gfx

and i tough about dragon rage but i dont know how to make it look if you understand me i mean if i port him  over mario to use flood water for hydro pump i still have the fireball but how would i turn fire ball into dragon rage is the question guess i could try to give the fire ball a traill to look like dragon rage but not sure how that would turn out

About Dragon dance i tough about making it a taunt like if you did it then until you die all your attacks will do more damage but i dont know how OP that would turn out


Title: Re: Gyarados Psa need animators
Post by: Kashomaru on June 22, 2013, 02:58:31 PM
For the Up Special, you may consider making his movement like Charizards. Spinning a few times and going on a more vertical line (I mean less mobility) but longer. Of course water splitting instead of fire.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 03:11:37 PM
For the Up Special, you may consider making his movement like Charizards. Spinning a few times and going on a more vertical line (I mean less mobility) but longer. Of course water splitting instead of fire.
why would that be his up special? it doesnt represent anything to gyarados, i think gyarados would rather have waterfall like squirtle to atleast have a true water move


Title: Re: Gyarados Psa need animators
Post by: SonicBrawler on June 22, 2013, 03:16:15 PM
giga-impact could work for an up-special

Gyarados could throw himsel fupward. since in game he ahs to rest a turn after, he goes into special fall


Title: Re: Gyarados Psa need animators
Post by: AnImAiNe on June 22, 2013, 03:30:00 PM
i dunno giga impact with gyrados is supposed to be stronger than hyper beam and since that is his final smash i dont think it makes sense for the up special to have a move that supposed to be stronger than its final smash. i say its stronger cuz of his attack stat being more than double his special attack. but thats if all that matters


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 03:58:43 PM
im realy thinking of using bounce for up special now and make it work like DDD and for downB i guess twister but not sure how to implement it maybe working like luigi cyclone i guess


Title: Re: Gyarados Psa need animators
Post by: AnImAiNe on June 22, 2013, 04:03:55 PM
gyarados spinning would look ugly imo if thats how it would be done. what about Round or stone edge for down special?


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 22, 2013, 04:32:33 PM
gyarados spinning would look ugly imo if thats how it would be done. what about Round or stone edge for down special?
i mean gyaros wouldnt  swing around he would call the twister around him and maybe control it either the twister alone or him inside the twister would move with it


Title: Re: Gyarados Psa need animators
Post by: Riddler on June 22, 2013, 04:46:12 PM
Perfect Gyarados moveset:

Up-B: Bounce. Gyarados shoots up, then slams back down. Similar to King Dedede or Yoshi.

Side B: Surf. Gyarados rushes sideways on a wave. I'm pretty sure that the Blastoise PSA uses this.

Down-B: Earthquake. Gyarados shakes the ground fiercely. Combine DK's ground slaming/headbutt?

Neutral B: Roar. Gyarados roars loudly, turning opponents around and returning projectiles. Effect of Mario's cape, but animated differently.

A moves:
A - Whip with tail.
AA - Whip with tail twice.
AAA - Whip with tail twice followed by Aqua Tail

Side Smash - Ice Fang

Down Smash - Thunder - a bolt of lightning shoots straight downward from above Gyarados.

Final Smash:
Hyper Beam - leaves him Vulnerable after use.

Taunts:
Splash - He still has some of Magikarp's personality.


Title: Re: Gyarados Psa need animators
Post by: XxTailsxX on June 22, 2013, 06:56:47 PM
If you can port Charizards up B and make the graphic blue it can simply be aqua jet


Title: Re: Gyarados Psa need animators
Post by: KGN Nappdagg on June 23, 2013, 01:39:21 AM
Always of.animation service if you need it, Carnage.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 23, 2013, 04:39:24 AM
Perfect Gyarados moveset:

Up-B: Bounce. Gyarados shoots up, then slams back down. Similar to King Dedede or Yoshi.

Side B: Surf. Gyarados rushes sideways on a wave. I'm pretty sure that the Blastoise PSA uses this.

Down-B: Earthquake. Gyarados shakes the ground fiercely. Combine DK's ground slaming/headbutt?

Neutral B: Roar. Gyarados roars loudly, turning opponents around and returning projectiles. Effect of Mario's cape, but animated differently.

A moves:
A - Whip with tail.
AA - Whip with tail twice.
AAA - Whip with tail twice followed by Aqua Tail

Side Smash - Ice Fang

Down Smash - Thunder - a bolt of lightning shoots straight downward from above Gyarados.

Final Smash:
Hyper Beam - leaves him Vulnerable after use.

Taunts:
Splash - He still has some of Magikarp's personality.

been lokking at squirtle and blastoise gfx and the wave/waterfall is reff gfx so i cant port it, since the gfx isnt actualy called at all its a mix of ic basics and such so until reff is all figured out i wont be able to get that gfx

eathquake would be better for a down smash since it would be imposible to use on the air thats why dk doesnt have a downB in the air and i was planing to use dragon tail instead of roar and it would do the same thing.

If you can port Charizards up B and make the graphic blue it can simply be aqua jet

gyarados doesnt learn aqua jet

Always of.animation service if you need it, Carnage.

i will need interface hacks xD

thanks to bb easy giff making i can share the animations easily the gifs are alittle slow so dont mind the speed
So here is the Run
(http://imageshack.us/a/img89/2529/kpmk.gif)
and the dash attack i made wish is suposed to be a headbut
(http://imageshack.us/a/img11/7420/zwy.gif)


Title: Re: Gyarados Psa need animators
Post by: Don Jon Bravo on June 23, 2013, 02:00:56 PM
[censored] yea
i approve for a gyrados psa

for a attack, will it be possible for gyrados to wrap himself around an opponent
that would be cool
maybe FS?


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 23, 2013, 02:18:27 PM
[censored] yea
i approve for a gyrados psa

for a attack, will it be possible for gyrados to wrap himself around an opponent
that would be cool
maybe FS?
i planned that for the grab wait xD altough it will be  bad since there are chars like bowser who are large so i dont know what the grip will be , there maybe be some clipping on foes like bowser DEDEDE


Title: Re: Gyarados Psa need animators
Post by: Don Jon Bravo on June 23, 2013, 02:26:52 PM
hmm
if its an issue
maybe when using that animation you could scale gyrados a little bigger for example
scale:
x=1.2
y=1.2
z=1.2


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 23, 2013, 02:30:01 PM
that isnt the question, since i can make a large grip for bowser but then other chars like zss will be loose in the middle if you get what im going  for , but  when i get there i will see what comes out of it.


Title: Re: Gyarados Psa need animators
Post by: Riddler on June 23, 2013, 02:34:11 PM
In my moveset swap the down smash with the down-b then, and use Thunder. Gyarados is known for being able to use thunder despite his typing, makes him terrifying.


Title: Re: Gyarados Psa need animators
Post by: Don Jon Bravo on June 23, 2013, 02:37:03 PM
that isnt the question, since i can make a large grip for bowser but then other chars like zss will be loose in the middle if you get what im going  for , but  when i get there i will see what comes out of it.
good luck with that
what r u planning for FS?
we need something cinematic IMO


Title: Re: Gyarados Psa need animators
Post by: KingJigglypuff on June 23, 2013, 02:50:02 PM
Carnage.

Didn't you want Gyarados to be over Mario?

I can port his model for you if need be.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 23, 2013, 03:29:57 PM
Carnage.

Didn't you want Gyarados to be over Mario?

I can port his model for you if need be.
yeah he is going over mario i didnt port the model yet becuase i dont have enough animations to psa yet xD if you want to port go ahead but it isnt something  urgent persay  since with bb porting is really easy.

good luck with that
what r u planning for FS?
we need something cinematic IMO
well the FS will be hyper beam but im not sure what gfx we will use  so i cant say  if it will look very cinematic since we dont have a set gfx


Title: Re: Gyarados Psa need animators
Post by: KGN Nappdagg on June 24, 2013, 11:30:27 AM
Will get to work right away. PM me the models. Do you have a base wait I can start the pose from s well as any particular pose.you want?


Title: Re: Gyarados Psa need animators
Post by: KingJigglypuff on June 24, 2013, 11:55:47 AM
I think I changed my mind about the Animating part.

I just don't feel as motivated as I used to...

But if you need me for any PSA issues, then I'll help.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 24, 2013, 12:48:38 PM
Will get to work right away. PM me the models. Do you have a base wait I can start the pose from s well as any particular pose.you want?

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32525 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32525) im using this model and the pose would be fine like this
(http://4.bp.blogspot.com/-gXf-h2SaKuk/TtVtSy8y2cI/AAAAAAAAACM/WyrY43B_gQA/s1600/Gyarados.png)
  also you made recolours for boygos gyarados and since its the same model i bet they will work over flygon's so csp for the recolours you made would be nice too.

I think I changed my mind about the Animating part.

I just don&#039;t feel as motivated as I used to...

But if you need me for any PSA issues, then I&#039;ll help.

i understand so far i dont need psa help since im still only on the animation part


Title: Re: Gyarados Psa need animators
Post by: KGN Nappdagg on June 24, 2013, 07:13:51 PM
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32525[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32525[/url]) im using this model and the pose would be fine like this
([url]http://4.bp.blogspot.com/-gXf-h2SaKuk/TtVtSy8y2cI/AAAAAAAAACM/WyrY43B_gQA/s1600/Gyarados.png[/url])
  also you made recolours for boygos gyarados and since its the same model i bet they will work over flygon's so csp for the recolours you made would be nice too.
i understand so far i dont need psa help since im still only on the animation part

Ok ill do the pose. Do you mind if I add my own twists to the character. Example: If you check the CSP Bak most of my CSPs have some type of powerp that compliments the CSPs. As for Recolors you must have me mistaken. I never did any recoors for Gyrados. I didnt even know Gyrados was out until now.


