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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 16, 2014, 02:11:48 AM



Title: Unofficial Project M Ridley PSA - Version 2.1 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 16, 2014, 02:11:48 AM
Download link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676)
Credits: KingJigglypuff for coding help and resizing and fixing model several times; themaziest (smashboards) for Ridley-X roar, some of the sounds and victory fanfare; drogoth for fixing Side B; SoulOfSmash, Capt., GerbilCrab475, PrinceGal3n, NXero, ggmonx, MerryShadow, Dastardly Ridleylash, GanonFist, Weiss and Warzenschwein (all of them from smashboards) for beta testing; Dastardly Ridleylash (Smashboards) and MerryShadow (Smashboards) for some minor coding and image editing help; PyotrLuzhin (smashboards) for future .rel ports, RSBE01.gct codes help and RSBE01.gct file included; SchAlternate (smashboards) for improving textures; Dr. for fixing and optimizing the model; pikazz for Side B coding.
(http://orig04.deviantart.net/0a53/f/2015/185/1/6/project_m_ridley_mod___version_2_1_released__by_bagansmashbros-d8zyspb.png)
This is unofficial mod that replaces Pit (later, BrawlEx port will be made for Brawl, but unless he will become official for Project M, you will have to replace Pit to use him in Project M) with Ridley from Metroid series. Ridley's appearance in this mod is mostly based off Other M Ridley, but with several noticable differences (such as shorter head with beak curved down, chin spike, longer spikes on the head, smaller wings, shorter tail with arrowhead-like blade on the tip, no spikes on legs and arms, etc) that make him look more like Super Metroid Ridley. Sounds are mostly taken from Metroid Prime and Super Smash Bros. for WiiU, with few Other M and Metroid Prime 3 sounds used.

Gallery: http://imgur.com/a/0ATHn (http://imgur.com/a/0ATHn)

Info:
Weight - 92
Falling speed - 0.012 (a bit lower than Bowser's)
Jumps - 4 (normal jump included)
Jumps height - above average.
Running speed - a big higher than Bowser's.
Walking speed - near Samus' speed.
Air mobility - high.
Recovery - 9/10.
Attack speed - 4/10.
Attack power - 7/10.
Ground combat - 4/10.
Aerial combat - 9/10.

The leader of the Space Pirates, Ridley, joins the fight! Armed with only his own natural weapons, he is a force to be reckoned with in the hands of an experienced player.
Thanks to Ridley's large size, long arms and tail, his range is very high, allowing him to reach opponent easily. His tail lacks hurtboxes and doesn't clashes with other attacks, so, it can be used to safely reach opponent. Most of Ridley's attacks deal high damage and knockback, which makes KOing opponent rather easy with proper reads and positioning. His high aerial mobility allows him to perform Wall of Pain and follow up other attacks without much problems. Because of it, its recommended to fight in the air rather than on the ground, but if its either not possible or its not the best course of actions in certain situation, then you still can use such attacks as Side Smash, which can KO most of the characters in 2-3 hits, Side B, which can be followed up by various attacks in similar way to Ganondorf's Side B, Down B, which has high knockback and goes through most of attacks thanks to its high flinch resistance, and many other attacks. Ridley also has a strong and fast projectile that can either be shot straight forward or diagonally down and if it hits the ground, it produces a big shockwave that launches opponents up, but deals lower damage and has low knockback growth. Most of Ridley's tail attacks deal extra shield damage, with fully charged Side Smash being able to shatter full shield on most characters.
While he is the 2nd biggest character, he is far from heavy. Being a flying creature with a rather thin build, he is just barely heavier than Peach. This makes survival for Ridley a huge problem. Thankfully, his recovery allows him to survive being launched very far away from the stage, so, unless he is launched far enough to be KOed (something that is easy to do with such large and yet light character), he will most likely return. But his size might be a problem when recovering since this allows most of the meteor smashes to hit him easily. His recovery is also rather predictable and slow and he has low falling speed.
Another one of Ridley's problems is his slow ground attacks and low running speed. While his attacks are strong, they either have long start up or eng lag. His command grabs both on the ground and in the air are very fast and can be followed up by various attacks, but have high end lag and very low hitbox duration. His Side Smash deals very high damage and knockback, but has high start up and low hitbox duration.
Overall, Ridley is a glass cannon and once you learn how to fight him, he is very easy to deal with, but most of your mistakes will be severely punished.


Title: Re: Ridley PSA (by Carnage) remake (0.1% done)
Post by: DTST on September 16, 2014, 03:32:17 AM
That's a pretty good size.


Title: Re: Ridley PSA (by Carnage) remake (0.1% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 16, 2014, 08:16:04 AM
Update: finished ground versions of Down B and Neutral B.
(http://fc01.deviantart.net/fs70/i/2014/259/1/1/ssbb___ridley_psa_wip_3_by_bagansmashbros-d7ze2ql.png)
Changes:
Down B - fireball is bigger now;
Neutral B - replaced fireballs and now at the end of animation, he bites anyone who is too close to him.
I have only 2 issues with those - 1st neutral B fireball (every other go as they should go) gets stuck on one of his fingers on right hand and down B fireball is too small. I will fix those before starting to work on other animations. Bulls**t shows up more and more as i make it. I will still finish this project.
Here is CSP for default color:
(http://s019.radikal.ru/i611/1409/49/369aeae69a4f.png)
I will change angle a bit when i will make other colors. Or i will keep original CSPs.
Also, i can't post videos because youtube doesn't works for me right now.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: Carnage on September 18, 2014, 10:13:40 AM
good luck and incase you didnt know ridley and metaridley almost share the same boneset with some tweaks here and there  but that is an experiment for when themoveset is close to completion once you got all the animations down i could try and fix some of the issues like  items grabbing and such  but only when you have all animations down.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 18, 2014, 10:37:32 AM
good luck and incase you didnt know ridley and metaridley almost share the same boneset with some tweaks here and there  but that is an experiment for when themoveset is close to completion once you got all the animations down i could try and fix some of the issues like  items grabbing and such  but only when you have all animations down.

Thanks and i know about Meta Ridley having similar boneset. He lacks some bones (like one of those wing bones on each wing, one of the fingers on each hand, etc) and his legs, tail and wings have different translation values. I finished his AAA combo few minutes before posting this reply, so, i think i will finish him before next year.

Post Merge: September 20, 2014, 07:49:54 AM
Since its an update for the progress, i don't think it should be considered a double post. If it is, then WTF and sorry.

More things done:
All A tilts;
All dodges and guarding animation;
AAA jab combo (works improperly in Project M for some reasons);
Recolors (black, Zero Mission and Super Metroid recolors);
Dash attack.
Some new screenshots:
(http://bagansmashbros.deviantart.com/art/SSBB-Ridley-PSA-WIP-6-483128859) (http://th01.deviantart.net/fs71/f/2014/261/a/b/ssbb___ridley_psa_wip_5_by_bagansmashbros-d7zm0f2.png)(http://bagansmashbros.deviantart.com/art/SSBB-Ridley-PSA-WIP-7-483355964?q=gallery%3ABaganSmashBros&qo=0)

Also, this project is now Project M only because i went over animations file size limit, so, i had to remove few animations. He will enter T-pose when trying to use this animation, so, don't use him in normal Brawl, stages not from Project M that have ladders or Subspace Emissary. So, i think it should be moved to Project M customized content. I wouldn't count that as bad news, but not good news either. To fit Project M, i will replace few attacks with faster attacks, like Up Smash, and increase speed of few other attacks, like up throw, forward throw, side smash, etc.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: highonphazon on September 20, 2014, 03:40:40 PM
This is gonna be awesome. Posting for Metroid support.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: Carnage on September 20, 2014, 03:53:34 PM
if you use the clean button on your animations you will have alot of free space imo


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: Large Leader on September 20, 2014, 04:54:57 PM
if you use the clean button on your animations you will have alot of free space imo

This

And make sure you go over coding for attacks. You might be able to shorten your syntax a bit as you learn more.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: Carnage on September 20, 2014, 06:33:37 PM
This

And make sure you go over coding for attacks. You might be able to shorten your syntax a bit as you learn more.
fitmotion doesnt care about psa codding and ridley psa file is preety low, what can happen is if the pcs and fitmotion are too big in conjunction this will also cause issues and such.


Title: Re: Ridley PSA (by Carnage) remake (0.2% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 20, 2014, 07:43:17 PM
if you use the clean button on your animations you will have alot of free space imo

Most of the time, it messes up animations (especially dash attack), so, i won't use that.
fitmotion doesnt care about psa codding and ridley psa file is preety low, what can happen is if the pcs and fitmotion are too big in conjunction this will also cause issues and such.

Not just issues. It crashes the game in this case at least. Because Ridley is too big lol.

More stuff done:
All smashes (Up Smash replaced with more effective one that is based off SSB Crusade Ridley's Up Smash) done;
All recolors done;
Added sword trail effect to his claws and tail during attacks (for some reasons, it isn't properly seen from certain camera angle, but i hope i will fix that).
New recolors:
(http://th08.deviantart.net/fs71/f/2014/263/b/e/ssbb___ridley_psa_wip_8_by_bagansmashbros-d7zut3x.png)
I recently noticed that his shadow is really messed up. I don't know how to fix that.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Leon Exodio on September 20, 2014, 09:13:58 PM
*follows*


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: SonicBrawler on September 20, 2014, 09:16:18 PM
needs some blue eyes white dragon and red eyes black dragon recolors lol. looks nice


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 21, 2014, 02:00:45 AM
clean only messes up very specifiq animations on all the others you can click clean and  play them to see if they still look like they used, if you dont use clean its obvious fitmotion will go trough the roof.

Most ppl animate and when the animation its done click save, then click clean if the animation is still the same save again if it isnt just reload the motion file.



Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 21, 2014, 04:18:55 AM
clean only messes up very specifiq animations on all the others you can click clean and  play them to see if they still look like they used, if you dont use clean its obvious fitmotion will go trough the roof.

Most ppl animate and when the animation its done click save, then click clean if the animation is still the same save again if it isnt just reload the motion file.
In my case, most animations are messed up, not just few. If there won't be any other way to reduce file size when it will become too big (lol), i will try to use it.
needs some blue eyes white dragon and red eyes black dragon recolors lol. looks nice
Already done. Its more like Red Eyes White Dragon and Blue Eyes Black Dragon, but it can be easily fixed.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 21, 2014, 05:08:29 AM
you can also get some space by deleting or replacing(not sure if model data  being deleted there would cause a freeze or not its a matter of experimenting) model data 0 and modeldata 10 on the fitmotion they are under fitcaptainetc that should give extra space.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 21, 2014, 05:56:06 AM
you can also get some space by deleting or replacing(not sure if model data  being deleted there would cause a freeze or not its a matter of experimenting) model data 0 and modeldata 10 on the fitmotion they are under fitcaptainetc that should give extra space.
It IS modeldata. It belongs to Blue Falcon that for some reasons appears during intro/entry as a shadow. I will try to replace it with a capsule or something that simple.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 21, 2014, 06:01:21 AM
It IS modeldata. It belongs to Blue Falcon that for some reasons appears during intro/entry as a shadow. I will try to replace it with a capsule or something that simple.
its not becuase of some reason :P model data0 has a metroid that i made with 0 on the scales it was from an early idea i had lol and the shadow is CF car shadow because i never  got around to take it out :P


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 21, 2014, 06:03:26 AM
its not becuase of some reason :P model data0 has a metroid that i made with 0 on the scales it was from an early idea i had lol and the shadow is CF car shadow because i never  got around to take it out :P
It is Blue Falcon, not Metroid. I know you used him earlier when Ridley's final smash still was same as C.Falcon's, but i latest version, there is none.
Also, BrawlBox does corrupts PSA sometimes. It did few minutes ago. I lost all coding for Down Smash and Neutral Air A.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 21, 2014, 05:11:46 PM
It is Blue Falcon, not Metroid. I know you used him earlier when Ridley's final smash still was same as C.Falcon's, but i latest version, there is none.
Also, BrawlBox does corrupts PSA sometimes. It did few minutes ago. I lost all coding for Down Smash and Neutral Air A.
are you suing 67b? thats the one i used and never had any issue at all and i never kept a ridley backup pac either lol, just make sure to not save often on the model previewer  thats is where things go bad i used bb psa to psa like in psa codding diretcly on fitcaptain.pac never on the model previewer.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Large Leader on September 21, 2014, 05:41:24 PM
are you suing 67b? thats the one i used and never had any issue at all and i never kept a ridley backup pac either lol, just make sure to not save often on the model previewer  thats is where things go bad i used bb psa to psa like in psa codding diretcly on fitcaptain.pac never on the model previewer.

