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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Aether on November 09, 2010, 02:18:27 PM



Title: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 09, 2010, 02:18:27 PM
Ridley, The Space Pirate General, finally joins the fray!


(http://img179.imageshack.us/img179/5084/al10111400591binout.jpg)
First and foremost, this wouldnt be possible without StarWaffle's Charizard Vertex. He deserves loads of the credit since it is his vertex that we will be using. Although i did edit his texture a little. Mostly just fixing the color and making the backs of his wings purple instead of yellow.

Current Changes
(Items listed which are not marked through still require images)
AAA - Moves forward with each attack. Third hit is now a bite
Forward Smash - Now a forceful tail whip with a high knockback sweetspot on the tip. This will be edited again before i call it done though. At full charge it can kill every character at 0% damage. WAY too strong lol.
Down Smash - Tail whip then head butt
Forward Air - A forceful bite
Down Air - Ridley's signature tail stab

Dash Attack - Spins across the ground
Down Tilt - Stomps, knocking the opponent upwards
Neutral Aerial - Sweetspot and meteor added on tip of tail
Side Special - On the ground, Ridley shoots a fireball forward which explodes after a few frames. But in the air, Ridley shoots a fireball which curves downward as it goes. When you touch the ground after using it, Ridley automatically fires another fireball

Jumps - Changed
Falls- Changed
Size - He is now 1.35 x Charizard's size. Hitboxes and gfx on all attacks have been increased to take that into account. He is about half a foot or so taller than Samus. This is how he appears during the Melee intro video and the manga. The sizes of bosses always vary during games (Bowser) so they are not a good example, besides, i prefer the intelligent general Ridley over the mindless giant monster Ridley

Moveset Changes
(http://img440.imageshack.us/img440/58/al1011131754binout.th.jpg)
(http://img163.imageshack.us/img163/9182/al1011131756binout.th.jpg)
AAA
The first two claw swipes now have a huge graphic effect. The third hit is now a bite. This is most useful if you mix grab pummels and releases in with it to extend the combo

(http://img197.imageshack.us/img197/9559/al10111317562binout.th.jpg)
Down Tilt
Charizard's stomp has now been moved to his Down Tilt instead of Down Smash. It has been weakened respectively of course

(http://img687.imageshack.us/img687/5629/al1011131758binout.th.jpg)
(http://img139.imageshack.us/img139/3652/al10111317561binout.th.jpg)
Forward Smash
A forceful tail whip. Has a high knockback sweetspot on the tip. Also does damage behind him as the tail
moves back into its original position

(http://img337.imageshack.us/img337/1404/al1011131757binout.th.jpg)
(http://img151.imageshack.us/img151/2103/al10111317581binout.th.jpg)
Down Smash
Slams his tail behind him then bucks his head into the air. Both parts of the attack have different timing, trajectory and knockback. The tail knocks to the side, while his head knocks into the air.

(http://img585.imageshack.us/img585/9395/al10111317591binout.th.jpg)
Forward Aerial
A forceful bite

(http://img257.imageshack.us/img257/2126/al10111400594binout.th.jpg)
(http://img543.imageshack.us/img543/4455/al1011131800binout.th.jpg)
Down Aerial
Ridley's Signature Tail Stab. Perfect for meteoring people who try to recover low. Just float it over the edge and enjoy lol

(http://img228.imageshack.us/img228/5435/al10111318011binout.th.jpg)
(http://img502.imageshack.us/img502/5963/al1011131802binout.th.jpg)
(http://img716.imageshack.us/img716/5032/al10111318021binout.th.jpg)
Side Special
On the ground, Ridley shoots a small exploding fireball forward. In the air, Ridley shoots a curving fireball which staggers and does damage but does not knock. *This attack is still in development and its not considered finished*

Current Progress
Model: 100%
Animations: 90%?
PSA: 80%
Other: 25%?

CREDITS
Aether (Animations and some PSA)
Weyard (Some PSA)
Cuddly-Metaknight (Aerial Side Special-Fireball)
SDo0m InCaRnAtI0n (Ground Side Special-Fireball)
Fliptocat (CSS Portraits and Pictures)
Get A Load Of This! (Video)

WHAT WE NEED FROM YOU
-Someone who can give him a pound similar to "Bowser's Down Special", as Ridley's Grounded Up Special Basically, make him jump up into the air then pound instead of Fire Spin. Keep the air version the same though
-Someone who can make a dash attack (similar to Ike's) over Ridley's Neutral Special Its going to end up being his Side Special but I need it over his Neutral Special because i plan on swapping his fireballs with it once finished. Plus it gives you 3 animations to work with instead of 1 if you were building it on his Side Special
-Someone who knows how to fix the glitch which causes him to shoot a second fireball when he hits the ground
-Ideas for Down Special
-Ideas for the rest of the unchanged attacks (Up smash, Up Tilt)
-Testers. There arent any glitches or anything. I just need to know how to balance him.
-PICTURES. Seriously, the only camera I have is on my DSi. The results arent exactly good. I will need one picture for each changed attack plus a HUGE picture for the top of the page to showcase him
-VIDEOS!!!! After its finished, to show it off  :af:

PLEASE Download this and test it out. We REALLY need your feedback. This is going to be available to the entire community, so you could atleast tell us what you want to see.

As for the current download, i uploaded it on my DeviantArt since some people dislike Mediafire and Megaupload. Its normally an art site, but i found out how to upload files as well.

NEWEST DOWNLOAD:

Ridley Version 1.1

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13562&Moderated=All
Included is a Metroid Other M Ridley Texture.

If you would rather use another texture...
Here is Cuckoo's Recolor pack
http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Name=%25Ridley+%25&ByUser=%25Cuckoos%25&Credit=%25&Info=%25&Thumb1=%25&Type=%25%25&TypeAlt=%25
And here is StarWaffle's original texture
http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Name=%25Ridley%25&ByUser=%25StarWaffle%25&Credit=%25&Info=%25&Thumb1=%25&Type=%25%25&TypeAlt=%25


Once the download is finished, extract the folder from the .rar. Then move them into Charizard's folder on your SD Card. But if you dont know that, why are you even here : \

It includes
FitCharizard00.pcs/FitCharizard00.pac (Vertex and Texture)
FitCharizard.pac (PSA Moveset)
FitCharizardMotionEtc.pac (Animations)

EXTRAS
(http://img195.imageshack.us/img195/483/ridley.png)
(http://img301.imageshack.us/img301/483/ridley.png)
(http://img225.imageshack.us/img225/9376/ridleyname.png)
(http://img257.imageshack.us/img257/1376/infstc.png)

VIDEOS
http://www.youtube.com/watch?v=U_e280CbSLg



Credit will be given to anyone who helps with anything.


Title: Re: Project RIDLEY PSA
Post by: EternallyBlueTeam on November 09, 2010, 02:27:46 PM
I can make some picture's for you if you want :D.
I won't be able to make a video of it because I have a PAL brawl and then you will have a video with no sounds and that sucks. Keep up the good work!


EBT.


Title: Re: Project RIDLEY PSA
Post by: ChaosInvoker on November 09, 2010, 03:12:39 PM
I could make a video when I have time, you'll have to pardon the quality though as my capture card only provides satisfactory quality!

Here's an example of one I did for DivineOverloard:
http://www.youtube.com/watch?v=0tQHjGfYVo4

I know, it's not bad, but it's still not great either  :-\

This looks like a cool idea, can't wait to see it finished!