Title: Re: Gyarados Psa need animators
Post by: Riddler on June 24, 2013, 08:37:27 PM
So here is the Run
([url]http://imageshack.us/a/img89/2529/kpmk.gif[/url])

I think his head needs to be moving for this to look right. The body movement is great, but his head needs some kind of action.


Title: Re: Gyarados Psa need animators
Post by: Revan on June 24, 2013, 09:31:04 PM
If you don't have anyone else in mind, i'm down to help you with whatever animations you need.


Title: Re: Gyarados Psa need animators
Post by: Carnage on June 25, 2013, 12:36:04 AM
Ok ill do the pose. Do you mind if I add my own twists to the character. Example: If you check the CSP Bak most of my CSPs have some type of powerp that compliments the CSPs. As for Recolors you must have me mistaken. I never did any recoors for Gyrados. I didnt even know Gyrados was out until now.

my bad lol  the guy that did recolors for boygos gyarados over squirtle was GanonZack  and i guess  i confused the ganons lol http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25942 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25942) i bet if you change this textures to the gyarados that flygon did  they will match since its the same model

I think his head needs to be moving for this to look right. The body movement is great, but his head needs some kind of action.

yeah i know like i said its my first time actualy doing some animations so they fell kinda robotic

If you don't have anyone else in mind, i'm down to help you with whatever animations you need.

i would love the help fell free to choose whatever you wanna do from the list bellow what is marked with done is already finished, gonna send you my wip folder.

So gyarados moveset finaly

Jab -a single strong bite like ganon only one jab(done)

up tilt- a vicios headbut  starting low until the top

down tilt- a lower bite(done)

side tilt- aqua tail a side taill swipe(done)

dash attack - he pushes all his body foward and hits the opoenet witha stong headbutt.(done)

up smash-iron head- gyardoes gets his head in position and launges a violent  headbut

Side smash ice fang-  moves foward  doing a powerfull bite that does frost damage

down smash- earthquake he slaps his taill hard in the ground causing damage on the ground ony on both sides

Neutral Air- Brine gyrados makes splashes of water apear around him

Foward air - FLame thrower a shot ranged flame from its mouth

Down air- Stone edje gyarados sends a bolder down abit

Up air -rock smash gyrados breaks charizard bolder over its head

back air- tail swipe

Up special-Bounce its preety much like DDD he jumps up then crashes down

Neutral special- twister gyarados will create a twister and sending him foward(i will edit mario fire ball to go foward and multi hitting)

Side Special Dragon tail- Dragon taill will work like marios cape by switching the oponents around and projectiles

Down special- Hydro pump i will edit mario fludd to become a charged water move and it will do damage instead of pushing ppl back only

FS hyper beam- i will either use lucario gfx colored yellow or groudon solar beam gfx

down taunt- dragon dance  i still dont know how to implement this with becoming OP i could make it like  the next 10 attacks or so get extra speed and damage but even then it would be abit op tough, this is gonna be for last  to see what i can do with it.

Any feedback about the moveset is welcome if you fell something must be changed.


Title: Re: Gyarados need animators Moveset in the OP
Post by: Don Jon Bravo on June 25, 2013, 06:58:13 PM
mario has a lot of space
how about 2 final smashes
one beamy thingy
and for the other:
how about something like him acting like the stage is an ocean and goes up and down headbutting whoever is on his way
u know kinda like whales jump out from the ocean

Gyarados Animation Tests (http://www.youtube.com/watch?v=eiCs9_fb6jk#)


Title: Re: Gyarados need animators Moveset in the OP
Post by: Carnage on June 26, 2013, 02:39:17 AM
mario has a lot of space
how about 2 final smashes
one beamy thingy
and for the other:
how about something like him acting like the stage is an ocean and goes up and down headbutting whoever is on his way
u know kinda like whales jump out from the ocean

Gyarados Animation Tests ([url]http://www.youtube.com/watch?v=eiCs9_fb6jk#[/url])

And how do you supose i do that? i cant just fill the stage with water and even if i could i couldnt make you move around and jumping, that would be extremely hard to psa if it was possible, i have no clue how to do that really and it would be too easy to dodje imo


Just made the up tilt
(http://imageshack.us/a/img163/5863/mcx.gif)

and i dont think i showed this attacks yet

squat wait
(http://imageshack.us/a/img197/9571/p5b.gif)

down tilt
(http://imageshack.us/a/img38/3155/lox.gif)

side tilt
(http://imageshack.us/a/img706/5571/kko.gif)

his single jab
(http://imageshack.us/a/img27/9459/vzp.gif)

i know its side tilt looks kinda bland but i will try to make it look more alive if i can right now im trying to do all attacks and then i will perfect the animations that need it.


Title: Re: Gyarados need animators Moveset in the OP
Post by: Revan on June 26, 2013, 01:00:42 PM
mario has a lot of space
how about 2 final smashes
one beamy thingy
and for the other:
how about something like him acting like the stage is an ocean and goes up and down headbutting whoever is on his way
u know kinda like whales jump out from the ocean

Gyarados Animation Tests ([url]http://www.youtube.com/watch?v=eiCs9_fb6jk#[/url])


I like this idea, maybe Gyarados can hit the opponent with his tail or something to activate his FS, then it will trigger a cutscene similar to Captain's FS, with water around Gyarados like in the video. Idk how possible that would be on Mario though.

Also I know im a little late but I just wanted to say Gyarados is completely useless when using Thunder too lol


Title: Re: Gyarados need animators Moveset in the OP
Post by: Carnage on June 26, 2013, 01:52:52 PM
I like this idea, maybe Gyarados can hit the opponent with his tail or something to activate his FS, then it will trigger a cutscene similar to Captain's FS, with water around Gyarados like in the video. Idk how possible that would be on Mario though.

Also I know im a little late but I just wanted to say Gyarados is completely useless when using Thunder too lol

i cant give CF FS's to mario  its like an article and i cant add the water, without water this final smash would look really silly lol

I'd suggest closing his mouth when he squats

we cant keep its mouth closed much time since the mouth rigg is kinda iffy and ppl would notice clipping, since when you close the mouth something clips  behind the jaw so we try to make the mouth on close fast so ppl cant notice it. and gyarados is always with his mouth open xD

Special low hydro pump in the ground

start
(http://imageshack.us/a/img259/9528/80p.gif)

Charge
(http://imageshack.us/a/img7/1333/f1i.gif)

fire
(http://imageshack.us/a/img853/1923/a5i.gif)

fire Full
(http://imageshack.us/a/img62/7041/qlm.gif)

RevenantGenesis epic down smash(earthquake)

charge
(http://imageshack.us/a/img197/6427/7ao.gif)

Lw4
(http://imageshack.us/a/img812/4451/xl.gif)


Title: Re: Gyarados need animators Moveset in the OP
Post by: Don Jon Bravo on June 26, 2013, 07:20:26 PM
whoa
dat side tilt is gotta be my favorite
though it seems kinda slow<.<



Title: Re: Gyarados need animators Moveset in the OP
Post by: Riddler on June 26, 2013, 10:11:54 PM
I'd suggest closing his mouth when he squats


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on June 30, 2013, 08:23:03 AM
some ingame pictures, soz for the bad quality its the best i can do gyarados is ported over mario and using flood water for the hydro pump, fluud does damage like a normal move and can be charged like mario fludd is for faster and longer stream

gyarados using hydro pump
(http://imageshack.us/a/img259/1645/fxkj.jpg)

for size comparison
(http://imageshack.us/a/img35/2300/sjf3.jpg)

what do you guys think of the size compared to the other chars? is the size good,too big, too small?

remenber he has alot of hitting area since all his hurtboxes are on its wide body and he is gonna be heavy fighter like bowser.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on June 30, 2013, 10:25:33 AM
Size is perfect, just a bit less longer on the back, but it's not necessary...
That size represents very well Gyarados in Brawl


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on June 30, 2013, 01:28:25 PM
i agree
the size is ok
so the fludd will be controllable to shoot water?
that is very nice...
though you may need to move the fluud bone so it looks like the water is shooting straight out of the mouth
at the moment there it looks like there is a space between the mouth and the water

(http://i.imgur.com/udL4Q81.png)


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on June 30, 2013, 03:58:21 PM
i agree
the size is ok
so the fludd will be controllable to shoot water?
that is very nice...
though you may need to move the fluud bone so it looks like the water is shooting straight out of the mouth
at the moment there it looks like there is a space between the mouth and the water

([url]http://i.imgur.com/udL4Q81.png[/url])

fludd is hard like hell to make it work and it seems to be far from the mouth due to the picture since fludd fires strings  of water gfx , its not a continuos gfx and i  make it so you cant control it since thrust me you wouldnt want to see gyarados shoot water trough its head when pointing up

there is a small glitch that the first piece of water gets shoot through gyarados back and i dkn how to fix it  but it isnt very noticable the only way to make the fluud water work is to make the fludd thing visible so i reduced it to 0.001 and hidded it on its mouth since if i make her vanish the water will shoot all over the place so if i push it back it will probably apear on the screen even if its just a dot, i spent like 3 hours to make gyarados shoot water straight ahead thrue its mouth by trail and error damn fludd water that isnt atached to any bone.



Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on June 30, 2013, 08:28:18 PM
if you put the fluud polygon materials to "cull all", they will be completely invisible

;D


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 01, 2013, 05:13:49 AM
if you put the fluud polygon materials to "cull all", they will be completely invisible

;D

the water comes out of his mouth its that pic that doesnt show well ingame its perfect

gyarados twister
(http://imageshack.us/a/img43/5952/sedm.jpg)

(http://img341.imageshack.us/img341/6786/9hx4.jpg)

he generates the twister in front of the high part of the body and then the twister will go downward and when it its the floor  it will follow the ground,  in the air he throws it diagonaly down  and then it follows the ground  the only thing i cant make it do is multihit if anyone knows how to make mario fireball continue after hitting an oponent please tell me since the fireball disapears once it connects with someone.



Title: Re: Gyarados PSA Moveset in the OP
Post by: Omniscient X on July 01, 2013, 12:44:40 PM
As I was looking for God candidates I found this dragon god Ao Kuang, and although he was not humanoid enough for me to PSA him, I think his animations would reflect nicely on Gyarados.  Here's a video of some gameplay that I thought might be useful to you as inspiration for some animations!

Video: SMITE: AO KUANG (Gameplay) (http://www.youtube.com/watch?v=cTl8mHup4sU#ws)

-Omni


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 01, 2013, 01:35:59 PM
the major diference is that he has arms and hands so he is preety much like rayquaza, gyarados has no arms and that takes away alot of potencial


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on July 01, 2013, 03:34:05 PM
will any hack over charizard work with this psa?


Title: Re: Gyarados PSA Moveset in the OP
Post by: Omniscient X on July 01, 2013, 03:55:46 PM
the major diference is that he has arms and hands so he is preety much like rayquaza, gyarados has no arms and that takes away alot of potencial
No I mean for movement, and idle.
-Omni


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 01, 2013, 04:42:59 PM
will any hack over charizard work with this psa?
gyarados has charizard boneset  the thing is most charizard hacks look really bad doing gyarados animations lol the only one that looks kinda decent are milotic and dragonair  the rest doesnt really like gyarados body animations


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on July 01, 2013, 06:48:19 PM
reason why i ask is because im doing a hack over charizard
it kinda looks like onix
and i want to know if it will work


Title: Re: Gyarados PSA Moveset in the OP
Post by: Revan on July 01, 2013, 11:49:32 PM
reason why i ask is because im doing a hack over charizard
it kinda looks like onix
and i want to know if it will work

Well if your doing it over charizard the .pac wont work. I guess the animations may look okay for onyx.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Omniscient X on July 02, 2013, 01:29:56 AM
Well if your doing it over charizard the .pac wont work. I guess the animations may look okay for onyx.
Actually all he has to do is open Charizard's .pac in Brawlbox and export the miscdata then open up say Mario's fitcharacter.pac and replace the miscdata and save it.  Then he can open up Mario's and PSA as he pleases until he's done, then he'll save it and open it again export the miscdata from Mario's new .pac and replace the miscdata in Charizards .pac and there you have it a charizard PSA.  No applause necessary  ;)
-Omni


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 02, 2013, 02:23:19 AM
Actually all he has to do is open Charizard's .pac in Brawlbox and export the miscdata then open up say Mario's fitcharacter.pac and replace the miscdata and save it.  Then he can open up Mario's and PSA as he pleases until he's done, then he'll save it and open it again export the miscdata from Mario's new .pac and replace the miscdata in Charizards .pac and there you have it a charizard PSA.  No applause necessary  ;)
-Omni
lol i didnt get what you said here i think mr mw was talking about how other charizard models would work with gyarados animations well mr mw if you want to test stuff up on the rig i could send you gyarados motion so you can see how your hacck works

and the psa is a true port over mario omni since it uses mario articles  it will never work over chrizard per say.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Omniscient X on July 02, 2013, 12:15:06 PM
Just letting him know how to open Charizard's .pac in PSA  :af:
-Omni


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 02, 2013, 12:18:23 PM
Just letting him know how to open Charizard's .pac in PSA  :af:
-Omni
im using bb psa so theres no need for stuff like that lol its just open and go :P i know my way around the bugs, i did this with ridley,groudon and every psa i worked on after the bb psa was released.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on July 02, 2013, 03:35:03 PM
lol i didnt get what you said here i think mr mw was talking about how other charizard models would work with gyarados animations well mr mw if you want to test stuff up on the rig i could send you gyarados motion so you can see how your hacck works

and the psa is a true port over mario omni since it uses mario articles  it will never work over chrizard per say.
the truth is that ive only got the model and havent started on it
probably by the time u release your psa i will get it done...
in any case if i finish early ill let u know


Title: Re: Gyarados PSA Moveset in the OP
Post by: Omniscient X on July 02, 2013, 07:53:07 PM
im using bb psa so theres no need for stuff like that lol its just open and go :P i know my way around the bugs, i did this with ridley,groudon and every psa i worked on after the bb psa was released.
Erm I prefer to do my work in PSA as Brawlbox constantly corrupts my stuff for me it's not worth the risk, no matter how small the chance it is.  I do use it to test hitbox sizes and little things like that but I find PSA far more versatile then Bb, still I think it's always necessary to commend Blackjax because he has done such a great job with it.  Therefore, for all those out there who still prefer PSA I thought it beneficial to share that tidbit on how you could do it, as it takes about 35 seconds to accomplish the miscdata replacement  r)
-Omni


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 03, 2013, 01:43:24 AM
Erm I prefer to do my work in PSA as Brawlbox constantly corrupts my stuff for me it's not worth the risk, no matter how small the chance it is.  I do use it to test hitbox sizes and little things like that but I find PSA far more versatile then Bb, still I think it's always necessary to commend Blackjax because he has done such a great job with it.  Therefore, for all those out there who still prefer PSA I thought it beneficial to share that tidbit on how you could do it, as it takes about 35 seconds to accomplish the miscdata replacement  r)
-Omni
never had problems with bb psa and i dont think i ever corrupted a pac since bb 66 or something  i did like 4 psas and never corrupted anything on bb 67 and everyone i know uses bb due to filesize actualy reducing everytime you delete stuff  and you can easily edit articles, see articles codding and port chars, bb is so easy to do everything xD i think you are kinda scared of change even if the file corrupts you can download a clean pac and copy paste between windows and takes like 4 mins to copy paste everything.

well im psaing the normal attacks now i love to be able to see the hitboxes.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Anivernage on July 03, 2013, 02:41:34 AM
never had problems with bb psa and i dont think i ever corrupted a pac since bb 66 or something  i did like 4 psas and never corrupted anything on bb 67 and everyone i know uses bb due to filesize actualy reducing everytime you delete stuff  and you can easily edit articles, see articles codding and port chars, bb is so easy to do everything xD i think you are kinda scared of change even if the file corrupts you can download a clean pac and copy paste between windows and takes like 4 mins to copy paste everything.

well im psaing the normal attacks now i love to be able to see the hitboxes.
First of all lol 666th post.
I think he means when you use BB to PSA you cant go to the "PSA" program, so you cant edit in both programs, well that happened to me too, i dont know if that gets fixed on the new BB.
So i first use PSA then for articles and stuff i use BB.

Also im looking forward to gyarados ;D


Title: Re: Gyarados PSA Moveset in the OP
Post by: Leon Exodio on July 03, 2013, 03:01:57 AM
gyarados should be interesting


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 03, 2013, 04:17:06 AM
First of all lol 666th post.
I think he means when you use BB to PSA you cant go to the "PSA" program, so you cant edit in both programs, well that happened to me too, i dont know if that gets fixed on the new BB.
So i first use PSA then for articles and stuff i use BB.

Also im looking forward to gyarados ;D

i use bb for everything xD im psaing the normal attacks now so far  what is psaed is

Neutral special
Down Special
jab
all tilts
all smashes

i revamped my side tilt animation
it went from this
(http://imageshack.us/a/img706/5571/kko.gif)

to this
(http://imageshack.us/a/img20/7029/s04.gif)

btw anivernage do you know if its possible to make mario fireball not disapear when it connects? i wanted to do a multihit move on the mario fireball but it banishes the momente it connects



Title: Re: Gyarados PSA Moveset in the OP
Post by: AnImAiNe on July 03, 2013, 09:04:31 PM
the sage of six paths psa uses squirtles water fall gfx and it is on ike so im sure u could use it as well if u still need it


Title: Re: Gyarados PSA Moveset in the OP
Post by: Velen on July 03, 2013, 09:40:33 PM
The F-Tilt looks better, but now it needs to show recoil from the weight of his tail.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 04, 2013, 02:16:30 AM
the sage of six paths psa uses squirtles water fall gfx and it is on ike so im sure u could use it as well if u still need it
i just looked into it and all he did was he replaced his entire effect file for squirtle to the point he needs to call gfx using the squirtle id instead of the ike effect id i cant do that since i need fludd reff stuff also

The F-Tilt looks better, but now it needs to show recoil from the weight of his tail.
im not really sure how to show recoil 


Title: Re: Gyarados PSA Moveset in the OP
Post by: Anivernage on July 04, 2013, 02:18:40 AM
btw anivernage do you know if its possible to make mario fireball not disapear when it connects? i wanted to do a multihit move on the mario fireball but it banishes the momente it connects
sure! ill check it out ;D


Title: Re: Gyarados PSA Moveset in the OP
Post by: Velen on July 04, 2013, 02:21:31 AM
i just looked into it and all he did was he replaced his entire effect file for squirtle to the point he needs to call gfx using the squirtle id instead of the ike effect id i cant do that since i need fludd reff stuff also
im not really sure how to show recoil 

Here's and idea how.