As someone who exclusively uses BBox to PSA, I recently had my Shulk PSA corrupt on me. Multiple times too. Thankfully, I had back ups, so everything was fine. Then after a while, the files stopped getting corrupted.

No idea why...


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Medo on September 22, 2014, 05:30:42 PM
Awesome!

Can't wait until this is done. I already love Carnage's Ridley, so this should be amazing.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 23, 2014, 05:03:04 AM
Beta version preview:
http://www.4shared.com/video/U87rTI1Fba/bandicam_2014-09-23_14-06-17-9.html (http://www.4shared.com/video/U87rTI1Fba/bandicam_2014-09-23_14-06-17-9.html) (video is in the link, but i don't know how to post it here in normal way, so, i have to post link to it instead)
Sorry for the framerate and audio issues.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 23, 2014, 05:11:42 AM
Beta version preview:
[url]http://www.4shared.com/video/U87rTI1Fba/bandicam_2014-09-23_14-06-17-9.html[/url] ([url]http://www.4shared.com/video/U87rTI1Fba/bandicam_2014-09-23_14-06-17-9.html[/url]) (video is in the link, but i don't know how to post it here in normal way, so, i have to post link to it instead)
Sorry for the framerate and audio issues.

that is looking amazing also know that i know about reff im thinking on adding the down b moving fireball the reff it has on the metaridley battle would you like that the fire around the ball and such like on ssbb metaridley battle?


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Angelglory on September 23, 2014, 05:19:37 AM
Seeing Ridley moving around with good animations make me feel good inside.

Of course, I'm more than willing to assist with making Ridley fleshed out.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 23, 2014, 05:36:43 AM
that is looking amazing also know that i know about reff im thinking on adding the down b moving fireball the reff it has on the metaridley battle would you like that the fire around the ball and such like on ssbb metaridley battle?
Sure. It would make it look better i guess.
Seeing Ridley moving around with good animations make me feel good inside.

Of course, I'm more than willing to assist with making Ridley fleshed out.
In which way you could assist me?


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 23, 2014, 05:42:40 AM
Sure. It would make it look better i guess.In which way you could assist me?
if you want send me ridley files and i will mess around with reff for his fireball and maybe fix the glithces you cant fix just detail them on the pm


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 23, 2014, 05:54:44 AM
if you want send me ridley files and i will mess around with reff for his fireball and maybe fix the glithces you cant fix just detail them on the pm
Done. Was you talking about that fire that surrounds Meta Ridley's giant fireball? And is it possible to make both this and small fireballs explode insead of going through enemy or just disappearing?


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Angelglory on September 23, 2014, 06:00:26 AM
I'm no good at PSAs but I'm very experienced with animating in BrawlBox, so I can assist with making animations and cleaning up others.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 23, 2014, 06:04:38 AM
I'm no good at PSAs but I'm very experienced with animating in BrawlBox, so I can assist with making animations and cleaning up others.
Well, then could you make few animations i need? Both misc and attack animations. I will credit you for your help.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 24, 2014, 08:33:16 AM
sended a surprise to beganSmashBros its up to him to show it or not :P


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 24, 2014, 12:47:58 PM
Here it is:
(http://fc02.deviantart.net/fs70/i/2014/267/a/6/ssbb___ridley_psa_wip_10_by_bagansmashbros-d80dbk4.png)
Thanks to Carnage, most known bugs are fixed and animations file size is reduced. Not by much, but hey, that will allow me to at least have enough space left. Improved Down B fireball (now it looks close to the way it looks in Meta Ridley boss fight, just without those flames surrounding the fireball). The most important fix is item bug fix. Walking animations slowed down from light speed to normal speed. He made Meta Ridley alt, but it needs some work on it because his wings are too big, have translation issues and tail has some problems with proportions. Now i have to fix some stuff left in moveset file i sent to him, like misplaced landing effect. Maybe this hack will be possible to use in normal Brawl. I doubt it, but who knows.

Also, Carnage, it is BaganSmashBros, not BeganSmashBros. With an A, not E.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Medo on September 24, 2014, 04:32:51 PM
You guys are doing great! :D

When this is done, you totally need to show this to the Project M: Unbound team, as this would be a much better Ridley than what they're trying to put in (I think it's the old one you're improving on here).


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 24, 2014, 04:49:54 PM
You guys are doing great! :D

When this is done, you totally need to show this to the Project M: Unbound team, as this would be a much better Ridley than what they're trying to put in (I think it's the old one you're improving on here).

Are you talking about one of these:
(http://fc08.deviantart.net/fs71/i/2014/267/9/0/ssbb___past__present_and_future_by_bagansmashbros-d80e68m.png)
Or they had another Ridley?
Anyway, i already did. No matter what answer will be, we still have to wait until 3.5 comes out. Then it may be possible.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Medo on September 24, 2014, 05:27:13 PM
I'm not sure.
I just keep seeing mention of Ridley being in the private betas, just not sure which.

Either way, I'm so pumped for this.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: highonphazon on September 24, 2014, 05:49:55 PM
Wow, Ridley has evolved into a sexy beast. Looks exactly how he should have looked in SSB4


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 25, 2014, 07:33:35 AM
More stuff done:
Up and Down throws finished;
Created alt that makes Ridley look just better;
Screenshot:
(http://fc06.deviantart.net/fs70/i/2014/268/0/9/ssbb___ridley_psa_wip_12_by_bagansmashbros-d80gfib.png)
To make Meta Ridley alt work properly, i'll have to remove all of the wing bones translation values in all animations...that's gonna be hard to do...
Wow, Ridley has evolved into a sexy beast. Looks exactly how he should have looked in SSB4

Except for the model of course. It would be Other M Ridley instead of this one.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: highonphazon on September 25, 2014, 07:44:48 AM
Except for the model of course. It would be Other M Ridley instead of this one.

Yeah but the Other M model is so ugly. I'd rather this one or MetaRidley.


Title: Re: Ridley PSA (by Carnage) remake (10% done)
Post by: Carnage on September 25, 2014, 08:02:35 AM
More stuff done:
Up and Down throws finished;
Created alt that makes Ridley look just better;
Screenshot:
([url]http://fc06.deviantart.net/fs70/i/2014/268/0/9/ssbb___ridley_psa_wip_12_by_bagansmashbros-d80gfib.png[/url])
To make Meta Ridley alt work properly, i'll have to remove all of the wing bones translation values in all animations...that's gonna be hard to do... Except for the model of course. It would be Other M Ridley instead of this one.

like i said only when the moveset is fully done is that you can start worrying about metaridley, until then no need to worry.


Title: Re: Ridley PSA (by Carnage) remake (50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 06, 2014, 12:37:52 PM
Yeah but the Other M model is so ugly. I'd rather this one or MetaRidley.

For SSB4, Other M designs were used for Metroid content, so, Ridley would be using his Other M design too. It could have been edited to resemble Other M model, but a lot better than it.
like i said only when the moveset is fully done is that you can start worrying about metaridley, until then no need to worry.

Ok then, i will not use it until then.

Some info on those recently finished throws:
Up Throw is something between Meta Knight's Up Throw and Ridley's grab attack in Super Metroid. Without explosion.
Down Throw is similar to Charizard's, but ends with Ridley using his tail to knock opponent away.

New video done and uploaded:
http://www.4shared.com/file/j_hyIQQCce/SSBB_Project_M_Ridley_PSA_by_B.html (http://www.4shared.com/file/j_hyIQQCce/SSBB_Project_M_Ridley_PSA_by_B.html)
Sorry for the awkward transition. Ridley's stats in the description. Now all of the attacks except for things like ledge attack are done. I will finish get hit animations and win animations, then release demo version and then finish everything else.


Title: Re: Ridley PSA (by Carnage) remake (50% done, new video uploaded!)
Post by: BlueBrain on October 06, 2014, 01:53:45 PM
awesome, from reading the posts and stuff, i assume he's on captain falcon?


Title: Re: Ridley PSA (by Carnage) remake (50% done, new video uploaded!)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 06, 2014, 03:21:08 PM
awesome, from reading the posts and stuff, i assume he's on captain falcon?
Yes. Nothing against Captain Falcon, of course. I will also try to port him to ZSS.


Title: Re: Ridley PSA (by Carnage) remake (50% done, new video uploaded!)
Post by: Carnage on October 06, 2014, 05:07:46 PM
the reason he is on captain falcon is becuase of brawlex  since you can add ridley own slot and everything and preety much nowadays everyone has some sort of brawlex chars added.


Title: Re: Ridley PSA (by Carnage) remake (50% done, new video uploaded!)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 20, 2014, 11:24:39 AM
I completly restarted my hack and now it uses superiour model:
(http://th07.deviantart.net/fs71/f/2014/291/5/e/ssbb___ridley_psa_re_1_by_bagansmashbros-d83952e.png)
(http://th00.deviantart.net/fs71/i/2014/291/d/8/ssbb___ridley_psa_re_2_by_bagansmashbros-d83crsf.png)
For now, i stopped on Run Brake animation and everything before it is done (Waiting, Waiting 2, Waiting with item, Walking, etc.). I need help with it (mostly bug fixing and model needs to be resized to be 5x bigger and bones on right side must be fixed). More than before. Right now im editing the model to look like both previous model and image i once saw (which made Other M Ridley look bada**). This time hack is done over Lucario because he has real chargable projectile, command grab and a Final Smash that fits Ridley and he also can be cloned with BrawlEx (Mewtwo in Project M proves that).


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: Carnage on October 21, 2014, 01:53:45 AM
model looks good but i think he may be abit too dark maybe some lightning changes would help him imo.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 21, 2014, 04:58:14 AM
model looks good but i think he may be abit too dark maybe some lightning changes would help him imo.

I don't know how to do that unfortunately. He does looks dark and a bit unfitting for Brawl textures, but looks better when used with Smash 3 mod.

Updated model:
(http://fc04.deviantart.net/fs71/i/2014/294/5/1/ssbb___ridley_psa_re_3_by_bagansmashbros-d83mov5.png)
What is changed:
His tail is now...don't know how to call it...spiky;
Added spikes to his neck and spine;
His teeth are longer and sharper now;
Replaced eye textures (now they are green).
Found few bugs:
Item is held in wrong bone;
Rotates at Y axis randomly when moves ANYHOW (doesn't goes beyond 50 and -50, but he rotates so often it looks awful...it would look awful anyway, but it looks even worse when it is done so frequently);
Aura effects (most obvious one, failed to remove those without making game freeze at CSS, but it is possible and Mewtwo in PM proves that). Not really a bug, but it needs to be removed;
When using TailJa, TailJb, etc. names for tail bones, they move on their own against how they should move during animations (most likely due to wind physics);
Tail along with wings become stiff when thrown (lose any rotation values they have).
That is going to take a while...


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: Carnage on October 21, 2014, 06:08:31 AM
considering your using him over lucario all bone refs are diferent for sure and the wind mechanic will take over  the tail if you keep those names to get ride of the wind mechanic  stuff just rename the tail bones diferent from lucario


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 21, 2014, 07:09:00 AM
considering your using him over lucario all bone refs are diferent for sure and the wind mechanic will take over  the tail if you keep those names to get ride of the wind mechanic  stuff just rename the tail bones diferent from lucario
I already did that, but im afraid DamageFace will not affect his tail like that. And he will look awkward with tail straight when thrown.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: BlueBrain on October 23, 2014, 01:15:06 PM
so you were like halfway done and thought it'd be a good idea to restart completely from 0 just for another model? O_O


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 23, 2014, 06:22:10 PM
so you were like halfway done and thought it'd be a good idea to restart completely from 0 just for another model? O_O
Its not that simple. Ridley supporters at Smashboards prefered original model anyway. Im doing this because:
1. Lucario, character used as a base this time, has better Final Smash that isn't too overpowered or too weak, has true projectiles (aura sphere), command grab, defensive collisions (which would allow Ridley to reflect projectiles after using Down B along with getting some light armor and reduced attack speed) and tail could be moved when thrown instead of going completly straight.
2. Previous PSA can't be continued anymore, as explained in the latest video (shortly before short showcase of new model). If you didn't watched that video, then i will explain it in text - i have reached animations file size limit when i didn't even properly finished get hit animations (item and ledge animations are still left, along with...something else) and there is no way to fix that without horribly reducing quality and i want this PSA to be closer to PM quality than common PSA quality.
3. It is closer to what we SHOULD have got in SSB4. But we got a pathetic excuse for 1 year of teasing instead.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: xx99 on October 25, 2014, 11:55:49 AM
I don't really like Ridley's Other M look, but you're making it look great! The mod looked great before you rebooted it and your reasons for rebooting make a lot of sense.