Title: Re: Project RIDLEY PSA
Post by: ShadowMarth on November 09, 2010, 03:13:09 PM
Awesome! But I just got a FS idea.
When he uses it, he jumps up and goes in to the background( Ex: when u get a lugia it flies up and centers its self in the background)And spits out a giant fireball up into the air and after about 3 seconds it falls from the sky and when it hits it explodes with a giant explosion killing everyone on stage.


Title: Re: Project RIDLEY PSA
Post by: SiLeNtDo0m on November 09, 2010, 03:20:45 PM
It's about time someone made this!! I'm so excited to use this!  Ridley is badass and needs more love.


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 03:48:21 PM
Huge Post Incoming.

The main thing we need right now is someone familiar with ThrowN projectiles. We were planning on giving him a standard Fireball as his forward B, however after countless attempts, the best I'v managed to get is the fireball's graphic effect, appearing at the frame1 ThrowN point, then disappearing, without the hitbox activating. The only guide I'v been able to find for it was done by JoeGrandma, but it's more of a quick summary of the process rather than an actual guide. Here is his explanation in it's entirety if anyone needs to see it.

I don't know how useful this is, making a projectile by deleting hitboxes and inching them forwards is not only inconvienient, but also looks really weird when someone shields through it.

Instead, I recommend making a custom animation, and in that animation, just animating the ThrowN bone. It's invisible and doesn't stretch your body, and you can utilize keyframes instead of typing in every x-offset for every frame. In PSA, just attach your hitboxes and GFX to the ThrowN bone and you're set! A projectile that moves and only hits once, with minimal work!

Let's say that you wanted to shoot out a fireball that moves forward in a straight line forwards, specifically, 50 scalars forwards and it moves forward for 30 frames.

Open the animation that you want to change in Brawlbox using the Model Previewer. On the left side, under "Bones," go to the last bone, which should be ThrowN.

On Frame 1, change the translations to x=0, y=5, z=0. Get rid of all keyframes for the ThrowN bone, and go to Frame 30, and change the translations to x=0, y=5, z=50. You can use these numbers to change where it goes, and you can even use multiple keyframes to make your projectile move in a non-linear path!

Go into PSA and just create an offensive collision that is attached to the ThrowN bone and lasts 30 frames.

For the GFX, you will most likely need to do this, to make sure it travels and appears for all 30 frames:

Set Loop 30 Times:
Graphic Effect
Synchronous Timer: Frames=1
Execute Loop

I hope that clears things up!

Also, on a side note, I noticed that my name is quoted as "GrandmaJoe" on the OP.



Awesome! But I just got a FS idea.
When he uses it, he jumps up and goes in to the background( Ex: when u get a lugia it flies up and centers its self in the background)And spits out a giant fireball up into the air and after about 3 seconds it falls from the sky and when it hits it explodes with a giant explosion killing everyone on stage.


A while ago when we were thinking about his FS, our best idea was kinda similar to that. Our version was, that he flies up, then swoops across the stage a few times, dropping fireballs beneath him. Possible bringing the camera up so that you can't see the floor of the stage (like Olimar's), then doing set damage and Knockback. Not that I have any idea how to accomplish this. I'v never even touched a Final Smash in psa.



I could make a video when I have time, you'll have to pardon the quality though as my capture card only provides satisfactory quality!

Here's an example of one I did for DivineOverloard:
[url]http://www.youtube.com/watch?v=0tQHjGfYVo4[/url]

I know, it's not bad, but it's still not great either  :-\

This looks like a cool idea, can't wait to see it finished!


We probably won't be needing videos until it's almost completed. We have a small digital camera that can also record lame videos. Hopefully the capture card you're talking about has better quality than this lol.



Aether needs to update the CP with some of this and replace in the Vault download instead of the file from his DA. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13562&Moderated=All


First things first, we need someone to make him have this ThrowN based Fireball as his forwardB, or explain to me, in detail, how to set it up in PSA.


However, all feedback is greatly appreciated. If you've downloaded the psa and have any advice/suggestions, please comment and let us know.



Title: Re: Project RIDLEY PSA
Post by: Aether on November 09, 2010, 04:24:31 PM
I can make some picture's for you if you want :D.
I won't be able to make a video of it because I have a PAL brawl and then you will have a video with no sounds and that sucks. Keep up the good work!


EBT.

Sure, if you dont mind, take a screenshot of each of his changed attacks then post them thumbnail-sized here. Then ill add them to the first post.

As you can see from the picture up there, my camera fails : /

-----
Im working on a few new changes at the moment and will update the first post when completed. Trying to fix the hitbox on his forward aerial.


Title: Re: Project RIDLEY PSA
Post by: Szasz on November 09, 2010, 04:34:31 PM
Use the stomp from Metroid prime 1: trilogy. either down smash or whatevs.

Seriously though, sounds cool so far. Is there much of a change in damage/speed/gameplay? also what version of brawl is this designed for?


Title: Re: Project RIDLEY PSA
Post by: milliondollar mistake on November 09, 2010, 04:36:32 PM
I have a FS idea, for those of you that played Metroid other m, remember that attack he would do when he would fly to the top of the stage and shoot down a fireball, and when it hits the ground it explodes, sending a firery shock wave across the arena? I'll try and find a vid


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 04:38:48 PM
Use the stomp from Metroid prime 1: trilogy. either down smash or whatevs.

Seriously though, sounds cool so far. Is there much of a change in damage/speed/gameplay? also what version of brawl is this designed for?

DownSmash is finished already. He lunges into the ground, in sort of a bucking motion, with his tail hitting behind him in a large range, while opponents infront of him are hit with a headbutt. The front and back hitboxes are different, the back hits at a range similar to Marth's forward smash, while the headbutting portion only hits if they make direct contact with his head during the animation. It looks pretty awesome as well.
We could probably use a stomping sort of hit for his downtilt.

Almost all of his attributes have been changed. We use it on Balanced Brawl right now.

I have a FS idea, for those of you that played Metroid other m, remember that attack he would do when he would fly to the top of the stage and shoot down a fireball, and when it hits the ground it explodes, sending a firery shock wave across the arena? I'll try and find a vid

Thats almost the exact same thing one of the earlier posters suggested. It will most likely end up being something similar to that.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 09, 2010, 04:42:21 PM
he plays faster and stronger than charizard, but is a little more frail. Weight, gravity, air mobility and velocity have all been changed to make him unique in the air.

its not really being designed for any specific version. But right now it can keep up with the Dark Samus psa. Weyard is trying to upload a vid between them right now.

I think i might just give him Charizards stomp as his Down Tilt.


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 04:45:07 PM
Stupid Kodak camera takes hours to load the videos and pictures before I can even start uploading it online. It'll still be a while before I get it uploaded.

he plays faster and stronger than charizard, but is a little more frail. Weight, gravity, air mobility and velocity have all been changed to make him unique in the air.

its not really being designed for any specific version. But right now it can keep up with the Dark Samus psa. Weyard is trying to upload a vid between them right now.

I think i might just give him Charizards stomp as his Down Tilt.

I wouldn't say it keeps up with it. If both were set to computer players Dark Samus would probably 3 stock it. I used a sideways wiimote while you used a gamecube controller if you'll recall. It wasn't an even match  :>.>:


Title: Re: Project RIDLEY PSA
Post by: X on November 09, 2010, 04:47:25 PM
I like the FS ideas that I've seen with the fire ball bursting and sending the shockwave that kills everyone.

But how about having a less cheap FS where Ridley locks a character who's very close to him in place and goes off stage to fire three fireballs (like the ones that Meta Ridley fires in Boss Battles) where the first two are smaller and do maybe 5-15% damage and then a bigger one that does roughly 15-30% and sends that character locked in place flying for a distance?