Swing your arm really hard, then try stopping it instantly. You'll feel the recoil.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 04, 2013, 03:38:41 PM
i psaed the up B and ingame it looks amazing thanks to RG animations here is

the start of bounce
(http://imageshack.us/a/img7/9622/mcx7.gif)
landing of bounce
(http://imageshack.us/a/img841/3074/i7i.gif)


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on July 04, 2013, 03:43:54 PM
(http://i.imgur.com/NZFSOVd.gif)


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 06:15:54 AM
just coded the up Aerial Rock smash

first a rock appears over gyarados and he breaks it with his head
(http://imageshack.us/a/img197/9918/9x4.jpg)

then the rock gets crushes into 4 pieces that go in diferente directions for a very short time
(http://imageshack.us/a/img32/2263/pcy9.jpg)


So i psaed everything except the FS the neutral air gfx looks kinda bad since i recolored MK tornado using paint since i dont know anything about texturing lol so yeah

Anyone wanna playtest gyarados and tell me some feedback about what needs to be changed either attack wise percentage/knockback to animations?

he is an heavy bastard but all his moves have tones of damage and knockback but a long delay

so if anyone wants to play test pls post here im looking for some feedback.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on July 06, 2013, 07:50:53 AM
just coded the up Aerial Rock smash

first a rock appears over gyarados and he breaks it with his head
([url]http://imageshack.us/a/img197/9918/9x4.jpg[/url])

then the rock gets crushes into 4 pieces that go in diferente directions for a very short time
([url]http://imageshack.us/a/img32/2263/pcy9.jpg[/url])


So i psaed everything except the FS the neutral air gfx looks kinda bad since i recolored MK tornado using paint since i dont know anything about texturing lol so yeah

Anyone wanna playtest gyarados and tell me some feedback about what needs to be changed either attack wise percentage/knockback to animations?

he is an heavy bastard but all his moves have tones of damage and knockback but a long delay

so if anyone wants to play test pls post here im looking for some feedback.

I have some time to test it... Do you want some feedback about some moves in particular, or an overall feedback?


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 08:04:42 AM
just some feedback overall i still didnt code the get up attacks or the cliff attacks so dont mind them not hitting or something sended you a PM


Title: Re: Gyarados PSA Moveset in the OP
Post by: Velen on July 06, 2013, 01:13:32 PM
Again, as I said for Bounce, the start-up looks really awkward and too jerky.

Just saw the landing animation...It doesn't make a lick of sense for the posture he has while in the air.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 01:28:56 PM
Again, as I said for Bounce, the start-up looks really awkward and too jerky.

Just saw the landing animation...It doesn't make a lick of sense for the posture he has while in the air.
it looks preety good ingame  especialy the start and i wont make gyarados fall on its head(it would look like he hurt himself more than the oponent imo) he doesnt have legs or hands so the alternative is fall with his body if you have a better position for him to fall im all ears if you want i can send you the files so you can see the animations ingame.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Velen on July 06, 2013, 01:40:18 PM
it looks preety good ingame  especialy the start and i wont make gyarados fall on its head(it would look like he hurt himself more than the oponent imo) he doesnt have legs or hands so the alternative is fall with his body if you have a better position for him to fall im all ears if you want i can send you the files so you can see the animations ingame.

You could have him land on his back, and roll over before getting up.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 01:57:56 PM
You could have him land on his back, and roll over before getting up.
on his back? lol why would it make more sense  for him to fall on his back? gyarados spikes will never let him  really fall on the back since his spikes are on diferent angles  and it would look bad if they just went trough the floor and then he just rolled over  without breaking them or getting stuck


Title: Re: Gyarados PSA Moveset in the OP
Post by: Velen on July 06, 2013, 02:05:53 PM
on his back? lol why would it make more sense  for him to fall on his back? gyarados spikes will never let him  really fall on the back since his spikes are on diferent angles  and it would look bad if they just went trough the floor and then he just rolled over  without breaking them or getting stuck

Those aren't spikes. Those are fins.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 02:13:52 PM
Those aren't spikes. Those are fins.
they cant bend thats what im saying  there is no bone not even on the original pokepark model 


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on July 06, 2013, 02:15:56 PM
still waiting for the "choke" attack...


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 06, 2013, 02:46:06 PM
still waiting for the "choke" attack...
i tyed it on the grab and  it wont work gyaraods body would never be big enough to shoke anyone remenber that 1/3 of its tail is all rigged to the same bone so i cant bend it at will he would need to be like 5x biger to actualy rotate hsi tail around someone.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Don Jon Bravo on July 06, 2013, 03:01:01 PM
it would have looked epic.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Revan on July 06, 2013, 05:02:54 PM
It definitely would have looked epic lol. I'm also down to do some testing, I'd like to see how everything looks in game.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on July 07, 2013, 09:23:18 AM
Ok, I played with the Gyarados PSA and here is my opinion + feedback:
He has some very good animation, great ideas and he is the perfect representation of Gyarados in Brawl! I prefer him to Mario now xD
Anyway, he is well balanced, not so slow, but not OP... That's a pleasure to play with him.
I only noticed some little in the coding of some moves :


Wait : he freezes in a wait (not the game, just him... until you move...)
A : it should do less damages at the tip of the mouth.
Grab : he doesn't completly grab with his mouth, try to make him grab further in the coding...
Up B : All the animations are perfect, but maybe you should add something to cancel the dive and make him helpless... or not, but not spammable.

Except all this, he is well done! I didn't wanted to test cliff attacks etc... I guess you're still doing them (as you told me)


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 07, 2013, 11:06:13 AM
Ok, I played with the Gyarados PSA and here is my opinion + feedback:
He has some very good animation, great ideas and he is the perfect representation of Gyarados in Brawl! I prefer him to Mario now xD
Anyway, he is well balanced, not so slow, but not OP... That's a pleasure to play with him.
I only noticed some little in the coding of some moves :


Wait : he freezes in a wait (not the game, just him... until you move...)
A : it should do less damages at the tip of the mouth.
Grab : he doesn't completly grab with his mouth, try to make him grab further in the coding...
Up B : All the animations are perfect, but maybe you should add something to cancel the dive and make him helpless... or not, but not spammable.

Except all this, he is well done! I didn't wanted to test cliff attacks etc... I guess you're still doing them (as you told me)
wait:what you mean he freezes in a wait? well he only has one wait since wait1,2,3 and wait item are the same we didnt do any extra waits yet so i replace them all to be the same is this what you mean?

A(jab?) i can reduce the damage if its the jab that you mean any number in mind?

grab: its charizard grab i just edited the tail position do you mean that he doesnt get the oponents head inside the mouth enough? i know his mouth clipes during the catch attack maybe thats what you mean?

Up b i could add that if you press shield he would cancel the move and continue doing other moves excep the upb until he lands is this what you mean or i could just let ppl press shield and do the helpless fall.


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on July 07, 2013, 01:26:25 PM
wait:what you mean he freezes in a wait? well he only has one wait since wait1,2,3 and wait item are the same we didnt do any extra waits yet so i replace them all to be the same is this what you mean?
Not excatly, what I mean is that he just freezes and doesn't go to the others waiting animations... he is in T-stance
A jab : i can reduce the damage if its the jab that you mean any number in mind?
4, or 3... not sure though...
grab: its charizard grab i just edited the tail position do you mean that he doesnt get the oponents head inside the mouth enough? i know his mouth clipes during the catch attack maybe thats what you mean?
Actually, I mean that he clips his mouth, but it doesn't catch, you need to be closer to catch, something like behind the mouth...
Up b i could add that if you press shield he would cancel the move and continue doing other moves excep the upb until he lands is this what you mean or i could just let ppl press shield and do the helpless fall.
Excatly. Which one do you prefer?
I actually prefer shield cancel the move and be able to do the other moves except Up B...


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 07, 2013, 02:23:37 PM
Not excatly, what I mean is that he just freezes and doesn't go to the others waiting animations... he is in T-stance4, or 3... not sure though...Actually, I mean that he clips his mouth, but it doesn't catch, you need to be closer to catch, something like behind the mouth...Excatly. Which one do you prefer?
I actually prefer shield cancel the move and be able to do the other moves except Up B...

gyarados only has 1 wait so we wont go around changing waits does any move make him t stance? t stance its not the wait position, when does this happen at the entry,after a certain attack?

remenber gyarados only has a single jab so doing 4% would be too low look at ganon single jab this is what i used for referencei may lower it to 6 or so.

i can increase his catch hitboxes no problems

and i will do that of using every move except upB again


Title: Re: Gyarados PSA Moveset in the OP
Post by: Akeno/Archer on July 07, 2013, 02:27:59 PM
gyarados only has 1 wait so we wont go around changing waits does any move make him t stance? t stance its not the wait position, when does this happen at the entry,after a certain attack?

remenber gyarados only has a single jab so doing 4% would be too low look at ganon single jab this is what i used for referencei may lower it to 6 or so.

i can increase his catch hitboxes no problems

and i will do that of using every move except upB again

No other moves, as far as I know had T-posed Gyarados... However, even thought he has only 1 wait animation doesn't mean that he should freeze like this... It sure is strange...