Keep up the great work!


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.3% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on November 05, 2014, 04:19:45 PM
Update:
(http://fc04.deviantart.net/fs70/i/2014/309/2/1/ssbb___ridley_psa_re_5_by_bagansmashbros-d85c6fv.png)
Those are all of the recolors that are done for now. Last 2 screenshots show edited Pyrosphere hack that will become available for everyone soon. And look, i made better shading and textures for Ridley than Sakurai and his team of developers did! With nothing but a box of scrapes! Now i will start working on moveset itself since certain something finally arrived, so, i can fix model and make animations without then having to fix them. I will remake all of the currently made animations because i don't like how they look like except for the running animation. Now i need to learn how to resize and fix that rigging issue in Autodesk Maya (i heard it was better with rigging stuff and since that is what i mostly need, i used it).


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 0.7% done)
Post by: TheStarThief on November 11, 2014, 11:59:31 AM
Keep up the good work BaganSmashBros. Can't wait for the final release!


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 1.5% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on November 24, 2014, 02:31:41 PM
What have been done since last update:
All basic movement animations;
Jab combo (in-game, gif animation):
(http://s017.radikal.ru/i401/1411/b3/3ca9f77b8b8d.gif)
Dash attack (in-game, gif animation):
(http://s017.radikal.ru/i420/1411/37/df3bae6f69cd.gif)
Side tilt (in-game, gif animation):
(http://i.imgur.com/l0sycIf.gif)
All 10 recolors are done now. Here are new recolors:
(http://fc04.deviantart.net/fs70/i/2014/326/c/7/ssbb___ridley_psa_re_6_by_bagansmashbros-d87bv5d.png)


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 1.5% done)
Post by: highonphazon on November 24, 2014, 03:22:31 PM
Keep it up, Ridley's looking really good from the gifs. The animations look smooth and transition well.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 09, 2014, 10:36:07 AM
New video uploaded:
http://www.youtube.com/watch?v=LTje8qdSqX0#ws (http://www.youtube.com/watch?v=LTje8qdSqX0#ws)
Everything done so far is shown in it. So, only get hit, ledge and item animations are yet to be finished. Video is slowed down and i can't fix that without messing it up and it also isn't consistent in how much it is slowed down.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 22, 2014, 09:22:21 AM
Very important update.

I found out what causes Ridley to twitch like that. It is because of the base used (Lucario). I tried him on other characters and everything was fine except on Mewtwo, who uses Lucario as a base too. This means that i have to replace the base, so, his Final Smash, Side B (command grab) and Neutral B have to be replaced. I could port him to Charizard because he at least has something close to what could be used to replace Neutral B, he can glide, he may still have articles left from his Final Smash. Problem with him is that i can't edit Project M Charizard's moveset file properly, so, it will be a lot harder and certain things can't be done. So, i will search for new base for now. One of the possible bases is Zero Suit Samus, who is from Metroid too and her placement on Project M's roster is convenient for me since she is close to Samus.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: KingJigglypuff on December 22, 2014, 09:52:17 AM
ZSS and Samus have very anal file size limits. I would suggest placing him over someone who has a larger file size.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 22, 2014, 10:03:16 AM
ZSS and Samus have very anal file size limits. I would suggest placing him over someone who has a larger file size.

Does Pit has higher limit? If yes, then i will use him. He is actually a better character to use as a base because then i could make what i wanted to be his Down B and he can glide too, so, only Final Smash will be truly inferiour to Lucario's.

I forgot to post updates here lately. There is a lot of them. All recolors have been redone thanks to SchAlternate from Smashboards:
(http://th03.deviantart.net/fs71/i/2014/354/6/1/ssbb___ridley_psa_re_8_part_2_by_bagansmashbros-d8ahlgu.png)(http://th08.deviantart.net/fs70/i/2014/353/e/7/ssbb___ridley_psa_re_8_by_bagansmashbros-d8agohn.png)
All throws except for Up Throw are done:
(http://www.4shared.com/download/0Z0xsBcMba/bandicam_2014-12-21_00-05-04-8.gif?lgfp=3000)(http://www.4shared.com/download/KbvTH32Pba/bandicam_2014-12-21_12-47-49-7.gif?lgfp=3000)(http://www.4shared.com/download/yJlhleD0ba/bandicam_2014-12-21_17-08-21-4.gif)
Also, Ridley goes back to his original/canonical Other M size under Super Mushroom's effect:
(http://th09.deviantart.net/fs71/PRE/i/2014/355/b/f/ssbb___ridley_psa_re_filler_1_by_bagansmashbros-d8am30m.png)


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: KingJigglypuff on December 22, 2014, 10:11:54 AM
Pit has a very large file size limit. Pit's max size is 525 KB.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 22, 2014, 10:16:21 AM
Pit has a very large file size limit. Pit's max size is 525 KB.
What about animations file size limit? This is my biggest concern. If it is very large too, then i will use him.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: KingJigglypuff on December 22, 2014, 10:17:26 AM
I'm not sure about that, as I've never managed to hit Pit's MotionEtc file size limit, but I'm assuming it's quite high.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 22, 2014, 11:15:02 AM
I'm not sure about that, as I've never managed to hit Pit's MotionEtc file size limit, but I'm assuming it's quite high.
Then he will be used as a base. He may be even better as a base than Lucario was.


Title: Re: Ridley PSA (by Carnage) remake (completly restarted, 50% done)
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 17, 2015, 12:40:47 PM
Haven't updated this thread for a while. Since it is a progress update, i guess i can do it even after 3 weeks of this thread being inactive. A lot of stuff has been done (enough for serious matches without items and not on stages with walls): all throws, ledge animations, get hit animations, taunts, etc. Oh, and since title is no longer accurate since it uses nothing from Carnage's Ridley, i changed it to what it is now. Soon, a video will be uploaded showing what should have been in SSB4 and would bring enough hype for Reggie's body being unable to handle it.
Have few screenshots:
(http://fc08.deviantart.net/fs70/i/2015/017/7/e/ssbb___ridley_psa_re_13_by_bagansmashbros-d8e86v6.png)(http://fc08.deviantart.net/fs70/i/2015/008/9/5/ssbb___ridley_psa_re_11_by_bagansmashbros-d8d295p.png)(http://fc07.deviantart.net/fs70/i/2015/008/9/a/ssbb___ridley_psa_re_10_by_bagansmashbros-d8d28nu.png)(http://fc04.deviantart.net/fs71/i/2015/016/6/9/ssbb___ridley_psa_re_12_by_bagansmashbros-d8e78eo.png)
Last one is something exclusive to stamina mode - once he is KOed, he will start exploding like in 2D Metroid games until he lands on the floor.

I encountered 2 very signifficant issues, with one of them being just graphical one (but it makes the whole thing painful to look at) and other crashes the game. First one makes Ridley look like those wireframes in SSBM, but with discolered body parts. Second one occurs on 2nd match and above and crashes the game on result screen. I don't know how to fix those.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: SonicBrawler on January 17, 2015, 03:39:14 PM
so hyped


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 20, 2015, 08:44:23 AM
Now this thread will be updated as often as smashboards one.
New ground side B:
(http://www.4shared.com/download/NwFWDF6Nce/bandicam_2015-01-20_20-23-37-9.gif?lgfp=3000)
It is easier to punish since it has higher start up and he doesn't goes that far, but it can be used for combo set ups now instead of just a way to quickly go into the air or get away from opponent. And i finally found a way to get rid of those gifs' framerate issues, so, now they look better.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: KingJigglypuff on January 20, 2015, 09:14:00 AM
Maybe you could make it similar to Meta Knight's Side Special, in which you can angle the move as it progresses.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 20, 2015, 09:19:31 AM
Maybe you could make it similar to Meta Knight's Side Special, in which you can angle the move as it progresses.
Is it even possible without using Meta Knight?


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: KingJigglypuff on January 20, 2015, 09:44:31 AM
Yes. All you need to do is use a few If Compare commands that dictate where the control stick is pressed And use momentum commands to move up and down, based on the control stick moving up or down.. If you like, I can tinker around with it for you.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 20, 2015, 02:42:08 PM
Yes. All you need to do is use a few If Compare commands that dictate where the control stick is pressed And use momentum commands to move up and down, based on the control stick moving up or down.. If you like, I can tinker around with it for you.
Ok. Will it actually rotate him or he will just move up and down? If it won't, then it will look weird.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: KingJigglypuff on January 20, 2015, 02:52:18 PM
With the coding and animation edits I have, he'll be able to rotate up and down, but there will be a few animation edits. I'll experiment with a few things to see if I can get desired results.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 20, 2015, 02:54:27 PM
With the coding and animation edits I have, he'll be able to rotate up and down, but there will be a few animation edits. I'll experiment with a few things to see if I can get desired results.
Then i will send the files.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: BlueBrain on January 20, 2015, 03:09:54 PM
hype is starting to really grow on me for this PSA :D


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: Kyouma on January 21, 2015, 08:51:14 PM
I feel bad for not following this thread already


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: Turb0k on January 21, 2015, 09:05:12 PM
Same here, this Ridley looks awesome!


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 22, 2015, 08:18:42 AM
Only 47 animations left until first release! Have this video by one of the testers from Smashboards:
The villain Project M needs. (http://www.youtube.com/watch?v=VpOJqNHIkYM#ws)


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: spiritpyros on January 22, 2015, 08:44:05 AM
I may not be a big fan of ridley but this is absolutely amazing and cool and just plain awesome. keep up the good work

EDIT : Now as I look a bit closer at the model Ridley actually looks really built up in muscle which is cool cause it keeps the feeling of Ridley being a big scary space dragon while keeping him at a balanced size


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: KingJigglypuff on January 22, 2015, 08:49:46 AM
Everything looks neat, though I feel it needs polish in the animation and the balance department.

From looking at the animations from when you sent me your stuff, some of the animations look pretty good, while other animations look like they could use a bit more work. Examples that come to mind are Up Smash, Jumping, Landing, etc. If you can, I suggest you look into using Autodesk Maya for animations. Just take note of file sizes, as Maya animations tend to be larger than animations made in BrawlBox.

For balancing issues, The Neutral Air seems way too fast, especially since it has such a strong spike. The Forward Smash has too much damage for a move with so much range. Ridley can overall KO foes at very early percentages (which should be looked into). Not to mention Ridley seems like a Heavyweight (running and attacking-wise) and a Lightweight (jump and fall-wise) both in one, which isn't all that balanced (having the perks of Heavyweight and Lightweight, yet none of the drawbacks). The air movement speed is way too high. I'm not sure if even Jigglypuff has that much aerial momentum. I feel Ridley's momentum should be similar of that to Charizard (falling speed, knockback resistance, and aerial mobility-wise). Ridley is a cunning, sadistic, and brutal villain, so I would suggest you base your balance and moveset off that.

Also, his Down Special makes no sense. I feel it should be a looping wing flap, rather than that reflecting armor stuff you're doing. If you really want to keep the reflection stuff in the moveset, maybe you could make the wind from the wing flaps able to reflect projectiles? I also feel his Neutral Special should utilize a true projectile, as Neutral Special and Up Tilt are way too similar. Since Ridley is over Pit, you could use his arrow as a base.

If you continue what you're doing, alongside taking note of criticisms, then I might consider adding your Ridley to my game, which honestly takes a lot of effort for me to notice, as I have much higher standards than other users.

Edit: If you can, see if you can get someone to make an Other M + Super Metroid style Ridley Model.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 22, 2015, 09:16:09 AM
Everything looks neat, though I feel it needs polish in the animation and the balance department.

From looking at the animations from when you sent me your stuff, some of the animations look pretty good, while other animations look like they could use a bit more work. Examples that come to mind are Up Smash, Jumping, Landing, etc. If you can, I suggest you look into using Autodesk Maya for animations. Just take note of file sizes, as Maya animations tend to be larger than animations made in BrawlBox.