Or is that not possible?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 04:48:32 PM
I like the FS ideas that I've seen with the fire ball bursting and sending the shockwave that kills everyone.

But how about having a less cheap FS where Ridley locks a character who's very close to him in place and goes off stage to fire three fireballs (like the ones that Meta Ridley fires in Boss Battles) where the first two are smaller and do maybe 5-15% damage and then a bigger one that does roughly 15-30% and sends that character locked in place flying for a distance?

Or is that not possible?

So would that be, the first 2 fireballs only hitting one character, while the last one hits everyone on the stage (only giving knockback on the final hit?)

I'm not really sure whats possible.
Most of the new Final Smashes I'v saw in the vault aren't very complex so maybe it's a lot more complicated than it sounds to make them work correctly.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 09, 2010, 04:49:53 PM
IDK whats possible really lol. We need someone with experience haxing final smashes


Title: Re: Project RIDLEY PSA
Post by: milliondollar mistake on November 09, 2010, 04:53:09 PM
well I got the video, just skip to 0:30 if you want to see that specific move or watch the entire thing to get ideas.
http://www.youtube.com/watch?v=sahJs_xtc_8


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 04:54:46 PM
well I got the video, just skip to 0:30 if you want to see that specific move or watch the entire thing to get ideas.
[url]http://www.youtube.com/watch?v=sahJs_xtc_8[/url]


Ya. I also want to change his neutral A so that he moves forward a bit, like he does in Other M.

IDK whats possible really lol. We need someone with experience haxing final smashes


I'm answering posts before you. 
(http://www.myfacewhen.com/thumbs/tn_329.jpg)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 09, 2010, 04:58:17 PM
that could work as his aerial Side Special too. The shockwave would be complicated though.
I also need to make him move forward during his jab combo like he does in MOM



Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 05:07:25 PM
that could work as his aerial Side Special too. The shockwave would be complicated though.
I also need to make him move forward during his jab combo like he does in MOM

stop hijacking my thread :/



(http://www.myfacewhen.com/thumbs/tn_338.jpg)
I'm not hijacking. If I was hijacking I'd have a box cutter or something since those seem to work so well.



The shockwave can just be a graphical effect for when you miss with the aerialForwardB. Just make it have the last hitbox really big and set with IF's, so it activates when the collision/throwN hits the ground. There are a bunch of graphical effects for shockwaves like that. BUT WE NEED A WORKING FIREBALL FIRST.



EDIT: Kodak says the video file is broken...apparently it thinks I recorded a video of Metaknight or something like that. So my video of this Ridley is on hold for a while.


Title: Re: Project RIDLEY PSA
Post by: irishladdie727 on November 09, 2010, 06:16:36 PM
ONE PROBLEM. He's TINY right now. Samus is taller.  He needs a one-slot size mod like Viewtiful Joe to make him proper Ridley Size.  When he gets a super mushroom, he's just slightly bigger than Bowser, which seems about right to me, so if somebody could find the bones or animations that control the the super mushroom size switch, we could play with those so that it's on all the time for Ridley.  Or we could do the one-slot size mod if anybody knows how to do that.


Title: Re: Project RIDLEY PSA
Post by: Quickman on November 09, 2010, 06:16:45 PM
Dunno if this has been mentioned or not, (I'm to lazy to read right now.) Or if you have already thought of it, but I hope that for his neutral special you will be doing something along the lines of him shooting fireballs. (Fireballs? YUM!)


Title: Re: Project RIDLEY PSA
Post by: donkeykongrules on November 09, 2010, 06:23:23 PM
for down-special, you can make it like squirtle's down smash, except with fire.


Title: Re: Project RIDLEY PSA
Post by: Gamma Ridley on November 09, 2010, 07:11:40 PM
I love you.

Also, for his Side Special, would it be possible to incorporate his charge from Prim 1/Corruption? As in, hold B to charge it, and let go to charge forward. Similar to Ike, I suppose.


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 07:52:23 PM
ONE PROBLEM. He's TINY right now. Samus is taller.  He needs a one-slot size mod like Viewtiful Joe to make him proper Ridley Size.  When he gets a super mushroom, he's just slightly bigger than Bowser, which seems about right to me, so if somebody could find the bones or animations that control the the super mushroom size switch, we could play with those so that it's on all the time for Ridley.  Or we could do the one-slot size mod if anybody knows how to do that.

Ya he is a bit small. He would need to be as tall as Bowser or just a few inches taller than Samus to be wholly accurate. However, during battle it isn't that noticeable. The creator of the model did such a good job that you don't really notice things like that.



Dunno if this has been mentioned or not, (I'm to lazy to read right now.) Or if you have already thought of it, but I hope that for his neutral special you will be doing something along the lines of him shooting fireballs. (Fireballs? YUM!)

I can't even get a single fireball to work as his forward B, so I don't know if we'll even be changing his neutral B. Right now it's just the normal fire breath. If I can get the fireball to work, I can just offset it, so that it bobs up and down a bit like his fireballs from SuperMetroid. We might end up replacing his firebreath with these fireballs and do something else for the forwardB, I just don't know at this point and it's up to Aether.



I love you.

Also, for his Side Special, would it be possible to incorporate his charge from Prim 1/Corruption? As in, hold B to charge it, and let go to charge forward. Similar to Ike, I suppose.

Right now, the ForwardB is planned to be a fireball. We might end up having him doing some sort of charge/dash or something instead though. It probably wouldn't take much work to make him have a dash like Ike's. We have to get the ThrowN projectile worked out before we can really go much further in his B move set.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 09, 2010, 08:02:20 PM
Great job Aether! At least it seems at least you have something done unlike many "projects", I'll look forward to this.


Title: Re: Project RIDLEY PSA
Post by: Quickman on November 09, 2010, 08:06:57 PM
I just realized, will his up special be like pit's? Or will you just leave it be?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 09, 2010, 08:52:44 PM
Great job Aether! At least it seems at least you have something done unlike many "projects", I'll look forward to this.

He's actually working on it kinda fast as well. Most of the projects going on right now are moving at a horrendously slow rate, while we should have this finished in a few weeks/months.



I just realized, will his up special be like pit's? Or will you just leave it be?

I think it's going to be left virtually the same. I'd like to make it so you can move it during the animation, like Metaknights forward B, but I don't know if that's possible. Aether kept it the same because it is his only means of recovery right now because he can't glide anymore for some reason. We'll have to fix that.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 09, 2010, 09:09:19 PM
Great job Aether! At least it seems at least you have something done unlike many "projects", I'll look forward to this.

He's actually working on it kinda fast as well. Most of the projects going on right now are moving at a horrendously slow rate, while we should have this finished in a few weeks/months.



I just realized, will his up special be like pit's? Or will you just leave it be?

I think it's going to be left virtually the same. I'd like to make it so you can move it during the animation, like Metaknights forward B, but I don't know if that's possible. Aether kept it the same because it is his only means of recovery right now because he can't glide anymore for some reason. We'll have to fix that.

Great to know! But don't over do it guys, PSA is known for causing boredom and fustration and people tend to normally quit or halt their stuff as it requires a lot of work and patient.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 07:41:01 AM
EDIT
Check the first post for updates!
New Download is also up! Please, download it and test it out. Tell me what you think.

I just realized, will his up special be like pit's? Or will you just leave it be?