Title: Re: Gyarados PSA Moveset in the OP
Post by: zutox on July 07, 2013, 04:21:26 PM
Did you decide what his FS will be? I was thinking that surf would be cool as a FS, or raindance, who would make his attacks faster and more powerful. I dunno, just something I thought about :)


Title: Re: Gyarados PSA Moveset in the OP
Post by: Carnage on July 09, 2013, 10:54:41 AM
Fs is hyper beam

I used mariodk vegeta final flash gfx for hyper beam , it looks abit see trough but looks cool imo
(http://imageshack.us/a/img585/6171/a9bn.jpg)

dont worry the damage flag is chaged to normal so there wont be aura damage

Im acepting rel ports request since pw made the P&P rel for mario he can be ported anywhere

Please state the rel port you want this will be a no gfx glitch rel port

The original release will include the original over Mario and a rel port over Rob if anyone wants a other rel ports please say now before the release.


Title: Re: Gyarados PSA Moveset in the OP
Post by: zutox on July 09, 2013, 03:20:41 PM
I would like to see him over Jigglypuff :)


Title: Re: Gyarados PSA Moveset in the OP
Post by: justadood on July 09, 2013, 05:53:35 PM
lol, actually that would be perfect! jigglypuff and lucario are two pokemon that i saw as too minor of characters (in pokemon games, etc.) to be in the game anyway! XD (and i have buu/mewtwo over luc in my hacks)


Title: Re: Gyarados PSA Released
Post by: Carnage on July 12, 2013, 04:32:42 AM
Gyarados has been released

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221)

it includes rel ports over jigly and rob no codes needed


Title: Re: Gyarados PSA Released
Post by: justadood on July 12, 2013, 02:19:43 PM
Gyarados has been released
XD Congrats!! this hacks is awesome!!


Title: Re: Gyarados PSA Released
Post by: Don Jon Bravo on July 12, 2013, 08:00:37 PM
cant wait to try it
in short time we will have some alts for gyrados
i think flygon is working on Onix, and ill be working on another similar hack
XD


Title: Re: Surprise Mini yoshi PSA Released
Post by: Carnage on July 14, 2013, 09:47:49 AM
Surprise mini yoshi psa
 this is something i was just messing around with for some time and i decided to release it i mean why not its fun xD

(http://wikicheats.gametrailers.com/images/4/4a/Super_Smash_Bros_Brawl_Yoshi_01.jpg)
Moveset
Mini psa
(http://img153.imageshack.us/img153/9435/83gx.jpg)
Special Low ground- Yoshi turns purple like in SMS and spits purple juice, it multihits.

(http://img94.imageshack.us/img94/2974/8wu8.jpg)
Special Hi Air- Yoshi turns blue like in SMG2 and floats  upward you can tilt it left and right and shield cancelling, if you shield cancel it it will creat a small hitbox around him before ending, this move makes him helpless after

(http://img27.imageshack.us/img27/760/9vle.jpg)
Special side(air and ground)- Yoshi turns red like dash yoshi and runs very fast foward it works like falco/fox side B and it also makes him helpless

GLITCHES
Shielding- since i used bb psa yoshi shield no longer is the egg but a normal shield since bb psa makes yoshi shield freeze so he uses a normal shield but the shield doesnt loose size but it weakens and since you cant see the egg color unless you roll you have to be carefull to not break the shield

Side Special-if he uses sideb on the ground he will do a wierd belly flop landing after the move i dkn how to take it out i tryed everything.

if anyone fixes any of the glithces  and sends it to me it gets collab
Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33247 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33247)


Title: Re: Surprise Mini Yoshi PSA Released
Post by: Leon Exodio on July 14, 2013, 02:22:52 PM
ill be sure to use that yoshi psa


Title: Re: Surprise Mini Yoshi PSA Released
Post by: zutox on July 14, 2013, 05:44:55 PM
About Gyarados. I feel that his hydro pump needs to be scaled up more, the flud water should probably be 3x the size. Like it is right now, it kinda looks like Gyarados is spitting at his opponent XD He's like "I spit in yo face!"

Also, when he does his FS the time should stop. The beam is not all that big and it's just so extremely easy to dodge it.
Even all the cpus have no trouble getting away from it 95% of the time...which makes the FS pretty much useless.

I also think that since he has such a short second jump that his recovery move reach just slightly higher, as he very often misses the ledges by a fingernails reach :/

I am also having trouble hitting smaller opponents with some moves like his ice bite, he just doesn't hit them when they are too close.

One more multihit move would have been nice to see. I know he is a heavy hitter, but I'd still like to see him doing rollout with those awesome fins he has on him I think rollout would have been a nice addition to his arsenal.

All in all I am enjoying Gyarados :)



Title: Re: Surprise Mini Yoshi PSA Released
Post by: Carnage on July 14, 2013, 06:03:08 PM
About Gyarados. I feel that his hydro pump needs to be scaled up more, the flud water should probably be 3x the size. Like it is right now, it kinda looks like Gyarados is spitting at his opponent XD He's like "I spit in yo face!"

Also, when he does his FS the time should stop. The beam is not all that big and it's just so extremely easy to dodge it.
Even all the cpus have no trouble getting away from it 95% of the time...which makes the FS pretty much useless.

I also think that since he has such a short second jump that his recovery move reach just slightly higher, as he very often misses the ledges by a fingernails reach :/

I am also having trouble hitting smaller opponents with some moves like his ice bite, he just doesn't hit them when they are too close.

One more multihit move would have been nice to see. I know he is a heavy hitter, but I'd still like to see him doing rollout with those awesome fins he has on him I think rollout would have been a nice addition to his arsenal.

All in all I am enjoying Gyarados :)


gyarados is an heavy char so giving him an even better recovery would be kinda op i think he recovers better than bowser  and probably ganon and he is heavier than both

about fludd i guess it could be bigger  so when i find out how to change the effects ids i will update it aswhell, when i know how to change the effect ids gyarados rel ports wont get any gfx glitches against any mario psa even if they have a diferent set of effects due to a trick i learned i just need opensa to be back up so i can learn how to change the damn values to what i want

same as abode i will update him and i can make him stop time with no prob for the FS

ice fang is tricky since gyarados is bug you need to  know  the output of his fang since if your touching the oponents before  doing the move you will probably not hit him when i do the update i will put some damage on its body but it will on freeze on the mouth so even if you miss the bite a weaker body recoil will still send oponents away.

the last thing is gyarados doesnt learn  rollout lol

hopefully everyone has some fun with him its one of my best looking psas imo




Title: Re: Surprise Mini Yoshi PSA Released
Post by: zutox on July 14, 2013, 07:22:02 PM
He learns rollout through a TM ;)
And yeah, it would be nice with a little knockback from the ice fang even if no freeze if not hitting the sweetspot.

yay for time stop FS X3

By the way, he holds items a little funky, maybe they should be moved up to his mouth and not his chest/belly/underside?


Title: Re: Surprise Mini Yoshi PSA Released
Post by: Carnage on July 14, 2013, 07:31:30 PM
He learns rollout through a TM ;)
And yeah, it would be nice with a little knockback from the ice fang even if no freeze if not hitting the sweetspot.

yay for time stop FS X3

By the way, he holds items a little funky, maybe they should be moved up to his mouth and not his chest/belly/underside?
no he doesnt lol rollout was a tm in gen 2 but gyarados did not learn it atleast acording to serebii and bulbapedia
rollout has been a tm and a move tutor and gyarados could never learn it

 he holds items on his invisible hands lol if i moved the items to his mouth i would have to redo countless item animations   and i mean countless  im fine that he holds items the way he does with his invisible hands


Title: Re: Surprise Mini Yoshi PSA Released
Post by: zutox on July 14, 2013, 07:46:23 PM
Oh ..okay. It said he learned that on wiki answers:

 "What moves does a Gyarados learn? TM's: Toxic,Body Slam, Take Down, Double-Edge, BubbleBeam, Water Gun, Ice beam, Blizzard, Hyper Beam, Rage, Dragon Rage, Thunderbolt, Thunder, Mimic, Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Substitute, Surf, Strength, Headbutt, Curse, Rollout, and Roar."