For balancing issues, The Neutral Air seems way too fast, especially since it has such a strong spike. The Forward Smash has too much damage for a move with so much range. Ridley can overall KO foes at very early percentages (which should be looked into). Not to mention Ridley seems like a Heavyweight (running and attacking-wise) and a Lightweight (jump and fall-wise) both in one, which isn't all that balanced (having the perks of Heavyweight and Lightweight, yet none of the drawbacks). The air movement speed is way too high. I'm not sure if even Jigglypuff has that much aerial momentum. I feel Ridley's momentum should be similar of that to Charizard (falling speed, knockback resistance, and aerial mobility-wise). Ridley is a cunning, sadistic, and brutal villain, so I would suggest you base your balance and moveset off that.

Also, his Down Special makes no sense. I feel it should be a looping wing flap, rather than that reflecting armor stuff you're doing. If you really want to keep the reflection stuff in the moveset, maybe you could make the wind from the wing flaps able to reflect projectiles? I also feel his Neutral Special should utilize a true projectile, as Neutral Special and Up Tilt are way too similar. Since Ridley is over Pit, you could use his arrow as a base.

If you continue what you're doing, alongside taking note of criticisms, then I might consider adding your Ridley to my game, which honestly takes a lot of effort for me to notice, as I have much higher standards than other users.

Edit: If you can, see if you can get someone to make an Other M + Super Metroid style Ridley Model.
Im already very limited with animations (well, he still loads and doesn't freezes or crashes the game...until results screen) and BrawlBox is very simple to use. I will revamp those animations after i will be sure all animations can fit.

NAir spikes only at the tail blade and its useless on the rest of tail (it fails to KO even at 999%). I just need to find way to make it harder to hit with sweetspot. Forward Smash is weaker than Ganondorf's, hitboxes last only for 3-5 frames (and they are weaker at the main part), there is a huge end lag (55 or even more frames) and it can't be interrupted until like 3-5 frames before animation's end. He has drawbacks of both lightweights (he is floaty and is pretty light for such size) and heavyweights (large target and start up/end lag issues at least on the ground). Jigglypuff has a bit lower air mobility. His attributes are mostly based off 3D games (slow ground attacks that hit really hard, excellent air mobility, etc).

Current Down B is more useful than that and is still something from Metroid games (Other M fight). It allows him to go through weak attacks and projectile spammers while still being able to move around and attack. Wing flap would be useless when he can just perform Wall of Pain or spike opponent to prevent them from returning to stage.
Pit's arrows crash the game. I don't know why, but they crash the game when they should spawn. If someone will find solution for it, he will have fireballs as default version of neutral B while firebreath will remain alternate version executed by pressing A when he steps back. I still have animations for that.

I have high standards too. Thats exactly why this project was started.

I tried. Well, not really that Ridley, but something that would still be a great addition (Meta Ridley done in Other M style). That request got ignored. I guess i should release this mod first before anything will be done.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: _Data_Drain_ on January 22, 2015, 12:26:14 PM
Hm... perhaps it's not my place to give feedback. Since I don't play P:M... or even Brawl anymore.

But from what I can tell in the videos you've made. Ridley's coming along pretty nicely. However... some things strike me as a bit off.

His fall speed looks too low. Like to a point where gimping looks WAY too easy. Some of his moves look like they have a LOT of range, and not too much end lag, like Forward Smash (or what I assume is Forward Smash).... His forward tail stab goes all the way across Wario Ware, and has some good kill power. And what looks like very little end lag. However, this could just be hasty judgement on my end.

Anyway, aesthetically speaking, the model looks really nice. Much better then Roidley was in Other: M. The animations for the most part also look very nice. But a few of them seem a bit stiff (Pardon me if I get these moves inputs wrong). Like the down tilt, he doesn't look like he lifts his arms with enough force.

And up smash, the wings look like the fold together just a bit too gently.

All and all though.... I do think this has a lot of potential. A bit more overall polish, and more play testing. You'll have something worthwhile to put into P:M.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 22, 2015, 04:04:24 PM
Hm... perhaps it's not my place to give feedback. Since I don't play P:M... or even Brawl anymore.

But from what I can tell in the videos you've made. Ridley's coming along pretty nicely. However... some things strike me as a bit off.

His fall speed looks too low. Like to a point where gimping looks WAY too easy. Some of his moves look like they have a LOT of range, and not too much end lag, like Forward Smash (or what I assume is Forward Smash).... His forward tail stab goes all the way across Wario Ware, and has some good kill power. And what looks like very little end lag. However, this could just be hasty judgement on my end.

Anyway, aesthetically speaking, the model looks really nice. Much better then Roidley was in Other: M. The animations for the most part also look very nice. But a few of them seem a bit stiff (Pardon me if I get these moves inputs wrong). Like the down tilt, he doesn't look like he lifts his arms with enough force.

And up smash, the wings look like the fold together just a bit too gently.

All and all though.... I do think this has a lot of potential. A bit more overall polish, and more play testing. You'll have something worthwhile to put into P:M.

If you mean gimping Ridley, then while he is floaty like Samus is, he still has tools to protect him from that (DAir and Down B) and quickly get back to the ground.
His FSmash has 60 frames of end lag and hitboxes disappear quickly. That is nearly as long as a normal Falcon Punch. It is weaker at the main part of tail (KOes after ~150% instead of 100%), like every other tail attack.

That can be fixed with simple frame speed modifier.

Yeah, i agree.



So, i fixed Neutral B and it works exactly like i wanted it to work:
(http://fc00.deviantart.net/fs70/f/2015/022/f/3/ssbb___ridley_psa_re_14_by_bagansmashbros-d8ez9px.png)
The only problem is that they still can be controlled like Pit's arrows even though arrows' joystick parameters were set to 0.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: _Data_Drain_ on January 22, 2015, 04:16:03 PM
If you mean gimping Ridley, then while he is floaty like Samus is, he still has tools to protect him from that (DAir and Down B) and quickly get back to the ground.

Actually what I meant was him gimping foes himself.

He seems to have a bit too good of a gimping game from what I can see.

Anyway.... Onto another subject. I guess the tail attacks aren't as much of an issue as I previously thought.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 22, 2015, 04:44:46 PM
Actually what I meant was him gimping foes himself.

He seems to have a bit too good of a gimping game from what I can see.

Anyway.... Onto another subject. I guess the tail attacks aren't as much of an issue as I previously thought.
Oh, well, thats what i want to fix (for NAir at least - DAir is dangerous to use if there is nothing below, so, its a risk vs reward kind of thing).


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: SonicBrawler on January 22, 2015, 04:53:26 PM
really hyped for this. its the final stretch.


Title: Re: Unofficial Project M Ridley PSA (75% done) - The end is near!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 27, 2015, 05:46:09 PM
Neutral B fireball finally fixed and heavely nerfed (previous version was so easily spammable it was like if Fox's blaster had Pit's arrows' knockback multiplied by 2). It has 3 versions - ground, aerial and alt aerial versions. First one is pretty simple:
(http://www.4shared.com/download/O_yQpSF0ce/bandicam_2015-01-25_07-14-36-9.gif)
I won't show normal aerial version of it because its same as ground version, except done in the air. So, here is alt aerial version:
(http://www.4shared.com/download/xMfsMQjAce/bandicam_2015-01-25_07-14-31-1.gif)
It has same damage and knockback, but it goes down and creates a small shockwave along with a regular explosion that will launch opponents up and has higher knockback, but lower damage. Shockwave is bigger than in the gif.
Fireball GFX used (its from Meta Ridley, those medium sized because large fireball's glow is visible only at certain angles) should leave a trail of fire on its own without need for extra GFX, but for whatever reasons, only model of it is left when used on Pit's arrows.


Well, pretty much everything is done. Up Smash redone, Side Smash nerfed, NAir nerfed, Ridley Strut added, etc. Only balancing is left and it won't take too long. BUT there is something that MUST be fixed. You see, on 2nd match's result screen, game crashes. Sometimes, even when loading 2nd match. It is because of the model and im 100% sure about it - i used Pit's original models and left everything else and it didn't crashed. It can be avoided by going back to "Press any button" screen after one match with Ridley, but thats not how it should be. I don't know how to fix it.


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: otheusrex on January 27, 2015, 09:52:02 PM
This project is amazing! It would be awesome if the PMDT picked this up and decided to finally add Ridley.

I like the newer fireball over the old one. It looks awesome! Also, in your video demonstrations can you put some text boxes indicating what move is what? I had some trouble guessing which move were which inputs, especially on the aerial moves.

Forward throw is like, the most impressive looking move out of everything here.

I don't know if you want my 2 cents on this, but I really hope it helps! If you do decide to submit your final work to the PMDT in hopes they'll consider using it to add ridley to a future build, I have a rough idea of some of their concerns with why he's a difficult character to add.

Size and Shape: Probably the most obvious, as many people have said he's simply too big to put in smash bros. I don't believe it since a lot of characters are scaled somewhat. I know members of the PMDT have said he's too big, however, so that's still an issue. I think your Ridley is fairly good in his size, but there are some tricky things to consider, mainly his long tail and wings add considerably to the amount of space he takes up. It also complicates the overall shape of his hurtboxes, which for most smash characters, doesn't stray too far from ovals and rectangles. This just seems like one of the true difficulties of making Ridley seem to fit.

My advice on this is that the PMDT would still think your Ridley is too big. Make him a little smaller overall. Shorten his tail by half, and if it were coiled closer to his body that would help to pull in the shape more, of course, it could still lash out rather disjointed-ly for his tail attacks. His wings could also be 'hidden' to not add extra size by having them overlap the body more or fold more closely to his body on the ground. The flapping in the air looks good though. Again I don't know if you want this sort of advice, but on the off chance you do, I think these are things the PMDT would say.

In any case, keep up the good work! it's awesome that you're doing this, and I look forward to seeing more of it!


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 28, 2015, 01:19:41 AM
This project is amazing! It would be awesome if the PMDT picked this up and decided to finally add Ridley.

I like the newer fireball over the old one. It looks awesome! Also, in your video demonstrations can you put some text boxes indicating what move is what? I had some trouble guessing which move were which inputs, especially on the aerial moves.

Forward throw is like, the most impressive looking move out of everything here.

I don't know if you want my 2 cents on this, but I really hope it helps! If you do decide to submit your final work to the PMDT in hopes they'll consider using it to add ridley to a future build, I have a rough idea of some of their concerns with why he's a difficult character to add.

Size and Shape: Probably the most obvious, as many people have said he's simply too big to put in smash bros. I don't believe it since a lot of characters are scaled somewhat. I know members of the PMDT have said he's too big, however, so that's still an issue. I think your Ridley is fairly good in his size, but there are some tricky things to consider, mainly his long tail and wings add considerably to the amount of space he takes up. It also complicates the overall shape of his hurtboxes, which for most smash characters, doesn't stray too far from ovals and rectangles. This just seems like one of the true difficulties of making Ridley seem to fit.

My advice on this is that the PMDT would still think your Ridley is too big. Make him a little smaller overall. Shorten his tail by half, and if it were coiled closer to his body that would help to pull in the shape more, of course, it could still lash out rather disjointed-ly for his tail attacks. His wings could also be 'hidden' to not add extra size by having them overlap the body more or fold more closely to his body on the ground. The flapping in the air looks good though. Again I don't know if you want this sort of advice, but on the off chance you do, I think these are things the PMDT would say.

In any case, keep up the good work! it's awesome that you're doing this, and I look forward to seeing more of it!

I can't do anything about the video for now since i can't access youtube.

I don't remember them saying anything about his size. Only about his animations and his high chance of getting into smash 4 (and they wanted to avoid having characters from that game).

Shrinking him any more than he is now is a bad idea since he is already not that much taller than Samus. If i will reduce his tail in length any more, it will look horrible and not because it will get shorter.


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: Batman on January 28, 2015, 01:21:00 AM
SOON.....

Also, any other projects you may be working/planning on afterwords? Or are you going hiatus after this?.. Just out of curiosity. :o


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 28, 2015, 01:45:13 AM
SOON.....

Also, any other projects you may be working/planning on afterwords? Or are you going hiatus after this?.. Just out of curiosity. :o
Im not sure. If i will ever do something, it certainly won't use any of those model import hacks because those are limited in what can be done with them unless its same character, but from other game (SSB4 Bowser over Bowser for example).