I think that it will be left the way it is. I dont have much experience with changing Specials in PSA and have no idea how to even begin. I would like to have him keep it the same in the air, but with a choice, similar to Wolf's Up B or Metaknight's Side B. Either let you choose a direction from the start, or aim it the entire time. On the ground i would like for him to jump up then pound.

I love you.

Also, for his Side Special, would it be possible to incorporate his charge from Prim 1/Corruption? As in, hold B to charge it, and let go to charge forward. Similar to Ike, I suppose.

I'd like that. Right now though we need a working fireball projectile over his Side B. Then i can swap it over his fire breath and start on the dash.


I dont know if its possible to change their Down Special though. Since they have to swap out with the other Pokemon. I know theres a code that makes them complete separate characters but i dont know how to make codes work. I put it into the gct file on my SD card but i have no idea how to activate it. I use stack smash on an unmodded wii so i dont have the channel that does it.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 07:46:21 AM
I'll later paste my code here, it's a CSS organized which have them separated, as well ZSS separated from Samus and Zelda/Sheik (Of course, Samus/Zss are still the same as if you picked ZSS while pressing L, and Zelda/Sheik still swap using Down B, it's only the Pokemons that are treated diferent, AND, you'll have the option to use them together since the PTrainer is there as well.)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 07:59:43 AM
ok thanks. Could you explain it step by step how to use it also?
I dont really know where to put those sort of things on the SD card or how to activate them if needed...
Like with the CodeManager thing, i added the codes to the gct, but theres no place on the gecko menu or anything to select which codes to use. It just loads up balanced brawl without the other codes. And there arent really any guides about it. They all assume you have hombrew channel, which i dont.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 08:02:45 AM
You don't have a HBC? How are you using these PSAs on your Wii?


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 08:08:53 AM
StackSmash Method. It loads Gecko off your sd card using the stage builder. Its the only way to do it without modding your wii, which my parents wont let me do xD


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 08:23:50 AM
I still wonder how can parents know a thing about Wii and modding.  :>.>:

The StackSmash method, on your SD, there should be a .GCT file, am I wrong? (Use the Search tool and look up for GCT and see if it shows up)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 08:27:19 AM
Yeah, there is. Iv already used the CodeMgr.exe and added the codes to it. But they do not work in game.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 08:31:03 AM
File Patch code is included?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 10, 2010, 08:47:20 AM
I still wonder how can parents know a thing about Wii and modding.  :>.>:

The StackSmash method, on your SD, there should be a .GCT file, am I wrong? (Use the Search tool and look up for GCT and see if it shows up)

The only thing our parent's know about it, is that when modding any game system, there is a chance that it will become bricked and rendered un-usable. This is enough for them to say no to modding.



Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 08:55:04 AM
My parents have no idea what I do with the Wii they gave me, and they know I mod it and just once my mother asked if it could die, all I say is "That's what the backup is for, I know what I'm doing!", and brag. Bragging helps a lot actually.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 09:39:09 AM
idk. What is a file patch code?
I got the codes from here http://www.geckocodes.org/index.php?c=RSBE01. Then used the CodeMgr with the skull icon to add the codes to the RSBE01.gct which is under "codes" on the root of my sd card. Went to stage builder, loaded up gecko and then nothing. They werent active.


*EDIT*
Apparently i dont have a file patch code. I found a place in the options on gecko about file patching and after setting it to yes my game wouldnt load. So thats the problem. Where do you get it? It wasnt on the page with the codes that i got originally.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 10:32:35 AM
Try adding these:
Code:
File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 3D009034
* 61089D94 7C034000
* 4082003C 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000

Characters

Custom CSS V3 Phoenix Custom v1 [based on spunit262]
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900d8 00000008
* 2c170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 0000002D
* 28000206 03070811
* 2801090E 1604131B
* 21121A0D 0F1F2925
* 5D0B2605 0C141017
* 205E1927 28152422
* 18235C0A 28282828

Regular Zelda Icon (CSS) [spunit262]
* 046900E8 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262]
* 80693D50 38800004
* 06693D6C 00000008
* 38000000 3880000F
* 046900E8 60000000
* 04697F58 60000000
* 04697EEC 60000000

CSS Fix [Phantom Wings]
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
* 06407BD0 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* C2684964 00000007
* 881400B8 2C00003F
* 41A00028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
* C2684940 00000002
* 9BB400B8 57BD06BE
* 2C1D001B 00000000
* 040AF8D4 546025B6
* 040AF964 546025B6
* 040AF830 546025B6
* 040AF528 546025B6
* 040AF810 546025B6
* 040AF880 546025B6
* 040AF848 546025B6

Custom Random V1 [spunit262]
* 06685824 0000000C
* 3C608068 7C630214
* 88630E80 00000000
* 046857F0 3AE00028
* 06680E80 00000028
* 00090713 02141121
* 060C0D25 0A0E0F0B
* 19161505 03041824
* 011A1F08 23201B5D
* 5E5C1017 26271222
Also it'd be good if you copy-paste the codes you're using on your .GCT from the .TXT you stored them.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 10:47:26 AM
I think i see the problem anyway, since i didnt have a CSS code it was just making me play as Pokemon Trainer, not Charizard Separate. So there was no way of knowing if they were working or not.
Going to test it now.

*EDIT*
Still nothing. I might have did something wrong though.
I copied what you posted, then saved it as a .txt. Then opened with the code manager, specified RSBE01 on the top left then exported to the .gct on the sd card.
Am i missing something?


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 11:09:57 AM
Hmm, once I come back I'll help you with this (Got to go to my girlfriend's house)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 11:19:34 AM
k. Take your time. Codes may just not work if you use stacksmash on an unmodded wii : /

If i can get my old wii fixed this christmas i plan to fully hack one of them anyway.


Title: Re: Project RIDLEY PSA
Post by: Akiba Red on November 10, 2010, 03:23:23 PM
Wait what? You don't use stacksmash to load codes...you use Gecko OS with the file patch code...


Title: Re: Project RIDLEY PSA
Post by: songeflemy on November 10, 2010, 03:29:46 PM
Are you guys still in need of pictures? Because I can help that out with that.


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 10, 2010, 03:44:48 PM
Are you guys still in need of pictures? Because I can help that out with that.

Sure, if you have a high quality method of obtaining them. I think someone else was supposed to be taking them, but he hasn't posted back yet. We can just add every picture we get to the OP anyway.

We need a picture demonstrating each of these attacks, posted here as a thumbnail preferably.

Neutral A combo.

Forward Smash. Get the picture of it right before the tail hits the ground I guess so you can see more of it.

Down Tilt.

Down Smash. We'll need at least 2 pictures for this one. One focusing on where his tail is going during the animation, and another showing where his head is during the animation. I was thinking maybe take the picture as you are hitting an opponent from each side so you can see the difference in the hitbox for each side of the attack.

Forward Air.

Down Air. Picture needs to be when his tail is fully extended.

Dash Attack.

I think that's about it for now.  No one has commented back about the fireballs yet, so the rest of his B moves are on hold for now.

* I just finished his Other M texture/slight vertexing and it will be included in the download starting Tomorrow morning, so wait until sometime tomorrow before you do the pictures....if you haven't already started.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 10:48:51 PM
Wait what? You don't use stacksmash to load codes...you use Gecko OS with the file patch code...

-.- Im loading Gecko through the stage builder on an unmodded wii. Every time i add codes to the .gct using the code manager they do not work. I have no idea what the file patch code is or where you get it, thats why im asking for an explaination.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 10, 2010, 10:58:45 PM
Aether, post here the codes you're actually loading, or none of the codes load? Also, you put them in the "codes" folder on the root of the SD? Named RSBE01.gct? Also, when using Gecko, when loading the game, does it says "No Codes Found."?