I was miss informed :/ Now I feel silly :P

And about the items, that is perfectly understandable. That's a lot of extra work :)

Also, I have been testing out different AI for Gyarados over jiggz, since marios AI doesn't work very well with him over jiggz.
I have tried a lot of different AI, but he has failed to be much of an opponent if he is computer controlled. Untill today.
I gave him Bowsers AI, and now he completely changed his attitude  :>.>palm:


Title: Re: Surprise Mini Yoshi PSA Released
Post by: TheDMonroeShow on July 15, 2013, 12:00:14 AM
I saw you asked if anyone would do a video. So I took it upon myself to make one: [Brawl Hack] A Wild Gyrados Appears! [ With download] (http://www.youtube.com/watch?v=2V8kpzf0lG0#ws) as I tend to show off hacks I like. ( I credit you and the rest who worked on it in the description as well)

While it doesn't go into to much detail of the move set it does show the big guy in action and the majority of his moves. Personally I have to say this is one of my favorite psa's in awhile. I just wish the Ai could control him better. :P


Title: Re: Surprise Mini Yoshi PSA Released
Post by: Carnage on July 15, 2013, 01:40:13 AM
I saw you asked if anyone would do a video. So I took it upon myself to make one: [Brawl Hack] A Wild Gyrados Appears! [ With download] ([url]http://www.youtube.com/watch?v=2V8kpzf0lG0#ws[/url]) as I tend to show off hacks I like. ( I credit you and the rest who worked on it in the description as well)

While it doesn't go into to much detail of the move set it does show the big guy in action and the majority of his moves. Personally I have to say this is one of my favorite psa's in awhile. I just wish the Ai could control him better. :P

thanks alot i putted the video on the previews and credited you but on your youtube description you should really put the brawlvault link instead of the mediafire link since the mediafire link will be diferent when i update him  for the effects  so it doesnt have gfx glitches here is the brawlvault link if you dkn how to get it http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33221)


Title: Re: Surprise Mini Yoshi PSA Released
Post by: TheDMonroeShow on July 15, 2013, 01:58:10 AM
Ah, right. Probably should of thought of that Myself. Lol Anyway links all fixed up now! :)


Title: Re: Surprise Mini Yoshi PSA Released
Post by: Sodus on July 16, 2013, 05:50:15 AM
Gyarados really is pretty nice, but you should do something to its final smash.
If it collides with pretty much any other projectile it gets canceled. And after it gets cancelled there won't be any more final smashes in that fight, as if Gyarados was still holding it.


Title: Re: Surprise Mini Yoshi PSA Released
Post by: Carnage on July 17, 2013, 09:18:03 AM
Gyarados really is pretty nice, but you should do something to its final smash.
If it collides with pretty much any other projectile it gets canceled. And after it gets cancelled there won't be any more final smashes in that fight, as if Gyarados was still holding it.
ty for letting me know as soon as dante wiki returns ad i can change the effects ids i will fix everything that was mentioned here

Now my next project will be doing flygon and after flygon maybe PorygonZ


Title: Re: Flygon PSA
Post by: zutox on July 18, 2013, 08:30:15 AM
Also, Gyarados has quite the seizure when he is grabbed. Just thought you should know


Title: Re: Flygon PSA
Post by: Carnage on July 18, 2013, 08:42:59 AM
Also, Gyarados has quite the seizure when he is grabbed. Just thought you should know
the seizure only happens when some chars grab him due to his size i think its zss,samus and ivy i think


Title: Re: Flygon PSA
Post by: zutox on July 18, 2013, 09:52:23 AM
the seizure only happens when some chars grab him due to his size i think its zss,samus and ivy i think

Oh, okay then :)  Not a big of a deal anyways. Speaking of zss. Will the Ridley over her ever be updated with the same effects and tweaks the captain falcon version got?
Also noticed the thread is named Flygon now. May I ask what character you plan on placing him over? :)


Title: Re: Flygon PSA
Post by: Carnage on July 18, 2013, 04:35:08 PM
Oh, okay then :)  Not a big of a deal anyways. Speaking of zss. Will the Ridley over her ever be updated with the same effects and tweaks the captain falcon version got?
Also noticed the thread is named Flygon now. May I ask what character you plan on placing him over? :)
going over pit and since he doesnt need reff i will replace his effect pac for one with the id of an assist tropy so you can rel port him with the P&P pit rel and put it over anyone without a single gfx glitch while facing pit or any pit psa

it will be released with a rel over ness and the pit version


Title: Re: Flygon PSA
Post by: TheBlueBlur on July 21, 2013, 09:00:29 AM
Hello Carnage. Can I make a PAL version of the .rel so that PAL user can use Flygon. Please :)


Title: Re: Flygon PSA
Post by: Carnage on July 21, 2013, 09:20:08 AM
Hello Carnage. Can I make a PAL version of the .rel so that PAL user can use Flygon. Please :)
you know the rel is made by PW right? its not just some 2 or 3 values that got changed it is totaly rewriten so it doesnt need codes and so on, i doubt you can turn a P&P rel into pal , this isnt like the old rels  that the only diference was 2 or 3 value changes the P&P are totaly diferent from the default ntsc rels or pal ones


Title: Re: Flygon PSA
Post by: Kagemaru on July 22, 2013, 02:40:45 AM
Yo... looking at that video above... Garadose looks pretty epic. He is a bit big but it looks pretty legit.

Good work.


Title: Re: Flygon PSA
Post by: Carnage on July 22, 2013, 02:53:05 AM
Yo... looking at that video above... Garadose looks pretty epic. He is a bit big but it looks pretty legit.

Good work.
thanks well gyarados needed to be big to fell like gyarados xD


Title: Re: Flygon PSA
Post by: Kagemaru on July 22, 2013, 09:24:26 AM
Well I get that... but being THAT big, he seems like a huge target. But I'm glad it turned out good for you.


Title: Re: Flygon PSA
Post by: KGN Nappdagg on July 23, 2013, 10:17:50 AM
On a side note, I know they're pretty bad, but I was bored. Anywas her.
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/1_zps9f088a4f.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/1_zps9f088a4f.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/4_zps786e7df2.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/4_zps786e7df2.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/5_zps474e2609.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/5_zps474e2609.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/3_zpsb65b911b.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/3_zpsb65b911b.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/2_zpsfc183781.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/2_zpsfc183781.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/6_zps90ee4902.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/6_zps90ee4902.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/7_zpsf2b04764.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/7_zpsf2b04764.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/8_zps7dc59e41.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/8_zps7dc59e41.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/9_zpsafc86f9b.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/9_zpsafc86f9b.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/10_zpseb0f13e0.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/10_zpseb0f13e0.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP3_zps495b437a.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP3_zps495b437a.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP4_zps9503aee9.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP4_zps9503aee9.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP1_zpsa9347cd3.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP1_zpsa9347cd3.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP2_zpsfc7d23ed.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP2_zpsfc7d23ed.png.html)(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP5_zps6b23149c.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP5_zps6b23149c.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP8_zps2ba2251a.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP8_zps2ba2251a.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP9_zpsa760743a.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP9_zpsa760743a.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP6_zps2d3a066d.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP6_zps2d3a066d.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP7_zpsb73cfcf0.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP7_zpsb73cfcf0.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/BP10_zpsdac9ed1d.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/BP10_zpsdac9ed1d.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B5_zps252f6988.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B5_zps252f6988.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B4_zps7971051d.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B4_zps7971051d.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B1_zpsa60f888e.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B1_zpsa60f888e.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B2_zpsdd16edf2.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B2_zpsdd16edf2.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B3_zps54547930.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B3_zps54547930.png.html) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/B6_zps5a310e2a.png) (http://s1065.photobucket.com/user/Sagittarius_Nappdagg/media/B6_zps5a310e2a.png.html)


Title: Re: Flygon PSA
Post by: Carnage on July 23, 2013, 10:50:42 AM
well they are for all the colors so when i update gyarados with the effpac ids i will include all that so ppl can choose what they want to use i acepted them on the vault but i cant see them under the csp lol


Title: Re: Flygon PSA
Post by: KGN Nappdagg on July 23, 2013, 11:29:28 AM
well they are for all the colors so when i update gyarados with the effpac ids i will include all that so ppl can choose what they want to use i acepted them on the vault but i cant see them under the csp lol
Are They too tall? I don't have an SD Card to test so that's why I take huge risks when making these things. Someone should create some type of frame for where the faces should be.


Title: Re: Flygon PSA
Post by: Carnage on July 23, 2013, 01:16:30 PM
Are They too tall? I don't have an SD Card to test so that's why I take huge risks when making these things. Someone should create some type of frame for where the faces should be.
dkn all i know is i cant see them altough i have acepted them if i click on the csps


Title: Re: Flygon PSA
Post by: Revan on July 23, 2013, 02:24:40 PM
I think he is a perfect size. It reflects his fat butt perfectly lol.

I also read someone mentioned that Gyarados's Ai was dumb, I can take a look at it, I edited Typlosion's AI hardcore to make him work right a cpu.

Also i believe the CSPs are the perfect size, I haven't tried them but they are the right dimensions.


Title: Re: Flygon PSA
Post by: KGN Nappdagg on July 23, 2013, 03:58:58 PM
I think he is a perfect size. It reflects his fat butt perfectly lol.

I also read someone mentioned that Gyarados's Ai was dumb, I can take a look at it, I edited Typlosion's AI hardcore to make him work right a cpu.

Also i believe the CSPs are the perfect size, I haven't tried them but they are the right dimensions.
Well could you test them and see if they are working properly because I don't follow what Carnage is saying. :/


Title: Re: Flygon PSA
Post by: Revan on July 23, 2013, 04:04:30 PM
Hes talking about the download on the Vault, I guess they dont show for him even though he accepted them. I don't know about you but on my computer they all look like broken pics.