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: Batman on January 28, 2015, 02:00:56 AM
Im not sure. If i will ever do something, it certainly won't use any of those model import hacks because those are limited in what can be done with them unless its same character, but from other game (SSB4 Bowser over Bowser for example).
Well, I mean it really depends on the quality of the import. Obviously if you want top notch quality it's going to cost quite a bit. I'm not knowledgeable about that type of thing but that's what's part of this site is for in any case. :)


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 28, 2015, 02:10:29 AM
Well, I mean it really depends on the quality of the import. Obviously if you want top notch quality it's going to cost quite a bit. I'm not knowledgeable about that type of thing but that's what's part of this site is for in any case. :)
Even then, it most likely won't give me enough freedom with the animations. So, i'd better use more-or-less untouched models like model im using for Ridley.


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: Batman on January 28, 2015, 12:08:04 PM
Even then, it most likely won't give me enough freedom with the animations. So, i'd better use more-or-less untouched models like model im using for Ridley.

I guess...
Either way, I wish you the best of luck on all of your projects. :D


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 29, 2015, 01:22:32 PM
Some minor updates on the model:
(http://fc01.deviantart.net/fs71/i/2015/029/8/3/ssbb___ridley_psa_re_15_by_bagansmashbros-d8ful71.png)
Image is a bit outdated (eyes should be glowing like they did before), but not enough to require getting updated. As you can see, he now has some kind of rimlighting and speculars or whatever those are called. Not sure what it actually is. Just ported his Other M materials and shaders to this model and edited it to work properly in Brawl. All recolors received this updated model and its most noticable on Firebrand recolor since he has less details on his skin. I also solved one issue with Ridley when he is thrown - before, his tail would go completly straight like a stick and it looked distracting and unnatural. I tried to pose his tail for his default pose, but only base of the tail was affected while everything else remained stiff. So, i decided to MOVE his tail bones around and now it doesn't looks so stiff. It still doesn't moves, but at least it looks better and natural. Other than that, there isn't much to tell about. Things are getting really boring.


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: Aerros on January 29, 2015, 01:33:52 PM
Some minor updates on the model:
... Things are getting really boring.

Why is it boring and can anyone help? O:


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 29, 2015, 01:39:39 PM
Why is it boring and can anyone help? O:
Because all animations are done, all coding is here, working properly and everything. This means that all i can do is wait for testers' feedback so i can fix balancing issues and, worst part of it all, searching for solution for one bug/glitch/whatever that crashes the game on 2nd result screen. I will ignore it for first release if i won't be able to fix it before 7th February. But i can't ignore it for 2nd release and beyond that.



So, drogoth tried to help me with Meta Ridley alt, but he had issues with 3ds Max, so, he couldn't go very far. Could anyone finish his work? Its very simple - just rig 2 models' parts to Ridley's model, with only minor editing required for them to fit.


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: Aerros on January 29, 2015, 01:56:08 PM
I've never rigged a model before, but have you tried seeing if the animations at the end results screen are the problem? (swap them out for something else to test or for nothing for now)
Animations can crash the game after all.

'__'
*spews out useless advice*


Title: Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on January 29, 2015, 02:04:57 PM
I've never rigged a model before, but have you tried seeing if the animations at the end results screen are the problem? (swap them out for something else to test or for nothing for now)
Animations can crash the game after all.

'__'
*spews out useless advice*

Animations are not the problem (because then, it would happen on 1st result screen when certain victory animation was used or on "no contest" result screen with clapping animation instead of being on 2nd match's result screen). Its because of the model (i tried using Pit's model and it didn't crashed for 5 matches, probably it wouldn't crash at all, but i stopped at 5), but there is nothing really special about it.

Post Merge: January 30, 2015, 07:29:13 PM
So, Ridley received something that he should have no matter what. And its gliding:
(http://fc08.deviantart.net/fs71/i/2015/030/3/7/ssbb___ridley_psa_re_16_by_bagansmashbros-d8g1i9t.png)
Its fastest one out of them all, can be cancelled with aerial attack like other glides (though only FAir can be used since BAir stops him from going forward and NAir is too slow) and puts him into helpless state only if he ends it by pressing B or going high enough. His glide attack is overhead swipe that works like his FAir (just easier to hit with and has higher knockback). Since i couldn't make him use it like it can be done in vBrawl (by holding jump button while jumping in mid-air), i had to replace aerial Side B. This is a lot more useful as both recovery and movement option, so, its not a bad choice. But im sure it will require balancing first.


Title: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 06, 2015, 11:26:10 AM
Well, here we are. Release date is set to 7th-8th February. There are still some bugs left, even one that crashes the game, but i can't do anything about those. No FS eyes yet. Not that he really needs those. Anyway, there will be final showcase of it on 7th February on twitch. Here is link to it: http://www.twitch.tv/framezerogaming (http://www.twitch.tv/framezerogaming) Guy streaming it is FrameZeroGaming/SoulOfSmash, who is also one of the testers. He also made another showcase video of now a bit outdated version (aerial firebreath's trajectory nerfed from spike to 45 degree up, added glide, etc):
http://www.youtube.com/watch?v=9gp3kqUw_s8#ws (http://www.youtube.com/watch?v=9gp3kqUw_s8#ws)
After that, mostly attempts at making flight mode work as i wanted it to work, balancing and very noticable animation improvement will remain. Oh, and Meta Ridley.


Title: Re: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: SouthCraft on February 06, 2015, 01:03:58 PM
Well, here we are. Release date is set to 7th-8th February. There are still some bugs left, even one that crashes the game, but i can't do anything about those. No FS eyes yet. Not that he really needs those. Anyway, there will be final showcase of it on 7th February on twitch. Here is link to it: [url]http://www.twitch.tv/framezerogaming[/url] ([url]http://www.twitch.tv/framezerogaming[/url]) Guy streaming it is FrameZeroGaming/SoulOfSmash, who is also one of the testers. He also made another showcase video of now a bit outdated version (aerial firebreath's trajectory nerfed from spike to 45 degree up, added glide, etc):
[url]http://www.youtube.com/watch?v=9gp3kqUw_s8#ws[/url] ([url]http://www.youtube.com/watch?v=9gp3kqUw_s8#ws[/url])
After that, mostly attempts at making flight mode work as i wanted it to work, balancing and very noticable animation improvement will remain. Oh, and Meta Ridley.
this looks very good! Very impressive! Only thing i see wrong is the down air, which by the looks of it is very spammable, i suggest making him go abit lower than usual each time it hits. Dont Get me wrong, Its good, but a little OP. Also hos size is arguable, but the slowness makes up to it i guess. But overall, this is by far the best Psa ive seen in a while. Nice Job!

Post Merge: February 06, 2015, 01:10:51 PM
Oh by the way. I also think his weight is too light. I know he got Wings and all that, but look at charizard. I dunno, i feel he Should be heavier.


Title: Re: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 06, 2015, 01:42:29 PM
this looks very good! Very impressive! Only thing i see wrong is the down air, which by the looks of it is very spammable, i suggest making him go abit lower than usual each time it hits. Dont Get me wrong, Its good, but a little OP. Also hos size is arguable, but the slowness makes up to it i guess. But overall, this is by far the best Psa ive seen in a while. Nice Job!

Post Merge: February 06, 2015, 01:10:51 PM
Oh by the way. I also think his weight is too light. I know he got Wings and all that, but look at charizard. I dunno, i feel he Should be heavier.
DAir can't be cancelled (so, if used off-stage and it misses, Ridley is doomed), you can't move in any way other than just going down during it and has higher than average landing lag. Its spammable only if you're lucky enough to hit opponent, he is in turbo mode or if opponent is large. Even then, it will most likely fail on 3rd hit.

Charizard is fat and comes from a rather cartoonish franchise, which means things like laws of physics don't really apply there when getting burned doesn't kills ice pokemons. Ridley is from a more realistic franchise (well, there is its own space magic, but overall, it is realistic) and is a lot thinner, even in Other M.


Title: Re: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: KingJigglypuff on February 06, 2015, 02:17:21 PM
Smash isn't realistic though. And Ridley canonically is much larger than Charizard. But that doesn't mean he should fall quickly. If you really want, you can just have him be slightly lighter than Charizard.

Not to mention, my previous complaint still stands. He seems to have all the benefits of both heavyweight and lightweight characters, yet none of the drawbacks. Being a big target means nothing if you can easily have minimal weaknesses. Long reach, multiple jumps, multiple strong spikes, a reflector, projectile, etc.

And just because you can't cancel the Down Air, that doesn't mean it can't be OP. It's currently very spammable. Same goes with the Up Air from what I see. My other gripe with too many spikes also stands.

I've been working with character movesets for a little over 4 years. I know what I'm talking about when I bring up these problems. If you want a more in depth and more informed analysis, then feel free to send me your current stuff for me to test.


Title: Re: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 06, 2015, 02:54:42 PM
Smash isn't realistic though. And Ridley canonically is much larger than Charizard. But that doesn't mean he should fall quickly. If you really want, you can just have him be slightly lighter than Charizard.

Not to mention, my previous complaint still stands. He seems to have all the benefits of both heavyweight and lightweight characters, yet none of the drawbacks. Being a big target means nothing if you can easily have minimal weaknesses. Long reach, multiple jumps, multiple strong spikes, a reflector, projectile, etc.

And just because you can't cancel the Down Air, that doesn't mean it can't be OP. It's currently very spammable. Same goes with the Up Air from what I see. My other gripe with too many spikes also stands.

I've been working with character movesets for a little over 4 years. I know what I'm talking about when I bring up these problems. If you want a more in depth and more informed analysis, then feel free to send me your current stuff for me to test.
Charizard isn't much lighter than Bowser (just by 8 ), so, its may not work well.

He has their drawbacks - he is large, he is light (for his size) and he is floaty. Mewtwo had same issues in Melee (and poor movement, but it got quickly fixed with 3rd best wavedash). He didn't went far with them. That is just his stats. His attacks have lag issues (Down Smash has the longest reach, but its very slow; his Side Smash has little amount of knockback, but has long start up that makes it very predictable; Up Smash is fastest smash attack he has and even then, hitboxes on it last for 6 frames and don't properly work sometimes) and his range doesn't helps much when only certain part of his tail is worth anything. His projectile is slow and weak (it deals some damage, but not much knockback), his reflector slows him down noticably and disables L-Cancelling (something that is a major drawback in game like PM) and his spikes are unreliable (see below). I've done some balancing work since last video.

His remaining spikes (firebreath spike was removed) aren't very reliable now though. NAir has long start up and even then can hit with sourspot, resulting in very low damage (3%) and knockback and DAir spike is even less reliable than PM Wario since hitbox is smaller on it, landing lag is a lot longer (60 frames by default) and it will end only once he hits the ground or he hits opponent. Compare that to Marth's DAir (which has higher chance of hitting with the tip and is a lot faster), Falco's DAir and Shine and DK's FAir (which is a lot stronger than Ridley's spikes).

UAir may be spammable though.

Ok then. Will be done in few minutes. Its better to test against real players though. Keep in mind that its only for PM and PM is a lot different from Brawl.


Title: Re: Unofficial Project M Ridley PSA (100% done) - First Release on 7th-8th February
Post by: KingJigglypuff on February 06, 2015, 08:09:55 PM
After a bit of testing in Project M, here are my updated thoughts.

-The falling speed wasn't as bad as I made it out to be, but I still think he should fall a tad faster.
-The air mobility is more of the issue here. Ridley currently is just as maneuverable in the air as Jigglypuff...I feel his air mobility should be nerfed a good amount.
-Some attacks are too fast, while some are too slow.
-Forward Air and Up Air should have more Frames during their endlag while also reducing the damage for a bit.
-Down Smash should be overall faster.
-Side Smash has way too much startup.
-Neutral Air is a tad slow. I would speed it up a bit and remove the spike. Or make it weaker.
-Down Air could be sped up slightly, but make the spike weaker to compensate.
-It appears I found a weakness on Ridley (which is a good thing). His said weakness lies in his tail attacks. They rely a lot on the sweetspot. The tip has really high damage, but the other parts of the tail are quite weak (doing 3 damage at best).
-He appears to be too bright on certain stages.
-His Jab combo should be sped up.
-I feel his Side Tilt animation should be reworked a bit.
-He can score KOs quite early. His non-Smash attacks should have their knockback reduced.
-In my opinion, the Down Special should have a cooldown timer once it has run out.
-The Ground Side Special animation should be reworked a fair amount.
-The healing should be removed from the grab attack.