Title: Re: Project RIDLEY PSA
Post by: Aether on November 10, 2010, 11:20:01 PM
The only thing that is actually loading is Balanced Brawl, although i didnt have to go through any of this to use it. I just unzipped the .rar and it automatically formated the sd card and it was ready to go.

Im using the codes that you gave me earlier. I loaded them into the code manager, checkmarked them and exported to RSBE01.gct, which was already in the codes folder on the sd card. When i load the game through gecko it says "SD codes found" then boots Balanced Brawl, with none of the new codes activated. Under the Configure Options, there is an option that says "SD Codes" and it is set to yes. Above it is "SD File Patch" and it is set to no. When i set it to yes, then try to boot the game it says "No File Patch Code found" then returns to the gecko menu. However the checkmarked the File Patch Code v3.5.1 (NTSC-U) on the Code Manager.

I know i am missing a crucial step here


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 11, 2010, 05:56:06 AM
First, what we're trying to achieve is to get you the Character Selection Screen to have the PT'S Pokemons separated, have you checked that? (On the other hand, if your game loads textures and all that, right? if so, Balanced Brawl's .gct have the File Patch Code already)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 10:31:32 AM
NEVERMIND. I found it. Apparently there was two different RSBE01.gct on my sd card. One under "codes" on the root and another under DATA>-GECKO>-CODES.
After i exported codes to the second one they worked.

Although Charizard cannot use a final smash. When you break open a Smash Ball it just disappears and he doesnt glow. Is there a separate code that allows them to have final smashes?



On Topic:
Weyard is working on a Metroid Other M Ridley texture. I will update the first post whenever he is done.
Other than that im calling this finished for the time being. He is very much playable. He still needs his Special Attacks changed, but that will have to wait until we can get some help with his fireball.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 11, 2010, 11:21:38 AM
It's supposed to be on "No", but I think you do have the File Patch on that .gct you downloaded, what we're trying to achieve is to separate the 3 Pokemons from Pokemon Trainer, or was it something else? Now I'm lost xD


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 12:23:26 PM
Nah iv got it now. They are separate. I was just wondering why Charizard cant obtain a smash ball. When you break it open it disappears but he doesnt glow and cant use his final smash. Is there a code or something that allows him to use it?


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 11, 2010, 12:28:16 PM
Hmm... That's weird, but for that, better get help in this Forum's PSA Help Section (http://forums.kc-mm.com/index.php?board=17.0), I can't help you there I think. xD


Title: Re: Project RIDLEY PSA
Post by: SmashClash on November 11, 2010, 12:29:28 PM
Nah iv got it now. They are separate. I was just wondering why Charizard cant obtain a smash ball. When you break it open it disappears but he doesnt glow and cant use his final smash. Is there a code or something that allows him to use it?
It's because you're playing with the single CSS slot of Charizard. Click on PKMN Trainer's Charizard Slot.


Title: Re: Project RIDLEY PSA
Post by: Albafika on November 11, 2010, 12:32:12 PM
Nah iv got it now. They are separate. I was just wondering why Charizard cant obtain a smash ball. When you break it open it disappears but he doesnt glow and cant use his final smash. Is there a code or something that allows him to use it?
It's because you're playing with the single CSS slot of Charizard. Click on PKMN Trainer's Charizard Slot.

Hmm, if that's the case, there's no way of using Charizard's Down B for an Special Attack, and have him have the Final Smash? (Separating him from the rest?)


Title: Re: Project RIDLEY PSA
Post by: SmashClash on November 11, 2010, 12:49:03 PM
You might be able to, but for less trouble, just pick PKMN Trainer's CSS Icon.


Title: Re: Project RIDLEY PSA
Post by: Cuddly-Metaknight on November 11, 2010, 12:55:02 PM
Hey, I made a decent Fireball for my Bowser Jr. moveset. Would you want me to make one over his Side B?


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 01:14:15 PM
If i cant get one to work on my own then sure. Actually , i might be able to use his fireball as an example. IDK why i never tried that lol.

Im going to attempt giving him a simple down special just to see how it would work. If it does, then i can give him what i want (a chargeable roar attack preferably)


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 11, 2010, 01:23:10 PM
Hey, I made a decent Fireball for my Bowser Jr. moveset. Would you want me to make one over his Side B?


I tried copying all of the Neutral B (heavy) information into Charizard's Forward B subaction, then went into the Special section of Bowser Jr and copied all of it into Charizard's. I then changed all of the subaction references to fit Charizard's. However in-game, after firing the fireball, which works fine, he disappears and doesn't reappear. It won't let me move or be attacked. Its as though the character is just gone.

So if you don't mind, can you do it? Here's the updated files: http://www.deviantart.com/download/185603888/ridley_pac_by_aetherech0s-d32i4vk.rar  Good luck  :kdance:


Title: Re: Project RIDLEY PSA
Post by: Quickman on November 11, 2010, 02:40:31 PM
Just a question. I was playing with the V2 update or whatever (the first update you released after starting). And I used his side B and a wierd blue rock came out. What was it?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 11, 2010, 02:52:48 PM
Just a question. I was playing with the V2 update or whatever (the first update you released after starting). And I used his side B and a wierd blue rock came out. What was it?

Before we started his moveset, I put a Phazon texture over his rock. While his ThrowN is already going  forward in the path the fireball was meant to take. In that version, the rock is still set to appear, so it shows it lol. The new version's sideB shoots the fireball but he then disappears or T frames. I'm working on it.

Just don't use his SideB in any of the versions until we state that it's safe/usable.



Still waiting for Cuddly-Metaknight to respond and tell us whether he/she is going to do the fireball for us.


Title: Re: Project RIDLEY PSA
Post by: SKLLedOne on November 11, 2010, 03:30:40 PM
for some reason, the f-smash still does the origional animation, but with the hitbox on the tail (in other words, it doesn't work very well...)
Is that normal?


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 03:47:04 PM
I just played as it a second ago and it was fine. Maybe you didnt include the FitCharizardMotionEtc.pac. Check and make sure you put it on your sd card. If it still doesnt work then re-download it.
http://fc07.deviantart.net/fs71/f/2010/315/d/a/ridley_pac_by_aetherech0s-d32i4vk.rar
His forward smash is supposed to be a quick sweeping tail whip. It should hit with the whole tail, with a heavy knockback sweetspot on the tip. His tail also does light damage as it returns to it's wait1 position behind him.


Title: Re: Project RIDLEY PSA
Post by: SKLLedOne on November 11, 2010, 04:01:23 PM
is this hack compatible with RiiVolution?


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 04:28:29 PM
no idea lol. But if thats what you are using and the animations still dont work then i suppose not : /

Does it read a different format for animations or something?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 11, 2010, 04:39:46 PM
is this hack compatible with RiiVolution?
Does RiiVolution not use normal fitmotions? I'm not familiar with it. This one has been made and tested on Balanced Brawl only, so I'm not sure if it's compatible with any of the other types. I wasn't aware that there was any real difference in the files that they used.


Title: Re: Project RIDLEY PSA
Post by: SKLLedOne on November 11, 2010, 05:14:55 PM
Everything else loads except for the fitmotion...the psa, the textures, the size...only the fitmotion doesnt work...weird...

