Getting back to Ridley, I've spent the past hour or so making recolors for the Meta Ridley alt (huge thanks to tryptech for splitting the texture parts for me). I've updated the Album I've posted a while back with the Meta Ridley recolors (link: http://imgur.com/a/GVc3A), but if you don't feel like scrolling down in the album, then open the spoiler below.
It's been so long since I've even touched this thread...
For those here on the Forums who haven't read my SmashBoards post on the matter, a TL;DR summary would be that I've decided to drop Patch 1.1.7 in favor of a more focused balancing project.
If you want to read more on why I've decided to drop Patch 1.1.7, then you can read the below spoiler.
I believe it was a week or so after I first revealed my Patch 1.1.7 project, I was approached by valakmtnsmash4 to join a project called Sm4sh Remix (lead by Felicia ✂) due to my vast experience with the current state of Sm4sh moveset editing. Later on, Patch 1.1.7 was "merged" into what is now know as Sm4sh Remix, and I have put my efforts and work into it ever since.
Unlike Patch 1.1.7, Sm4sh Remix has had a lot of time in the making (I think it started development before I revealed Patch 1.1.7, and I had yet to know about Sm4sh Remix), as I'll admit I revealed Patch 1.1.7 way too early. I'll have to also admit I didn't know what I was doing at the time. I like Sm4sh, but it has so many glaring issues I wanted to fix, but putting out a half-assed, non-researched, non-tested build with a few characters thrown in, and submitted by a "Literally Who" was not the way to go. So now, Patch 1.1.7 has since moved on in favor of Sm4sh Remix, but it will continue to live its legacy.
Did I just let my thread die for 5 months? Unacceptable.
I unfortunately don't have much to show, but this isn't really a post to show things, but just an update for the general state of things.
It's been too long since I've worked with Brawl outside of personal edits and helping people, but I really want that to change. I'm going to list my process of making a moveset in hopes you'll all understand.
My process of making characters revolves around multiple things.
1.) Picking a reasonable character I would personally and reasonably like to see in a Smash game (which was why I dropped all my 3rd Party characters). There are special exceptions to this, like for example: Misery. I only picked her up because a friend wanted to see her finished, but didn't have the skills/knowledge to finish her.
2.) Writing down a moveset with source material and original content with the character's knowledge in mind, alongside designing the moveset around Brawl's current limitations.
3.) Once I have the first 2 steps done, I then think of which Brawl characters I can use as a base for my moveset. After that, it's time to get the needed models and textures. It doesn't end there though. I still need to create a custom Brawl-based skeleton for the character, then rig it, then import, apply materials, fix Bone IDs with PSA editing, and test. 3a.) Depending on how complex an idea is, I usually play around in PSA with the base character, and see if I can get my desired effects. If I'm unable to, then it's back to the drawing board. Either that, or ask those with more knowledge with me to see if my limitation can be overcome. 3b.) While the model stuff is fairly easy, making sure it's high poly enough for Brawl without breaking limits can be a bit of an issue. Especially with models from systems and games from after the Wii's lifetime.
4.) Once I'm absolutely sure I can make this character, it's finally time to begin animating. While I can animate, I'm out of practice, and my quality will of course, take a dip down. I don't usually mass animate though, outside of things like walking, running, idle, etc. When I animate an attack, I almost always do the PSA work after I'm done with the animation, then I test that said attack until I'm satisfied, ironing out any glitches I find along the way.
5.) After I get enough progress done, I will then either show pictures or a short video, and wait for feedback while I continue working.
6.) With enough motivation and interest, the character is eventually complete, but there's two things missing. Cosmetics and SFX...
7.) Cosmetics are quite easy for me, if a bit time consuming. My old Cosmetic method was to pose a model and use the material preview of v0.76b, and take snapshots, but now that I can render in 3DS Max, I import the posed model, adjust scene materials, and render. Rinse and repeat until all recolors/alts are done.
8.) Next are SFX. This is unfortunately not my biggest strength, as one has to find both a usable SoundBank and enough SFX for the character himself/herself/itself. I'll then have to edit the SAWND accordingly, hoping not to hit file size. Then it's time to find the IDs and apply them in PSA.
9.) After this extremely long process, the character is now complete. This is when I begin writing up txt files on what to do to install and how the character works. After that's all done, I take some preview snapshots and a release video, zip up the relevant files, upload to DropBox/Mediafire, and submit to BrawlVault. I always have the BrawlVault submission ready before I upload my release video to Youtube. 9a.) Before I zip anything, I do a bit of gameplay to make sure there's no glitches or crashing. If I find any, I get those as fixed as possible before I make my upload.
10.) Once everything's uploaded, I wait a bit for feedback, and if I agree with what someone has to say and/or reports a glitch that can be easily triggered, then I make edits accordingly, and update the download, but my process isn't done yet...There's one final step...
11.) And that final step is making a Project M version. Up until Solo Charizard, I usually made the Brawl version first, then made a separate download for the PM version at a later time, but when I made Solo Charizard, you can see there were a lot of different versions, Brawl, BrawlEx, Project M, and PAL to name the main ones. I made the Brawl version first, then I ported it to PM and PAL afterwards.
It's a very long process, and while I can do it, I've been losing interest and motivation due to two main things.
1.) Brawl modding has been losing activity in favor of Sm4sh modding.
2.) I'm only one person doing all of this, unless I specifically ask someone to help out with model work (in which they are properly credited).
So I'm here to ask of something that'll really help with my work. And that is if any of you reading this either are or know someone who can animate decently who's willing to work for free (I will never accept money for Brawl mods), then please let me know, preferably through Private Message on either KC-MM, SmashBoards, or Discord (KingJigglypuff#8570). I would specifically like to have someone take on the workload of animation, so I can strictly focus on the PSA work, which might make the process longer, but more efficient. While I don't have much need of a modeler (as I can ask a few people who for the most part are willing to help me out), anything to lighten my work load would be much appreciated.
Thank you for those who read this, so now I'll show something I've been working on for the past few days to get my spirits back up.
I believe I previously mentioned that I was going to make my own Ridley PSA, but then scrapped it when BaganSmashBros revealed his Classic Ridley.
Who here remembers the recolors that were made for my now scrapped moveset? Well don't worry, those recolors are still going to be used as recolor options for his Classic Ridley.
Here's a preview of them.
I still need to do some adjustments to the Meta Ridley alt though. You can also see that I've ported the moveset to Brawl as well. I'll also be re-balancing this character. The reason why I'm doing this over Deoxys is because I'm considering scrapping my current progress and turn Deoxys into a true transformation character with the help of Pyotr's advancements.
I'd just recommend you to follow the main tutorial, as with Bagan's method, while it does work, is rather inefficient in the scheme of things. Not to mention, I haven't even tested his method as much as I tested mine, so I wouldn't be surprised if the full skeleton is what's causing the glitch with your custom trophy.