Title: Re: Flygon PSA
Post by: KGN Nappdagg on July 24, 2013, 10:46:46 AM
Hes talking about the download on the Vault, I guess they dont show for him even though he accepted them. I don't know about you but on my computer they all look like broken pics.
Fixed


Post Merge: July 24, 2013, 10:47:10 AM
CSPs also in The CSP Bank (Requests Pending)


Title: Re: Flygon PSA
Post by: Carnage on July 27, 2013, 06:35:32 AM
So i have been psaing flygon and here are some ingame previews

low quality photos ahead

down smash eruption
(http://imageshack.us/a/img833/9479/3gcs.jpg)

foward smash fire punch
(http://imageshack.us/a/img607/244/cgu5.jpg)

down tilt ice punch
(http://imageshack.us/a/img545/3824/2c8l.jpg)


Title: Re: Flygon Previews page 49
Post by: Akeno/Archer on July 27, 2013, 07:40:44 AM
So i have been psaing flygon and here are some ingame previews

low quality photos ahead

down smash eruption
([url]http://imageshack.us/a/img833/9479/3gcs.jpg[/url])

foward smash fire punch
([url]http://imageshack.us/a/img607/244/cgu5.jpg[/url])

down tilt ice punch
([url]http://imageshack.us/a/img545/3824/2c8l.jpg[/url])


Well... They are pretty good! I just have a suggestion :
You should make the ice punch as a S4Lw or S4Hi and making Flygon head butt in front of him for Down Tilt...
What's the fire effect used on the 1st pic?


Title: Re: Flygon Previews page 49
Post by: Carnage on July 27, 2013, 07:52:51 AM
Well... They are pretty good! I just have a suggestion :
You should make the ice punch as a S4Lw or S4Hi and making Flygon head butt in front of him for Down Tilt...
What's the fire effect used on the 1st pic?
i made the ice punch punch the ground and he  around where he punchs theres a big hitbox that affects only grounded oponents with ice effect and 30% chance to trip

the fire effect is a standard gfx called flame orb


Title: Re: Flygon Previews page 49
Post by: Akeno/Archer on July 27, 2013, 08:16:51 AM
i made the ice punch punch the ground and he  around where he punchs theres a big hitbox that affects only grounded oponents with ice effect and 30% chance to trip

the fire effect is a standard gfx called flame orb
Oh, I see... Well, I'm looking forward for Flygon PSA. You have my support!


Title: Re: Flygon Previews page 49
Post by: Revan on July 30, 2013, 12:49:11 AM
Hey Carnage, just finished up the animations for the Special N and Special S, and i'm working on the Special Lw right now. I should be finished with it pretty soon because I only have to do the Air version and the SpecialLwEnd.


Title: Re: Flygon Previews page 49
Post by: Carnage on August 01, 2013, 03:49:48 AM
so someone deleted my ridley over CF and my previous ridley version over CF and edited my ridley over ZSS to some wierd picture ... srs why would anyone do that to ridley?i see ganong0d81 is mutted did he had anything to do with this?

Hey Carnage, just finished up the animations for the Special N and Special S, and i'm working on the Special Lw right now. I should be finished with it pretty soon because I only have to do the Air version and the SpecialLwEnd.
just send me everything when you are done and  dont forget the dash attack also since that wasnt made yet on the previous animations too.


Title: Re: Flygon Previews page 49
Post by: KingJigglypuff on August 01, 2013, 08:30:48 AM
so someone deleted my ridley over CF and my previous ridley version over CF and edited my ridley over ZSS to some wierd picture ... srs why would anyone do that to ridley?i see ganong0d81 is mutted did he had anything to do with this?
GanonG0d81 decided to turn into an 8 year old a few days ago, and caused a bit of a ruckus. Though we think he was commuting "Forum Suicide".

He spammed a few places on the Forum (those posts have been taken care of though), along with his BrawlVault (including BV submissions he was collaborated with).

I'm afraid there's nothing the BV Staff/Local Mods/Global Mods/Admins can do to fix your current problem.

If you know where your download links and preview pictures are, you can re-edit your ZSS submission and re-submit your CF submission.

I'll help by linking you to the preview video you used. But this is only for the video.

http://www.youtube.com/watch?v=lxVkSaVgm1A

As for download links, are they both on your Mediafire/Dropbox? And for preview images, are they on your Imgur/TinyPic/Photobucket/ImageShack?


Title: Re: Flygon Previews page 49
Post by: Carnage on August 01, 2013, 12:46:59 PM
already got all ridley downloads back on thanks to SJS that restored the deleted hacks srs why did he went on and did that? i never did anything to him.


Title: Re: Flygon Previews page 49
Post by: Shiruzarto on January 02, 2014, 12:52:44 PM
I've noticed that your Ridley PSA has a broken Final Smash when used in tandem with Project M 3.0. I've also noticed that it uses the same KO SFX as Zero Suit Samus. Perhaps you could look into this in the future?


Title: Re: Flygon Previews page 49
Post by: Carnage on February 17, 2014, 02:38:53 PM
small update

i made afew fixes and updated with cronny  gfxs and now ridley can be used in brawlex with a marth clone without glitches all instructions inside, i also added metaridley snoopy made which was long overdue, this fixes make so that ridley when facing CF on its own slot in brawlex doesnt have any gfx glitches, so anyone that wants metaridley or wants to make ridley have its own slot go ahead

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30460)


Title: Re: Brawlex Ridley
Post by: Don Jon Bravo on February 17, 2014, 06:44:50 PM
did u null Ridley's sfx?


Title: Re: Brawlex Ridley
Post by: Carnage on February 18, 2014, 01:51:27 AM
did u null Ridley's sfx?
no why would i? when making the marth clone you can change the soundbank on fighter config to ridley boss soundbank and no codes needed


Title: Re: Brawlex Ridley
Post by: Kagemaru on February 18, 2014, 03:40:47 AM
Wish I still had my wii and Brawl. Ridley was one of my favorite collabs. Good job Carnage on making him BrawlEX worthy.


Title: Re: Brawlex Ridley
Post by: Carnage on February 18, 2014, 04:10:22 AM
Wish I still had my wii and Brawl. Ridley was one of my favorite collabs. Good job Carnage on making him BrawlEX worthy.
well i also dont use my wii now only the wiiu xD but what happened to your wii?


Title: Re: Brawlex Ridley
Post by: Don Jon Bravo on February 18, 2014, 05:02:13 PM
r u planning to do something similar with Gyrados?




Title: Re: Brawlex Ridley
Post by: Carnage on February 18, 2014, 05:11:14 PM
r u planning to do something similar with Gyrados?



gyarados is already over mario so you can brawlex him, what you want me to do with him?

i updated ridley again and added moded cosmetics which have a moded marth fighter.dat so ridley has 3 jabs,his own soundbank reference and he has metroid logo  when choosen, result screens etc.


Title: Re: Brawlex Ridley
Post by: Don Jon Bravo on February 20, 2014, 03:16:51 PM
gyarados is already over mario so you can brawlex him, what you want me to do with him?

i updated ridley again and added moded cosmetics which have a moded marth fighter.dat so ridley has 3 jabs,his own soundbank reference and he has metroid logo  when choosen, result screens etc.
i thought he was over charizard
lol
havent had a chance to try him out since im still working on an alternate costume for him


Title: Re: Brawlex Ridley
Post by: Carnage on February 20, 2014, 07:27:14 PM
i thought he was over charizard
lol
havent had a chance to try him out since im still working on an alternate costume for him
lol he was never over charizard or else there would be no hydro pump xD


Title: Re: Brawlex Ridley
Post by: Rosetta-Hime on February 20, 2014, 07:33:41 PM
Glad to hear you have all your hacks back :)


Title: Re: Brawlex Ridley
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 21, 2014, 03:49:55 PM
Ridley Ex doesn`t works for some reasons. I first tried to replace random with 3F - crashed, then with 54 - crashed, then with Charizard - it didn`t. Did i used wrong ID, he requires extra CSS or..?


Title: Re: Brawlex Ridley
Post by: Carnage on February 21, 2014, 04:26:29 PM
Ridley Ex doesn`t works for some reasons. I first tried to replace random with 3F - crashed, then with 54 - crashed, then with Charizard - it didn`t. Did i used wrong ID, he requires extra CSS or..?
lol you cant just give him numbers just do as you normaly add a clone if you already have clones you need to name the folders one number abode and add one more slot to the css and then do all the cosmetic stuff if you want cosmetics


Title: Re: Brawlex Ridley
Post by: Riddler on February 22, 2014, 08:02:37 PM
Looks like you've got a /v/ thread
http://boards.4chan.org/v/res/232877743 (http://boards.4chan.org/v/res/232877743)


Title: Re: Brawlex Ridley
Post by: Carnage on February 23, 2014, 03:06:06 AM
Looks like you've got a /v/ thread
[url]http://boards.4chan.org/v/res/232877743[/url] ([url]http://boards.4chan.org/v/res/232877743[/url])

it says 404 not found and  i got no idea what a /V/ thread is lol


Title: Re: Brawlex Ridley
Post by: Riddler on February 23, 2014, 11:32:45 AM
It got archived.
http://archive.foolz.us/v/thread/232877743 (http://archive.foolz.us/v/thread/232877743)


Title: Re: Brawlex Ridley
Post by: Kagemaru on February 23, 2014, 04:22:01 PM
well i also dont use my wii now only the wiiu xD but what happened to your wii?