I tried replacing some of his animations using brawlbox (which I have done before with Toon Link with moderate success) but it didn't change anything at all


Title: Re: Project RIDLEY PSA
Post by: Fliptocat on November 11, 2010, 06:12:00 PM
I like the way this is going. Keep up the good work!
^Are you using Brawl+? I've heard some FitMotions won't work with it.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 11, 2010, 06:37:15 PM
Well once this is completely finished i can get someone who is experienced with that sort of thing to edit this and make a Riivolution or Brawl+ version.


Title: Re: Project RIDLEY PSA
Post by: SKLLedOne on November 11, 2010, 06:49:40 PM
sounds good!  (The only real problem for me is the f-smash, so I'll be good till then!)


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 11, 2010, 07:27:18 PM
sounds good!  (The only real problem for me is the f-smash, so I'll be good till then!)

Wait, so the forward smash is the only one not working now? For me it looks completely differently in-game than it does in BrawlBox. It looks sort of clunky in-game. It might just be a little glitchy and for some reason won't show up for you. The animation came from one of his Edge-raise up attack animations I think if you wanna look for it and replace it in.

-----------------------------------------------------------------

Still no luck with the fireball.

@Cuddly-Metaknight

If you haven't saw the post where I mentioned it yet, would you please make the fireball for us? I've literally tried every thing I can think of, yet I still end up with one major problem or another.


Title: Re: Project RIDLEY PSA
Post by: Quickman on November 11, 2010, 08:06:09 PM
I like the way this is going. Keep up the good work!
^Are you using Brawl+? I've heard some FitMotions won't work with it.
That's not it, I use Brawl + and it works just fine for me.


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 11, 2010, 08:51:39 PM
I like the way this is going. Keep up the good work!
^Are you using Brawl+? I've heard some FitMotions won't work with it.
That's not it, I use Brawl + and it works just fine for me.

I don't get it then. I've heard that Brawl+ has some weird specifications about .pacs and such, but I haven't heard anything about fitmotions randomly refusing to work.

----------------

I'm taking a break from this Ridley for a while to work on another project.


Title: Re: Project RIDLEY PSA
Post by: Aether on November 12, 2010, 12:50:45 PM
UPDATE
NEW TEXTURE NOW INCLUDED IN DOWNLOAD

The download now includes the Metroid Other M Ridley Texture. This is the one we will be using from now on.
http://fc08.deviantart.net/fs71/f/2010/316/b/7/ridley_pac_by_aetherech0s-d32i4vk.rar
Once again, DO NOT USE SIDE SPECIAL. We are currently trying to give him a fireball and it isnt working. IT WILL CAUSE THE GAME TO FREEZE.
We are trying to get someone to make a fireball but he hasnt responded yet : /


Title: Re: Project RIDLEY PSA
Post by: SiLeNtDo0m on November 12, 2010, 01:21:41 PM
What kind of fireball do you want him to do?  Are you trying to create an actual projectile or a fake projectile?  If a fake projectile fireball, I can definately try help you out there ;)

I really want this PSA to get done asap!  It looks awesome!  There is no love for Charizard barring KJ's Enhanced Charizard and for you to make a fantastic character like Ridley using Starwaffle's vertex is great :D


Title: Re: Project RIDLEY PSA
Post by: Quickman on November 12, 2010, 02:33:26 PM
UPDATE
NEW TEXTURE NOW INCLUDED IN DOWNLOAD

The download now includes the Metroid Other M Ridley Texture. This is the one we will be using from now on.
[url]http://fc08.deviantart.net/fs71/f/2010/316/b/7/ridley_pac_by_aetherech0s-d32i4vk.rar[/url]
Once again, DO NOT USE SIDE SPECIAL. We are currently trying to give him a fireball and it isnt working. IT WILL CAUSE THE GAME TO FREEZE.
We are trying to get someone to make a fireball but he hasnt responded yet : /
I saw the Other M Ridley, it looks pretty cool despite it being pretty much a recolor.


Title: Re: Project RIDLEY PSA
Post by: cuckoos on November 12, 2010, 03:17:07 PM
I think you should just go with the default Ridley texture instead of the Other M recolor. The Other M recolor is just a recolor. It would be better if it were vertex hacked to look like Other M Ridley, but otherwise the only thing somewhat similar would be the color scheme.

Also, I have a Ridley costume pack in my Vault. It was actually uploaded by StarWaffle himself, I just gave him the password to my account, haha


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 12, 2010, 07:00:29 PM
UPDATE
NEW TEXTURE NOW INCLUDED IN DOWNLOAD

The download now includes the Metroid Other M Ridley Texture. This is the one we will be using from now on.
[url]http://fc08.deviantart.net/fs71/f/2010/316/b/7/ridley_pac_by_aetherech0s-d32i4vk.rar[/url]
Once again, DO NOT USE SIDE SPECIAL. We are currently trying to give him a fireball and it isnt working. IT WILL CAUSE THE GAME TO FREEZE.
We are trying to get someone to make a fireball but he hasnt responded yet : /
I saw the Other M Ridley, it looks pretty cool despite it being pretty much a recolor.


I think you should just go with the default Ridley texture instead of the Other M recolor. The Other M recolor is just a recolor. It would be better if it were vertex hacked to look like Other M Ridley, but otherwise the only thing somewhat similar would be the color scheme.

Also, I have a Ridley costume pack in my Vault. It was actually uploaded by StarWaffle himself, I just gave him the password to my account, haha


The only real difference is that the model now has "hip spikes" like the M:OM Ridley. I vertex with Anim8ter and Ridley's vertices are messed up in it, so I can't vertex his head. This is probably all the vertex work that I'l be doing until I can find some way to work on his head shape.

@ Wiikness, I made this texture because I thought I would be able to do some serious vertexing to Ridley's model, but in Anim8ter, his head is resting ground level between his feet. Any changes I make to it do horrible things to his feet, so we're stuck in that department XD.

What kind of fireball do you want him to do?  Are you trying to create an actual projectile or a fake projectile?  If a fake projectile fireball, I can definately try help you out there ;)

I really want this PSA to get done asap!  It looks awesome!  There is no love for Charizard barring KJ's Enhanced Charizard and for you to make a fantastic character like Ridley using Starwaffle's vertex is great :D


We asked Cuddly-Metaknight to make the fireball for us, but he/she hasn't responded so I don't know if he/she has even saw the message. So I'd appreciate it if you'd just do it as well.

I'd prefer if it were a ThrowN projectile if you know how to make those work. They seem to work the most flawlessly. However, if you are already familiar with false projectiles (offset-made projectiles) go ahead do it that way.

For his SideB on the ground:
Just tack a random fire graphic effect on it and I'll change it if needed. If possible, offset up and down ever so slightly as it moves forward, as though it's bobbing. That way it would look more similar to his fireballs from Super Metroid.  Weak damage, forward trajectory, knockback similar to Falco's blaster.  Make it go about as far as Link's Boomerang.

For his Aerial SideB:
Do the same as above, just make it go slant downwards in an angle close to Ness's PK fire. I'm going to add a shockwave hitbox to this one if it misses an opponenet and collides with the ground.


Title: Re: Project RIDLEY PSA
Post by: milliondollar mistake on November 12, 2010, 07:08:29 PM
I have a FS idea, for those of you that played Metroid other m, remember that attack he would do when he would fly to the top of the stage and shoot down a fireball, and when it hits the ground it explodes, sending a firery shock wave across the arena? I'll try and find a vid

so, is that move gonna be done at all, not as a FS of course, but a smaller version?