After taking a look at your Ridley, it definitely meets my standards (with a few issues that I can overlook). I'll be sure to add your Ridley to my custom Brawl (with a few custom edits). All I feel is needed is a Super Metroid (Brawl) alt to put the icing on the cake. Though I could take a look at your custom MoM Meta Ridley for you to get the rig stuff set up possibly.


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 07, 2015, 06:49:21 PM
After a bit of testing in Project M, here are my updated thoughts.

-The falling speed wasn't as bad as I made it out to be, but I still think he should fall a tad faster.
-The air mobility is more of the issue here. Ridley currently is just as maneuverable in the air as Jigglypuff...I feel his air mobility should be nerfed a good amount.
-Some attacks are too fast, while some are too slow.
-Forward Air and Up Air should have more Frames during their endlag while also reducing the damage for a bit.
-Down Smash should be overall faster.
-Side Smash has way too much startup.
-Neutral Air is a tad slow. I would speed it up a bit and remove the spike. Or make it weaker.
-Down Air could be sped up slightly, but make the spike weaker to compensate.
-It appears I found a weakness on Ridley (which is a good thing). His said weakness lies in his tail attacks. They rely a lot on the sweetspot. The tip has really high damage, but the other parts of the tail are quite weak (doing 3 damage at best).
-He appears to be too bright on certain stages.
-His Jab combo should be sped up.
-I feel his Side Tilt animation should be reworked a bit.
-He can score KOs quite early. His non-Smash attacks should have their knockback reduced.
-In my opinion, the Down Special should have a cooldown timer once it has run out.
-The Ground Side Special animation should be reworked a fair amount.
-The healing should be removed from the grab attack.

After taking a look at your Ridley, it definitely meets my standards (with a few issues that I can overlook). I'll be sure to add your Ridley to my custom Brawl (with a few custom edits). All I feel is needed is a Super Metroid (Brawl) alt to put the icing on the cake. Though I could take a look at your custom MoM Meta Ridley for you to get the rig stuff set up possibly.

Thanks for feedback and i'll send files for that one then. Materials can be left alone though. Classic alt would definitely be great.


Here it is: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676) Instructions included.

...god, i always wanted him to be playable, but never thought that his true playable 3D debut would be thanks to me. Well, there was one other Ridley mod, but model on it was horrible and i don't think anyone can really argue with that.


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: Get A Load of This! on February 07, 2015, 08:38:26 PM
If I may, I'd like to come out of the woodwork to express some concerns about this character. I'd like to preface this by saying I'm very impressed by what you've done with Ridley. Clearly a lot of love was poured into this kit. That being said, there are some issues worth addressing here and there. Hopefully this doesn't come across as too blunt.
  • As it stands right now, this is a campy character. Giving anyone the ability to fly extremely quickly while they have the longest range projectile in the game promotes a passive, run-away playstyle. The fact you can cancel out their lag by landing like Falco can only adds to this. These aren't just lasers, either. These are huge fireballs that do tons of damage as far as projectiles are concerned. Their range needs to be seriously reigned in, and using them should take away your ability to move freely.
  • I'm not really sure what the balancing philosophy behind back air was. It's quick, absurdly powerful, has little ending lag, and gives you a guaranteed follow up at most percents. Really, it's entirely too polarizing. There's no real reason to want to approach with any other move. Given PM 3.5's aim to move away from easy or guaranteed combos, this move should honestly be reconsidered as a whole.
  • Gliding with this character is kind of disgusting. It's just so blindingly fast that you're probably not going to have any trouble recovering or getting around characters that need space like Samus (how fitting). I'd probably just make the speed dependant on how many jumps you have left and take the rest away, but obviously I'm not a designer. It just feels very out of place considering how nerfed recoveries became in PM 3.5.
And just some general "feel" things, it seems like he can't l-cancel any of his aerials unless the actual hitbox is out, being most apparent on his neutral aerial. Aerials like forward air and up air feel like they should have more "follow-through" on them, if that makes any sense (compare Charizard's fair to Ridley's). Also a lack of a dash dance makes me sad. ): There might be other issues, but I'm sure others will express them eventually. Despite all that, this is one of the most quality mods out there. Well done.


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 07, 2015, 08:58:41 PM
If I may, I'd like to come out of the woodwork to express some concerns about this character. I'd like to preface this by saying I'm very impressed by what you've done with Ridley. Clearly a lot of love was poured into this kit. That being said, there are some issues worth addressing here and there. Hopefully this doesn't come across as too blunt.
  • As it stands right now, this is a campy character. Giving anyone the ability to fly extremely quickly while they have the longest range projectile in the game promotes a passive, run-away playstyle. The fact you can cancel out their lag by landing like Falco can only adds to this. These aren't just lasers, either. These are huge fireballs that do tons of damage as far as projectiles are concerned. Their range needs to be seriously reigned in, and using them should take away your ability to move freely.
  • I'm not really sure what the balancing philosophy behind back air was. It's quick, absurdly powerful, has little ending lag, and gives you a guaranteed follow up at most percents. Really, it's entirely too polarizing. There's no real reason to want to approach with any other move. Given PM 3.5's aim to move away from easy or guaranteed combos, this move should honestly be reconsidered as a whole.
  • Gliding with this character is kind of disgusting. It's just so blindingly fast that you're probably not going to have any trouble recovering or getting around characters that need space like Samus (how fitting). I'd probably just make the speed dependant on how many jumps you have left and take the rest away, but obviously I'm not a designer. It just feels very out of place considering how nerfed recoveries became in PM 3.5.
And just some general "feel" things, it seems like he can't l-cancel any of his aerials unless the actual hitbox is out, being most apparent on his neutral aerial. Aerials like forward air and up air feel like they should have more "follow-through" on them, if that makes any sense (compare Charizard's fair to Ridley's). Also a lack of a dash dance makes me sad. ): There might be other issues, but I'm sure others will express them eventually. Despite all that, this is one of the most quality mods out there. Well done.
Neutral B was made land-cancellable that unintentionally. I'll try to look up whats wrong with that. Once it will be done, it won't need anything else to be fixed about it (its pretty slow and its done slower than any other singe unchargable projectile). I will fix glide since it is too fast right now, but i won't decrease its speed by too much. Just 30%. BAir needs a slight damage nerf, but it needs to be sweetspotted to be useful, like Marth' attacks (but with sourspot being useless).
I made them like that so they would be fast since i wanted to make him obviously better in the air. Giving FAir more end lag will most likely make WoP impossible.
I don't know why there is no dash dance.


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: Kyouma on February 07, 2015, 10:29:10 PM
great! Ive been impatient to finally play with this!
I just hope someone makes a brawl ver for this (cant believe Ill DL pm just to play with this PSA lol)


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: SouthCraft on February 10, 2015, 02:26:31 PM
Epic! Are you planning to do more PSA's?


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.0 RELEASED!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 18, 2015, 10:00:05 AM
Epic! Are you planning to do more PSA's?

Yes. Probably K.Rool. But it won't do anything for a while.

Link updated with new version. Changelog:
 +Replaced jab finisher with another claw swipe, which is more effective;
 +All tail blade sweetspots and Neutral B firebreath now deal extra shield damage;
 +Increased damage and knockback on Down Smash and now it can hit behind Ridley twice;
   -But range was decreased and end lag increased;
 +Slightly increased damage, range and knockback on Side Smash;
 +Increased knockback on Glide Attack;
 +Slightly increased knockback on Side Tilt's sweetspot and now it can be angled up and down;
   -But range was decreased and end lag increased;
 +Signifficantly increased Down B Super Armor tolerance;
 +Slightly buffed air jumps;
 +Increased damage and knockback on Neutral B fireballs, now slightly stronger than Samus' Super Missiles;
   -But Neutral B's start up was increased and fireballs' speed was decreased by 1/3rd;
 +Instead of glide activation, aerial Side B is now a quick dash forward with damage and knockback close to Ganondorf's ground Down B, giving Ridley a quite effective finisher in the air;
 +Increased range on FAir;
 +Now DTilt has Off The Ground/OTG properties
 -Slightly decreased knockback and damage and increased end lag on BAir;
 -Increased end lag on UAir;
 -Now glide is activated by holding B button during aerial Side B's start up, which increases its start up;
 -Decreased damage on fireballs;
 -Decreased knockback on Side B;
 -Glide's speed reduced by 35%;
 -Increased end lag on Side Tilt;
 -All tail sourspots now always deal 3% damage;
 -Slightly reduced grab range;
 -Decreased max first jump height;
 *Decreased volume on special Down Taunt;
 *Improved g(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) effect on model;
 *Improved How to Install instructions;
 *Fixed double grab bug;
 *Added common5.pac and RSBE01.gct files with codes and CSPs pre-installed for those who can't do that by themselves;
 *Added 3 new sound replacements - Metroid Prime Meta Ridley, Omega Ridley and SSBB Ridley voices;
 *Now Ridley is a lot darker while under Down B's effect to better match the source;
 *Increased time Ridley spends with Metroid capsule during one of victory animations
 *All SSE attributes set to match defaul attributes with only few things buffed;
 *Added ladder animations and fixed trophy stand throw state, so, now Ridley is compatible with PM's SSE with only few weird things like wrong name, wrong CSS icon and not being present in cutscenes (for obvious reasons);
 *Fixed few animations and added extra GFX to few animations.

Still not on PM 3.5 nerfhammer's level, but still an improvement.


Title: Re: Unofficial Project M Ridley PSA (100% done) - version 1.75 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 23, 2015, 06:33:25 PM
Version 1.75 released, with very important game crashing/freezing fix (hopefully) and BAir nerf. Just a small, but still important update.


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.75 RELEASED!
Post by: Lucas Duran on February 27, 2015, 05:45:46 PM
He can glide?


Title: Re: Unofficial Project M Ridley PSA (100% done) - VERSION 1.75 RELEASED!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on February 27, 2015, 08:36:46 PM
He can glide?

Yes. In latest versions, its done by holding B while using Side B in the air. Kinda complicated, but i had to leave normal aerial Side B without having to put glide like it was in Brawl.


Version 1.77 released. This time crashing was actually fixed. Before, it was fixed only for me for some reasons, so, i didn't know it remained for everyone else. Also, 2 separate packs have been uploaded. First one includes desaturated textures for Ridley:
(http://i.imgur.com/8SyFJZh.jpg?1)(http://)
Link to it: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207875 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207875) Other M recolor, CSPs and BPs not included yet.
Second one is edited model of Ridley that removes those large spikes:
(http://i.imgur.com/GQKbEul.png)
Link to it: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207876 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207876) Has both normal and desaturated (still no Other M recolor) included. No CSPs and BPs yet.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: KingJigglypuff on March 03, 2015, 03:44:01 PM
Oh snap. Your Ridley PSA got featured by RelaxAlax [(Mostly) Smash Youtuber)]

https://www.youtube.com/watch?v=LcamzupKKWw (https://www.youtube.com/watch?v=LcamzupKKWw)


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on March 03, 2015, 04:38:26 PM
Oh snap. Your Ridley PSA got featured by RelaxAlax [(Mostly) Smash Youtuber)]

https://www.youtube.com/watch?v=LcamzupKKWw (https://www.youtube.com/watch?v=LcamzupKKWw)
Old news for me (he asked how to get this mod to work on Dolphin on Tuesday), but still good to know.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: Afterthought on March 03, 2015, 04:41:22 PM
Old news for me (he asked how to get this mod to work on Dolphin on Tuesday), but still good to know.

I was going to mention this but no need to now. Lol


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: Kyouma on March 03, 2015, 09:45:59 PM
look I maed these
http://imgur.com/a/pExRB (http://imgur.com/a/pExRB)


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: Afterthought on March 03, 2015, 10:01:11 PM
look I maed these
[url]http://imgur.com/a/pExRB[/url] ([url]http://imgur.com/a/pExRB[/url])


Giant space pterodactyl
These are pretty dope.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on March 03, 2015, 10:05:37 PM
look I maed these
[url]http://imgur.com/a/pExRB[/url] ([url]http://imgur.com/a/pExRB[/url])

*foams at the mouth* Wow. Thats just amazing. Its hard to see Ridley's eyes here, but thats ok.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: KingJigglypuff on March 22, 2015, 10:17:07 AM
-snip
That sort of posting goes against the rules.