I took a vacation back home to Georgia and left it with my best friend so that I wouldn't have as many distractions here as I do (I need to focus on animations that can actually make money for me.)

Also, I just remembered something someone said about one of Ridley's air attacks. The tail one. They said it was broke since it had so much range... but then I just connected (in my head) the fact that Charizard in P:M has the same attack. xD


Title: Re: Heracross moveset started Info on Page 51
Post by: Carnage on March 21, 2014, 10:01:26 AM
new project Heracross

thanks to Theytah which took my model import request i can finaly due a moveset for my all time favorite pokemon

As Always animators are always welcome since my animation skills are limited

Full movest in Spoiler
(heracross will be ported to ganon most likely due to the special grab)

Jab
Fury attack - it will be a kinda of an atack 100 with an end, heracross does 4 smal hits with his horn and the 5 one will send oponents away.

Side tilt
Arm thrust- it will also work like fury atack 4 small hits and the last one will knock the oponent away this move can be interupted by smash atacks

Up tilt
Horn Attack- heracross pulls his horn in an arch doing damage to those in front of him and upward

Down tilt
Horn Attack-Heracross puts himself on all fours and jabs his horn close to the ground

Side smash
Horn atack-powefull foward horn thrust

Up Smash
Horn Attack- simple powerful horn atack upward he pulls his wings out and does a small jump

Down smash
Earthquake- he sticks his horn into the ground and then pulls it making the ground shatter, it only affects grounded oponents.

Neutral air
Night slash- heracross slashes foward in front of him

Foward Air
Brick brake- heracorss makes a brick brake move that meteors oponents

Back air
Low kick- heracross kicks backwards

UP Air
Horn atack-heracross swings his horn doing  a full semi circle

Down Air
Take Down-heracross crashes down with its arms open and having no regerts to do a full belly  drop below him be careful using it offstage or you might kill yourself if you cant reach and edje.

Neutral Special
Mega horn- heracross puts itself in position and charges up, and when you release the button he takes a few steps foward or in the air afew wing slaps and pulls his horn up like a charging rhino, it will work like marth the longer you hold it the more damage it does and when its full charged he does it imideately

Side special
Close Combat- this move will make use of ganon side special grab, heracross charges foward for a small ammount, in the air he uses the its wings,if he connects with anyone he "grabs" him and does a multi punch move side ,left,side, it will be like 6 punches and the last one will throw oponents flying

Down Special
Counter: well its a normal counter, heracross protexts himself with arms and then it counter back with a punch doing 1.5% of the damage he would have recieved

UP Special
Megahorn- heracross pulls his wings out and then  rushes up diagonaly up  doing a movement like marth up special with his  horn.


So the rigg on the arms make it impossible to animate so unless someone can  get that heracross with a fixed arm rigg i cant animate him sadly :S


Title: Re: Heracross moveset started Info on Page 51
Post by: KingJigglypuff on March 21, 2014, 10:11:15 AM
I think it would be best to give Heracross a custom skeleton for a custom rig. If someone wants to make a custom rig, I could set up the skeleton. I'd do the rig as well, but I have a lot on my plate at the moment.


Title: Re: Heracross moveset started Info on Page 51
Post by: Carnage on March 21, 2014, 10:26:42 AM
I think it would be best to give Heracross a custom skeleton for a custom rig. If someone wants to make a custom rig, I could set up the skeleton. I'd do the rig as well, but I have a lot on my plate at the moment.
i dont want a custom skeleton becuase i wouldnt have the patience to do 300+ animations ever and he would work very well rigged over charizard or diddy kong since they have those short legs coming sideways from the body, the only problem with mk is that the arms are unusable anything you try to do they will just detach and be shrink :S


Title: Re: Heracross moveset started Info on Page 51
Post by: Leon Exodio on March 21, 2014, 03:24:52 PM
i dont know if im following this thread  but i am now also cant wait for heracross


Title: Re: Heracross moveset started Info on Page 51
Post by: Carnage on March 21, 2014, 05:34:26 PM
i dont know if im following this thread  but i am now also cant wait for heracross
incase you didnt read it with the model that was released right now i cant do anything its impossible to animate while looking good sadly :S


Title: Re: Heracross moveset started Info on Page 51
Post by: Leon Exodio on March 21, 2014, 06:08:44 PM
incase you didnt read it with the model that was released right now i cant do anything its impossible to animate while looking good sadly :S
ok i thought it looked good over mk


Title: Re: Heracross moveset started Info on Page 51
Post by: GoMB-BallGamer4774 on March 22, 2014, 10:17:06 AM
ok i thought it looked good over mk
Yeah but he said that most of his attacks won't work on MK because the arms would shrink or something.


Title: Re: Heracross moveset started Info on Page 51
Post by: Carnage on March 22, 2014, 10:21:19 AM
Yeah but he said that most of his attacks won't work on MK because the arms would shrink or something.
not only shrink but they detach from the body and twist all around i cant do much with that rigg to anyone doubting me just download heracross and try to move the arms you will see what i mean


Title: Re: Flygon Psa Released
Post by: Carnage on March 29, 2014, 01:21:55 PM
i decided to finish a long delayed project it was almost a year ago that i started lol but then  it was shelved, well here it is finished.

Need recolours for flygon i only have normal and shiny i had to fill the remaining extra slots with other models wich dont look as good with the animations.A video of the moveset would be nice aswhell.

(http://cdn.bulbagarden.net/upload/thumb/f/f1/330Flygon.png/250px-330Flygon.png)


Moveset
Fury Cutter (Jab)- Simply claws the opponent 3 times.

Dragon Claw (Side-tilt)- Leans forward and slashes the opponent with a weak dragon claw.

Ice punch (d-tilt)- leans down and ice punchs the ground, freezing nearby oponents

Wing attack (u-tilt)- rotates and Extends a wing upwards and swipes it.

Dash Attack- charizard's

Fire punch (Forward smash)- lauches a fire punch foward.

Flamethrower (Up Smash)- Looks upwards and releases a flame upward.

Earth Power (Down smash)- Stands face towards camera legs spread and stomps into the ground, one leg at a time causing mini eruptions from the ground on either side of him

N-Air- charizard's.

Wing attack (F-Air)- Swoops forward in a gliding motion with silver wings.

Rock Tomb (D-Air)- Stops moving midair and looks down, then shoots a rock downward.

Thunder Punch (U-Air)- multi hit move upward.

Dragon Tail (B-Air)- Spins around vertically, 360° with his tail extended, similar to Lucas's B-air. Meteor Smash effect on the tip.

Ground Special Attacks
SuperPower (Neutral Special)- Long charge time, similar to Marth's and full body tackles the opponent with a large red glow (10% low, 15% medium, 20% high charge)
Earthquake (Down Special)- Charges up and stomps on the ground with Similar animation to Earth Power, only jumps and lands with both feet with medium range, knocking the opponent in the air for a potential combo starter (13%)
Dragon Pulse (Side Special)- Releases a blue purple beam from his mouth with medium range, but high knockback (12%)
Solarbeam (Up Special)- Shoots a large beam of green light directly up, dealing multiple (about 4-5) small hits (3% per hit, minimal knockback to ensure hits)
solar beam seems so unfiting for a flygon

Dragon pulse(Neutral special)- is shoots a bulish orb which can be controlled, its a slower and more powerful pit arrow.

Dragon Claw(side Special)- this move has 3 charges it works similar to Ike side special, the longer you charge the farther you will go and harder you will hit, if you fail to hit in the air you will go into helpless.

Sand Thomb(down Special)- it creates a sand effect infront of flygon which does multihits.

Fly (Up Special)- Primary recovery move, flies around in any direction the player chooses for about 3 seconds, similar to Pit's up special.

Final Smash: Draco Meteor- its a buffed Pit FS with metors that have a fire trail
Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202944 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202944)


Title: Re: Flygon Psa Released
Post by: Revan on March 29, 2014, 08:11:54 PM
Nice! Good to see this got released. I have some recolors and CSPs that I made. Let me look through my computer, I'll find them.

Post Merge: March 29, 2014, 08:14:03 PM
Here everything is.
http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar (http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar)


Title: Re: Flygon Psa Released
Post by: GoMB-BallGamer4774 on March 29, 2014, 08:57:55 PM
Nice! Good to see this got released. I have some recolors and CSPs that I made. Let me look through my computer, I'll find them.

Post Merge: March 29, 2014, 08:14:03 PM
Here everything is.
[url]http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar[/url] ([url]http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar[/url])

Isn't he over Pit though? But the CSP's and all would probably work in the same way.


Title: Re: Flygon Psa Released
Post by: Revan on March 29, 2014, 09:01:45 PM
Woops.
Originally we were working on a version of him over Ness, and like Carnage said, Flygon's actually kinda old. But the texture data should work. 


Title: Re: Flygon Psa Released
Post by: Carnage on March 30, 2014, 01:02:08 AM
Nice! Good to see this got released. I have some recolors and CSPs that I made. Let me look through my computer, I'll find them.

Post Merge: March 29, 2014, 08:14:03 PM
Here everything is.
[url]http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar[/url] ([url]http://www.mediafire.com/download/nqq5ad28bv86m5s/Recolor.rar[/url])


didnt know you had recolours xD download updated with recolours.Anyone that wants them please redownload.