Title: Re: Project RIDLEY PSA
Post by: Weyard on November 12, 2010, 07:14:50 PM
I have a FS idea, for those of you that played Metroid other m, remember that attack he would do when he would fly to the top of the stage and shoot down a fireball, and when it hits the ground it explodes, sending a firery shock wave across the arena? I'll try and find a vid

so, is that move gonna be done at all, not as a FS of course, but a smaller version?

Since his aerial fire-ball goes downward, I'm going to set it so that if the fireball doesn't collide with another player, it makes a flaming shockwave with a hitbox once it hits the ground.

As for the FS, it's most likely going to be some variation of him flying over and fire-bombing the stage. If we can find someone awesome enough at FS work to do this that is XD.


Title: Re: Project RIDLEY PSA
Post by: milliondollar mistake on November 12, 2010, 07:26:05 PM
cool. =)

I've heard that people have attempted to give a pokemon it's own FS but it failed miserably. But I really hope that you pull it off since your great at PSA's!


Title: Re: Project RIDLEY PSA
Post by: Cuddly-Metaknight on November 12, 2010, 08:11:08 PM
I feel so forgotten :(

http://www.mediafire.com/?1r60e0zlrm9k4a1


Title: Re: Project RIDLEY PSA
Post by: Aether on November 12, 2010, 08:37:57 PM
oh so you made it? We werent sure since you never responded again saying you were for sure going to do it. Thanks. Going to test it out now :D

*EDIT*
Thats perfect for the ground one. Thanks. I still need the air one to go down at a slant more but ill get SDo0m InCaRnAtI0n to make that one. I need to make a new animation for it though since that one looks kind of awkward.
Ill add you to the credits section on the first post when i update it.

So

@ SDo0m InCaRnAtI0n
Just make his air one if you dont mind. In whatever method you prefer (false projectile or throwN). Just have him shoot it downward at a slant. Ill do the shockwave and stuff afterwards.

-----------
Im going to weaken his Forward Smash a little since its broke right now. Maybe work on the hitbox for his Down Aerial. Ill update the first post shortly.


Title: Re: Project RIDLEY PSA
Post by: Cuddly-Metaknight on November 12, 2010, 09:06:37 PM
oh so you made it? We werent sure since you never responded again saying you were for sure going to do it. Thanks. Going to test it out now :D

*EDIT*
Thats perfect for the ground one. Thanks. I still need the air one to go down at a slant more but ill get SDo0m InCaRnAtI0n to make that one. I need to make a new animation for it though since that one looks kind of awkward.
Ill add you to the credits section on the first post when i update it.

Your welcome. If you need anything else just ask :)


Title: Re: Project RIDLEY PSA
Post by: Aether on November 12, 2010, 10:05:37 PM
UPDATE
EVERYONE CHECK THE FIRST POST FOR CHANGES

Im going to call this Ridley V1 since its the first time its been "finished" and fully playable since i started. There are no glitches and all attacks/hitboxes work.

So everyone, redownload it again. This version is fully playable finally. Enjoy. Although there will be more updates to come.

Still waiting on a more slanted Aerial Side Special from SDo0m InCaRnAtI0n and someone to make him a pound for his Up Special (Ground). But those will be for v2 i guess.


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Weyard on November 12, 2010, 10:48:31 PM
I'm probably going to be changing the Graphic effect on the fireball. Maybe make the Aerial and Grounded version look differently.


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: SiLeNtDo0m on November 13, 2010, 02:25:03 AM
@ SDo0m InCaRnAtI0n
Just make his air one if you dont mind. In whatever method you prefer (false projectile or throwN). Just have him shoot it downward at a slant. Ill do the shockwave and stuff afterwards.

-----------
Im going to weaken his Forward Smash a little since its broke right now. Maybe work on the hitbox for his Down Aerial. Ill update the first post shortly.


Sure thing.  Sorry for not replying sooner.  I'll get to work on it asap.

Oh yeah and about the Up B (Ground), would you like me to do anything with that too?

EDIT: Ok I've done the Aerial Side B.  I also did my own version of the grounded Side B and I changed the animations for both of them.   Here they are:

FitLizardon.pac: http://www.mediafire.com/?e6etbs81408z1ch

Fit LizardonMotionEtc.pac: http://www.mediafire.com/?25wz5js2j09ht69


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Aether on November 13, 2010, 07:49:18 AM
ok going to test them now. Thanks

*EDIT*
Actually, i like your ground version better. Ill keep yours for the ground and use Cuddly-Metaknight's Air Version.  Ill update the download in a few minutes.

And yeah, if you want to make the pound, go ahead. Nobody else has responded about making it yet.

*EDIT*
I just had some trouble saving his FitCharizardMotionEtc.pac....
Apparently his file size is just on the brink of breaking. Im going in and making some cuts on some animations to free up some more room.

*EDIT*
WOW. Thats all i can say lol.
After combining both of your fireballs in one .pac so that it has one of each, something weird happened....Now, when you use Cuddly-Metaknight's air fireball, and then touch the ground, it automatically shoots SDo0m InCaRnAtI0n's fireball, hitting the opponent with both of them. It looks really awesome and intentional for some reason so im keeping it xD.


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: 14fan on November 13, 2010, 09:37:49 AM
In order to make an attack a jump with a smash on the ground, just set the animation to "ItemDragoonGet" and add adjusted hitboxes to his feet depending on how you want the attack.

Add a long timer and large hitboxes to have an explosion when he lands, or set a loop with hitboxes to have his feet always giving damage.


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Franco159487 on November 13, 2010, 09:49:28 AM
Ridley, The Space Pirate General, finally joins the fray!

WHAT WE NEED FROM YOU
-Someone who can give him a pound similar to" Bowser's as his Grounded Up Special" Basically, make him jump up into the air then pound


Error
Is "Bowser´s as his Grounded DOWN Special"


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Aether on November 13, 2010, 10:04:20 AM
Error
Is "Bowser´s as his Grounded DOWN Special"

No....
Instead of his Fire Spin on the ground, i want him to jump up and pound. I have something different in mind for his Down Special. Anyway i clarified the first post to make it more clear. Sorry for any misunderstanding.


In order to make an attack a jump with a smash on the ground, just set the animation to "ItemDragoonGet" and add adjusted hitboxes to his feet depending on how you want the attack.

Add a long timer and large hitboxes to have an explosion when he lands, or set a loop with hitboxes to have his feet always giving damage.

Thanks, ill get Weyard to try and make it then.

-------
UPDATE
EVERYONE CHECK THE FIRST POST
AND REDOWNLOAD FOR NEWEST CHANGES

He now has different fireballs in the air and on the ground.




Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Cuddly-Metaknight on November 13, 2010, 11:22:42 AM
Hey, would you like me to take perfect pics of the newest Ridely?


Title: Re: Project RIDLEY PSA *VERSION 1.0 IS OUT*
Post by: Aether on November 13, 2010, 11:24:12 AM
Actually, i think i need to edit the ground fire ball. Its hitting about 2 foot away from his mouth because of the timers i think. The gfx and hitboxes are set to appear after 20 frames which is too late in the animation. It should be more like 10 or 12. I wont worry about updating it here until i get a few more things to add to it though.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 13, 2010, 12:46:21 PM
The new version's pretty good, but I think it's a little hard to hit my opponents with the side and ground smashes.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 13, 2010, 01:07:51 PM
I made them difficult to hit with to balance him, since he has loads of spammable damaging moves. Rightfully, he shouldnt get easy kills. He pumps damage then has to rely on baiting them into a forward smash or down air to kill. But you'll find a place for them. The forward smash especially. The tip has a sweetspot, and it delays for about 3 frames before he moves back to standing position. Try to bait the opponent into walking into it fully charged, since they dont expect a forward smash to last that long. They should run in to counterattack and walk right into it lol. Also, it hits behind him as it ends, so im sure you can find a use for that.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 13, 2010, 01:54:44 PM
The new version's pretty good, but I think it's a little hard to hit my opponents with the side and ground smashes.