While this thread may be inactive, the thread on SmashBoards is very well alive.
http://smashboards.com/threads/unofficial-project-m-ridley-100-done-version-1-77-released-no-more-crashing-download-link-in-op.368694/ (http://smashboards.com/threads/unofficial-project-m-ridley-100-done-version-1-77-released-no-more-crashing-download-link-in-op.368694/)

If the OP wants to update this thread, then he will do it.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: RedipsTheCooler on March 22, 2015, 10:24:03 AM
That sort of posting goes against the rules.

While this thread may be inactive, the thread on SmashBoards is very well alive.
[url]http://smashboards.com/threads/unofficial-project-m-ridley-100-done-version-1-77-released-no-more-crashing-download-link-in-op.368694/[/url] ([url]http://smashboards.com/threads/unofficial-project-m-ridley-100-done-version-1-77-released-no-more-crashing-download-link-in-op.368694/[/url])

If the OP wants to update this thread, then he will do it.


Sorry. I'm a bit of a n00b.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.77 released, no crashes.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on March 27, 2015, 02:07:55 PM
Yeah, this thread is inactive. Anyway, version 1.9 has been released a while ago. Changelog:
 +Up B replaced with a lot more useful and a lot more reliable attack similar to Meta Knight's Up B. Now recovery does not requires speciffic placement and can be used as a finisher thanks to its high knockback;
   -But its harder to hit with;
 +Increased damage on sourspot on all attacks by 2%;
 +Increased knockback on DThrow and changed trajectory to a more vertical one;
 +DAir now allows horizontal movement, has higher knockback and signifficantly less landing lag and will always bounce up even if he lands (but it takes more time if he hits ground);
   -But it no longer spikes opponent unless its done right after hitbox appears and tail doesn't noticably goes through platforms;
 +BAir now has higher knockback and is more useful for edgeguarding;
   -But it has signifficantly less range;
 +Slightly increased range on alt Neutral B;
 +Slightly increased weight;
 +Replaced NAir with new one similar to Samus' Screw Attack or Wolf's NAir. Requires no speciffic spacing, hitbox is large and lasts for a while and has very low start up and end lag;
   -But it can't spike opponents, has weak knockback and low damage;
 -Decreased range on Side Smash, STilt and DSmash;
 -Decreased speed and distance passed during aerial Side B;
 -FThrow travels less distance, so, its a lot less effective for bringing opponent closer to the ledge;
 -All throws' damage slightly reduced;
 -Signifficantly decreased fastfall speed and slightly decreased aerial mobility (now its same as Wario's);
 -Removed glide attack;
 -Slowed down FAir and DAir;
 -Decreased dash speed;
 -Slightly decreased running speed;
 -Slightly decreased shield size;
 -Decreased damage on STilt;
 -Now Down B's effect is removed once Ridley is launched from strong attack;
 *Several GFX fixes;
 *Fixed Result Screen stocks;
 *Fixed model (now it looks normal on Battlefield and stages like it, thanks to KingJigglypuff for this fix);
 *Things i forgot (whoops).

But thats not exactly what i wanted to tell you. You know that one of the things i wanted for final release was major animation improvement? Turns out someone else already went ahead and decided to do this. His name is SilentDo0m, one of Project M's animators, possibly a god since who else would do both this and Mother 3 Wess Dance?
If you still don't think of this as of something insanely awesome...watch this:
Unofficial Project M Ridley Animation Revamps Part 1 (http://www.youtube.com/watch?v=39QYYVkM70Y#ws)
Unofficial Project M Ridley Animation Revamps Part 2 (http://www.youtube.com/watch?v=x_TlZ_zeTlo#ws)
Those were done on 2 separate livestreams done on the weekends of previous 2 weeks. In latest video, he said that such videos will be uploaded either weekly, but not very long (like 2nd video) or once in 2 weeks, but longer. Personally, i'd like weekly updates more. Also, check out one of DSX8's newest projects - SSB4 Pyrosphere with no hazards, but with platforms. Something ideal as a home stage for Ridley.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Carnage on March 27, 2015, 02:13:51 PM
Got to give it to you but you did finish the moveset and it looks amazing, maybe someday can make a vbrawl friendly version of this :P


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on March 27, 2015, 02:19:02 PM
Got to give it to you but you did finish the moveset and it looks amazing, maybe someday can make a vbrawl friendly version of this :P
Can't he already be used in vBrawl?


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Afterthought on March 27, 2015, 04:00:39 PM
Can't he already be used in vBrawl?

With some attribute editing via PSA, he sure as hell can be.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Carnage on March 27, 2015, 04:01:45 PM
Can't he already be used in vBrawl?
he can but the pm phisics do make him rape everyone lol


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on March 27, 2015, 04:12:21 PM
he can but the pm phisics do make him rape everyone lol
I used vBrawl Pit as a base and his falling speed is around vBrawl characters', so, i don't know why would he be able to plunder their booty just because of it.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Carnage on April 01, 2015, 09:34:34 AM
I used vBrawl Pit as a base and his falling speed is around vBrawl characters', so, i don't know why would he be able to plunder their booty just because of it.
he works preety good with one exception which i think its becuase of vbrawl but the up special on your latest version only seems to work when you are on the ground for some reason it doesnt like to activate when you are in the air maybe once during a match or so but that is about it.Some variable must not be reseted when touching the ground or something.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on April 04, 2015, 11:55:52 PM
he works preety good with one exception which i think its becuase of vbrawl but the up special on your latest version only seems to work when you are on the ground for some reason it doesnt like to activate when you are in the air maybe once during a match or so but that is about it.Some variable must not be reseted when touching the ground or something.

I don't know what could cause that...

Anyway, i have some updates. First of all, i forgot to put April Fools video here (whoops), but it still can be viewed since it has some real info that is 100% serious. Here it is:
Project M Ridley - To Davy Jones' locker! (http://www.youtube.com/watch?v=dY8rYGS5wi4#ws)

Thanks to pikazz, Ridley now has a command grab as Side B! I won't show this special as a gif this time. Just 'cuz.
(http://i.imgur.com/sohsN9B.jpg)
This special starts with Ridley stepping back and raising his left arm...
(http://i.imgur.com/UDhsVvg.jpg)
Then he leaps forward and quickly crosses long distance, with hitbox being active until he lowers his hand to brake. Then goes long end lag (i think its 30 frames or more, but i can't tell since it was slowed down through code and not animation because...thats easier to do, you know).
(http://i.imgur.com/Y40wXw8.jpg)
If he grabs someone, he will scrape opponent along the floor. After going forward for some time, he will stop and throw opponent up. No point-blank fireball/firebreath this time since i wanted aerial version of Side B to be more different from ground version (and it can't be shorter in duration because of command grab limitations, so, it can't simply be him throwing opponent down and trying to make him fall with opponent resulted in him either going through platforms below or never letting opponent go). And it probably is more useful this way. I dunno.

Also, Down Throw was changed a bit since April Fools video. It now makes it easier to see what Ridley does, his tail doesn't goes that deep into opponent (just tail blade) and GFX is posed better. Other than that, no differences.
(http://i.imgur.com/92LJnBj.jpg)
I'll try to pose him lower so he won't clip through platforms as much (it will still happen).

Old Side B may or may not return. Depends on how much space is left in animations file. I'll rework it though.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: pikazz on April 05, 2015, 10:50:33 AM
I am happy that I could help with Ridley in some way! keep up the good job :D


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on April 05, 2015, 06:07:44 PM
I am happy that I could help with Ridley in some way! keep up the good job :D

And i am happy you helped.

Another SilentDo0m Ridley animation revamp stream is up!
http://www.twitch.tv/silentdo0m (http://www.twitch.tv/silentdo0m)
Finally!


Post Merge: April 07, 2015, 03:13:16 PM
Small update:
I couldn't make Ridley throw opponent up, so, now he slams opponent into the ground. He doesn't has enough time to attack opponent after that without having to punish rolls or improper get up attacks unfortunately. If DTilt would be a little bit faster, he would be able to do so, but it usually hits opponent while opponent is invincible. There is another issue with it. If used close to the ledge, opponent will be thrown down off-stage. Fortunately, knockback is fixed on it, so, it never KOes on its own and Ridley can't really reach opponent in such state without risking to fall down into the blast zone.

Right now im working on aerial version and its a bit harder to do. I am limited with what i can do and if i wouldn't be able to make Ridley launch opponent diagonally with normal knockback instead of fixed knockback, then it might not work well. Have this for now:
[​IMG]http://i.imgur.com/8s2hlvh.png[/img]
Yes, he will be able to carry opponent anywhere he wants during aerial version of the grab for 58 frames, but he will move slowly. Throw ends with him blasting opponent out of his grasp with charged stream of fire. Also, i decided to abandon all of those specs in favor of Smash 3 rimlighting because that also fixes Super Scope/Zelda DThrow bugs and probably stage lighting bugs too and it also lowers file size of the models. Desaturated textures will be more signifficant too. I liked g(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) effect on his wings, tongue, spikes, etc., but its more stable this way.

2nd animation stream on the same week?
http://www.twitch.tv/silentdo0m (http://www.twitch.tv/silentdo0m)


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: DarkDeity on May 02, 2015, 09:52:59 PM
geez...I really wanna download this...but i..well am kind of a really big pit player and love what theyve donw with him in pm....would this psa be compatable with brawlex or is this SOLELY a project m moveset?


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 02, 2015, 10:26:25 PM
geez...I really wanna download this...but i..well am kind of a really big pit player and love what theyve donw with him in pm....would this psa be compatable with brawlex or is this SOLELY a project m moveset?
It is compatible, but current BrawlEx pack requires updating since right now, it uses Pit's SFX and GFX.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: DarkDeity on May 02, 2015, 10:50:42 PM
well then thats good. and I dont mind doin that. ive been meaning to start doing sfx edits[hell for a birthday suprise I plan to make my girlfriends bleach oc for brawlex. Moveset, model, unique voice, everything. but I need  a jumping off point fpr the sfx so...yeah this will be perfect.


Now before I do this. Is this alright that I include this ridley in a brawlex pack with his own soundbank?


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 02, 2015, 11:10:47 PM
well then thats good. and I dont mind doin that. ive been meaning to start doing sfx edits[hell for a birthday suprise I plan to make my girlfriends bleach oc for brawlex. Moveset, model, unique voice, everything. but I need  a jumping off point fpr the sfx so...yeah this will be perfect.


Now before I do this. Is this alright that I include this ridley in a brawlex pack with his own soundbank?
Not just soundbank. His GFX needs to be fixed too. Wither way, its fine if you will do that. I'd recommend using Meta Ridley for soundbank since he has a lot of sounds, yet it wouldn't be a case of UWAAAA-UWAAAA-UWAAAA or HAYATHAYATHAYATHAYAT or things like this like with Roy and Mewtwo in PM...if done right.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Blueblur22 on May 03, 2015, 01:38:30 AM
This psa is great but just curious if there is a way to improve the cpu's use of it. For example the cpu doesn't really use the down b move at all. Also the cpu doesn't really recover that well:
 SSBB: Samus VS Ridley (http://www.youtube.com/watch?v=EWnNd3HnxOc#ws)
SSBB: Ridley VS Samus (http://www.youtube.com/watch?v=nw3cbCxpQsI#ws)


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: DarkDeity on May 03, 2015, 02:36:32 AM
eh Im fine with that. besides i play boss battles in project m alot more cause of that..its worht a good chuckle every now and then. and his gfx too? cool double practice session then....well wish me luck then XD heres to hoping i dont screw up


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 03, 2015, 09:33:23 AM
This psa is great but just curious if there is a way to improve the cpu's use of it. For example the cpu doesn't really use the down b move at all. Also the cpu doesn't really recover that well:
 SSBB: Samus VS Ridley ([url]http://www.youtube.com/watch?v=EWnNd3HnxOc#ws[/url])
SSBB: Ridley VS Samus ([url]http://www.youtube.com/watch?v=nw3cbCxpQsI#ws[/url])

There is a way to fix that, but don't ask me for that. I know nothing of how to change AI in SSBB/PM (but it certainly is possible). And recovery issues might also be because of a bug with his Up B (he doesn't regains it after getting hit). Either way, at least he is better than he was before. He can get some awesome stuff done through DAir, NAir and FAir...if you aren't lucky with him. This is one of the things that must be fixed, along with his right half of body and feet.
eh Im fine with that. besides i play boss battles in project m alot more cause of that..its worht a good chuckle every now and then. and his gfx too? cool double practice session then....well wish me luck then XD heres to hoping i dont screw up

He rarely uses his own GFX, so, not much stuff to change in his coding. Good luck either way.


Wanted to show you something:
(http://i.imgur.com/Qbrjeb2.gif)
This is a slightly outdated image (he should have only 3 fingers on each hand and longer torso), but whatever. Its a separate PSA that is going to be a semi-clone of Other M Ridley. Also, this:
(http://i.imgur.com/OdeuIEc.png)
I just need to find a way to properly replace Meta Ridley's wings and he will be available as an alt.
Also, now Other M Ridley has a trophy:
(http://i.imgur.com/271rYPO.png)
I will replace all KI trophies to make sure he fits in his category.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: Kyouma on June 15, 2015, 10:59:25 PM
Why havent anybody replied here yet? These things are awesome! specially dat trophy (seriously, it doesnt really look like brawl anymore there lol)
talking about Ridley, I attempted to make the alts you sent me time ago and wellp.. I had some troubles starting by the base
(http://i.imgur.com/dlIbvzd.png)
by any chance, do you have a .max file of the model before you imported it so I can use it as a base for the alts?


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on June 16, 2015, 03:04:54 AM
Why havent anybody replied here yet? These things are awesome! specially dat trophy (seriously, it doesnt really look like brawl anymore there lol)
talking about Ridley, I attempted to make the alts you sent me time ago and wellp.. I had some troubles starting by the base
([url]http://i.imgur.com/dlIbvzd.png[/url])
by any chance, do you have a .max file of the model before you imported it so I can use it as a base for the alts?

Don't know. Thread on Smashboards is a lot more active. It got to over 100 pages already. And there has been a lot of stuff done that i didn't shared here because KC-MM merges double posts even when its not needed. I'll try to upload them here soon. For now, just an announcement - version 2.0 is getting released within this week.

Try this one: https://www.dropbox.com/s/7secmo1bghipev5/meta%20ridley%20parts.max?dl=0 (https://www.dropbox.com/s/7secmo1bghipev5/meta%20ridley%20parts.max?dl=0) Im not sure it will work because i didn't made it. Drogoth did. Oh, and btw, could you fix his beak? It has some pretty weird lighting on it because i messed something up while turning it from a duck beak to this.



EDIT: Ooh boy, how much stuff i have to tell ya. Lets start with the basic stuff:
Note: open the spoiler to see the animation/image and description. All of the spoilers have description in them, so, just reading what has been done through this list without reading descriptions won't help much.
Now Ridley uses new model (which was scaled up by KJP and fixed by Dr.):
(http://i.imgur.com/wP9FnOH.png)
It has thicker and more curved horns, no arm and leg spikes, fixed beak (now it doesn't has this weird lighting on it), smaller overbite, thinner jaws, slightly different back of the head, thicker and shorter tail (now his range is around Dedede's rather than being longer), classic arrowhead design for tail blade and more curved tail spikes. Pose used here is used for his new CSPs and other kind of icons. Its based off unused icon (which looks like it could be used for a CSP in SSB4, but other bosses have it too, so, no stupid theories on that) for SSB4 Ridley. This model has few issues though and its rig has been affected in several places, with most noticable one being his neck. If this won't be fixed within this week, then oh well. Its not noticable during the fight, fortunately.
Firebrand recolor is no longer in the default pack (it will be a separate download) and is replaced by Meta Ridley recolor:
(http://i.imgur.com/8v6e80O.jpg)
I still want the real thing to be available, so, this is just a substitute. Its skin isn't just grey. Its a heavely desaturated default color. Wing membranes here are exactly same as on Brawl Meta Ridley, so, they are transparent and i think they also glow in the dark. Not sure about this one.
Misc things have been added. Im talking about things like this:
(http://i.imgur.com/L9Uo51D.png)(http://i.imgur.com/O4Npk50.png)(http://i.imgur.com/Ye7unMH.png)
Trophy model is also getting remade to use same pose as his CSP does and to have newest model.
Other M model is once again available, but this time, it has true Other M colors:
(http://i.imgur.com/9lP8HQ7.png)
Comes with the default pack. Has all 10 recolors on it. Wing membranes here have messed up normals on certain parts, but its not noticable during the fight.
New Down B:
(http://i.imgur.com/6npyLas.png)
YOU EXPECTED A NEW DOWN B, BUT IT WASN'T  DIO EITHER!
It is based off his ram/charge/tackle/rush/whatever attack from original Metroid Prime (so, he leans back really far). He leans back for 30 frames (first 20 frames have light armor on Ridley that is easy to break through, but it prevents him from flinching when hit by weak attacks), then rushes forward at high speed, knocking everyone out of his way (while going forward, he has heavy armor on him that prevents him from flinching from most normal attacks). Has high hit lag. If opponent is too close when he starts going forward, said opponent will be launched forward and then hit again by the main part of this attack. This attack does not prevents him from going off the stage. If he still remains on the stage after performing it, he will land as if he just landed after helpless state, so, it may be safer to go off the stage with it unless your opponent has tools required to prevent Ridley from recovering (Samus is a good example of that since she has long ranged projectiles that can easily be spammed and they also can KO him).
Ridley's hurtboxes are fixed now:
(http://i.imgur.com/V6jeKpn.png)
This doesn't helps too much, but still a good change.
New Up Taunt:
(http://i.imgur.com/Ewun4AS.gif)
Its pretty long, so, don't use it unless opponent is guaranteed to be KOed. Or if you want to use Smash Taunt, which was on Down Taunt before. Now it has higher range and doesn't affects anyone in the air. But since taunt's animation is too long, opponent will most likely be able to punish you for using this.
New Down Taunt:
(http://i.imgur.com/rESBaWk.gif)
While his mouth is open, he sort of hisses and some kind of fire saliva or something (same as what Charizard has on Neutral B and FSmash) drops from his mouth. And it actually deals 8% damage total. Hitbox on it is too small for it to really be used and opponent will most likely be able to punish you after fire no longer hurts.
Revamped FTilt:
(http://i.imgur.com/SMrIUB6.gif)
It can be angled (this changes its launch trajectory too), it has same knockback values as Ganondorf's (while it has more range, its inferiour in terms of speed and it has to be sweetspotted) and its pretty quick like Charizard's old FTilt (one with tail swipe). Its 12 frames faster than previous version. Animation shown here is slightly outdated. I added more torso and arm movement and changed angle.
Revamped UTilt:
(http://i.imgur.com/ijqc0pV.gif)
It deals 13% and can hit behind him. It has longer start up (17 instead of 13) and hitboxes disappear earlier (13 frames instead of 17) while still having same (or higher, don't remember) end lag (15 frames). Animation itself looks like this without any GFX and from the other side:
(http://i.imgur.com/IrZoi5n.gif)
Note: animations shown are slightly outdated. Now his left leg stays in place properly and animation has few added details.
Lil' Kirby Hat!
(http://i.imgur.com/AUlcSmf.jpg)
It is purely aesthetic though. He still uses arrows. Based off SchAlternate (from Smashboards and deviantArt)'s drawing of Kirby with a Ridley hat. Tail and wings don't move, but they make this hat look less boring.
Updated fire GFX:
(http://i.imgur.com/EUUptyX.jpg)(http://i.imgur.com/K1G4ilR.jpg)
Now it looks a lot more original and just overall better than before. Its painful to properly pose though.
New FThrow:
(http://i.imgur.com/a2Pmumk.jpg)
Its just a simple claw swipe. Opponent is launched at around 70 degree up. Originally was pretty much a clone of Mewtwo's SSB4 FThrow, but it wasn't possible to do without it being useless on certain characters.
New Back Roll animation:
(http://i.imgur.com/jTjgYwe.gif)
This is a recreation of SilentDo0m's animation. Nothing special about it.
New DTilt:
(http://i.imgur.com/pMZDKmv.gif)
This is a recreation of SilentDo0m's animation. Now its more like Bowser's DTilt. First part has very low fixed knockback. Goes into 2nd part if A is pressed at certait point.
2nd part of the attack:
(http://i.imgur.com/0kxdnXO.gif)
This one has normal knockback and launches opponent up.
New Sidestep/Spot Dodge:
(http://i.imgur.com/eIO7esg.gif)
This is a recreation of SilentDo0m's animation. Its not as good though.
New dash animation:
(http://i.imgur.com/1IRFgeN.gif)
This is a recreation of SilentDo0m's animation. Running animation is still same though. This change is purely aesthetic. But i have "flying" running animation ready just in case.
Also, fireballs are back, but there is nothing special about them.
Other than that, there have been a lot of various nerfs and buffs and now Ridley feels more balanced than before, thanks to beta testers from Smashboards (they are Cpt., Dastardly Ridleylash, GerbilCrab475, ggmonx, MerryShadow, NXero, PrinceGal3n, Warzenschwein, Weiss and _Ganondorf_). Hopefully they will remain for next versions so i wouldn't have to go blind with those as i did with all versions except for v1.0. I'll properly give credit in readme file, which im going to revamp too.

As for stuff not related to v2.0, here are 2 things i want to show:
(http://i.imgur.com/QkXLnQk.jpg)
At some point in the future, i want to fix Ridley's thrown animations. This is possible thanks to BrawlBox v0.76, as shown above, but model's right arm and leg have messed up shading and this whole thing requires all animations to be edited. So, this is not going to be done for v2.0.
(http://i.imgur.com/5gOqJeY.jpg)
Yet again thanks to BrawlBox v0.76, i scaled it down and fixed few bones (for example, wings are no longer going apes**t when rotated, his tongue bones are attached to his jaw bone and said jaw no longer requires complex math to properly rotate) to make it easier to animate. I also changed few things about it. Red eyes are not intentional and will be fixed once i'll figure out how to fix them.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: masamune on June 18, 2015, 06:52:25 AM
Looking forward to that Ridley (these animations are really good)!
Do you plan to make a BrawlEx version for 2.0?


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on June 18, 2015, 07:29:03 AM
Looking forward to that Ridley (these animations are really good)!
Do you plan to make a BrawlEx version for 2.0?
Thanks.
If i'll figure out how to make those.


Another new change - now Ridley uses different and overall more varied SFX (im talking about things like roars). I used some of themaziest (from smashboards)'s SFX, but also added my own. SFX consists of roars from Other M and SSB4 (this version is just edited Brawl roars, but they work a lot better) Ridley, Metroid Prime 1 Meta Ridley and Omega Ridley and there also is Adolescent Ridley's hiss for Down Taunt. I wanted to use Omega Pirate's laugh for Side Taunt and Up Throw too, but it didn't fit well, so, im just going to make a new one from Ridley's roars as it was in previous version. Other things that will change are his Final Smash (idea itself won't change, but execution will) and intro animation.
Oh, and the release is set somewhere within this week. Most likely Sunday (which is the first day of the week for some people, but International Organization for Standardization ISO 8601 says its the last one).


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: pokemoner2500 on June 21, 2015, 10:17:55 AM
Any chance you can tell me what program you used to set the attack data, ex damage, knockback etc.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: KingJigglypuff on June 21, 2015, 10:26:09 AM
You must be new here.

BrawlBox v0.68b (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31974)

Project Smash Attacks (https://mega.co.nz/#!eJwxTIBI!2LbaWvHwaQpv-2wcRATD8WSHrd_wPp1tkxOtxYzkZ6I)

BrawlBox v0.68b: Easy to use, but it's not entirely stable, so use this version of BrawlBox only if you know what you're doing.

Project Smash Attacks: Not entirely easy to use, but it's quite stable. Use this if you're just starting out.


Title: Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on June 21, 2015, 01:46:21 PM
Version 2.0 has been released.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676)
No fancy showcase or anything. At least for now. Thanks for waiting and thanks to beta testers (, Dr., pikazz, KingJigglypuff and...someone i unfortunately forgot...anyway, thanks for helping.


Title: Re: Unofficial Project M Ridley PSA - Version 2.0 released.
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on July 04, 2015, 09:47:37 PM
Version 2.1 is released: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676)
Now its compatible with Project M 3.6.