Aether doesn't seem to have a hard time hitting with any of his attacks. I've played against him while he used Ridley probably 50+ times and it's attacks all seem to connect perfectly. The lag on the forward smash has lead to many a lost stock. I'll usually try to run in and take advantage of a missed Forward Smash, only to get hit by that lingering hitbox.  It also has that hitbox behind Ridley as the tail returns to it's standing position.

The thing about the DownSmash, is that it hits further away when you try to hit from behind. The tail has huge reach and exaggerated hitbox, but his head only hits if the model of his head actually looks like it's going to hit.

However, to truly balance him, his Up Smash and tilts need to have almost no knockback, limiting his kill moves. Down smash, Forward smash, down air, and good old walling out the side should be his only methods of getting a kill. He just deals damage far too quickly to have that many kill moves. At times he's like a Metaknight with more defense and resiliance, its ridiculous XD.

Just practice him a bit, learn where they hit and you'll find that he plays like a unique and complete "clone" character. Although he moves around and attacks at a speed more like Metaknight or Diddy, than Charizard. Hopefully we'll be getting rid of the 2-3 moves that he shares with Charizard so he'll be completely different at some point.



ALSO--


Does anyone know which one of the offset things in psa causes a glow effect? I'm wanting to set him so that if he has over 100% damage on him, he glows red. (since you can't make his texture change to a red version right now), so it matches the way his skin color reflects his damage in the Metroid series. I already know from a previous topic, how to set it up so that it will achieve the effect after 100%, but I don't know which one of the offsets is a glow effect. I've looked through the "graphic effect" libraries on Youtube, and none of them produce a glow like I'm looking for, so the only option I'd have is to just find out which one of the offset things causes a glow.

Would "Flash Overlay effect" be what I'm looking for? If so, what would I need to put in the the Parameters?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Cataly5t on November 13, 2010, 05:10:13 PM
BigBadBooya Is...xDDD


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 13, 2010, 09:54:00 PM
BigBadBooya Is...xDDD

What?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 13, 2010, 10:09:25 PM
what are you talking about Cataly5t?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 13, 2010, 10:41:35 PM
I'm going to take some pictures.
EDIT: Here they are:
(http://img179.imageshack.us/img179/5084/al10111400591binout.jpg)
Down air
(http://img257.imageshack.us/img257/2126/al10111400594binout.th.jpg) (http://img257.imageshack.us/i/al10111400594binout.jpg/)
Neutral air
(http://img14.imageshack.us/img14/8371/al1011140100binout.th.jpg) (http://img14.imageshack.us/i/al1011140100binout.jpg/)
Comparison
(http://img607.imageshack.us/img607/8/al1011102117binout.th.jpg) (http://img607.imageshack.us/i/al1011102117binout.jpg/)
Down smash
(http://img231.imageshack.us/img231/2417/al10111400592binout.th.jpg) (http://img231.imageshack.us/i/al10111400592binout.jpg/)
Side smash
(http://img17.imageshack.us/img17/6249/al10111400593binout.th.jpg) (http://img17.imageshack.us/i/al10111400593binout.jpg/)
Forward tilt
(http://img227.imageshack.us/img227/5738/al10111400595binout.th.jpg) (http://img227.imageshack.us/i/al10111400595binout.jpg/)
Side B
(http://img580.imageshack.us/img580/9830/al10111400596binout.th.jpg) (http://img580.imageshack.us/i/al10111400596binout.jpg/)
(http://img7.imageshack.us/img7/1263/al10111400597binout.th.jpg) (http://img7.imageshack.us/i/al10111400597binout.jpg/)
Aerial side B
(http://img266.imageshack.us/img266/9214/al10111400598binout.th.jpg) (http://img266.imageshack.us/i/al10111400598binout.jpg/)
A combo
(http://img153.imageshack.us/img153/9297/al1011140059binout.th.jpg) (http://img153.imageshack.us/i/al1011140059binout.jpg/)

All right, that's it for now.





Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 13, 2010, 11:06:04 PM
I took a few pictures as well. One for each attack.

I'm going to take some pictures.
EDIT: Here they are:
([url]http://img257.imageshack.us/img257/2126/al10111400594binout.th.jpg[/url]) ([url]http://img257.imageshack.us/i/al10111400594binout.jpg/[/url])


This is gonna take a minute...
http://


XD I took them in the same stage as you. I'll get them converted and uploaded here later today or tomorrow.



Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 13, 2010, 11:07:33 PM
^Awesome. I've still got more to upload....
All right! Finished!


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 13, 2010, 11:19:07 PM
We'll just pic the best picture of each attack, and put those under it's category after Aether re-organizes the Original Post. Then we'll just take all of the other pictures and put them at the bottom of the post so they aren't wasted.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 13, 2010, 11:23:44 PM
^Sounds good. I might not have everything since I was using version 1.0 when I took the pictures.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 13, 2010, 11:31:12 PM
^Sounds good. I might not have everything since I was using version 1.0 when I took the pictures.

I used the latest version for mine.

My computer won't recognize my card reader for some reason.  Someone was messing around in the control panel earlier and might have deleted Kodak's drivers or something.  :oshi:

I'll get Aether to go on and update your pictures into the main post later. Hopefully I'll get this working to so I can get mine uploaded.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 13, 2010, 11:33:03 PM
Good luck. And I'd like to suggest including a changelist, since I have no idea what I'm changing when I update the files.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Get A Load of This! on November 13, 2010, 11:36:38 PM
http://www.youtube.com/watch?v=U_e280CbSLg

Ridley is so lulzworthy in his current state I don't even


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 14, 2010, 12:39:58 AM
I got bored, so I made icons for Ridley:
(http://img195.imageshack.us/img195/483/ridley.png)
(http://img301.imageshack.us/img301/483/ridley.png)
(http://img225.imageshack.us/img225/9376/ridleyname.png)
Feel free to use them however you wish.
Note: Ridley portrait looks much better when it isn't on a black background. It should look perfectly fine in-game.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on November 14, 2010, 12:41:42 AM
Awesome video! That second fire ball seems to have a hard time connecting though


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Get A Load of This! on November 14, 2010, 12:43:11 AM
Mostly because it's not supposed to be there.

As far as my logic carries me anyway. Not very far.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 07:50:14 AM
[url]http://www.youtube.com/watch?v=U_e280CbSLg[/url]

Ridley is so lulzworthy in his current state I don't even


Thanks, ill add that video to the first post.

I got bored, so I made icons for Ridley:
([url]http://img195.imageshack.us/img195/483/ridley.png[/url])
([url]http://img301.imageshack.us/img301/483/ridley.png[/url])
([url]http://img225.imageshack.us/img225/9376/ridleyname.png[/url])
Feel free to use them however you wish.
Note: Ridley portrait looks much better when it isn't on a black background. It should look perfectly fine in-game.


Awesome. Ill update them to to the first post

Mostly because it's not supposed to be there.

As far as my logic carries me anyway. Not very far.


Yeah its not supposed to be there. But it looks good so im keeping it. Next update im going to adjust its hitbox and and range to make it more useful though


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 14, 2010, 01:07:20 PM
Stock icon. ;)
(http://img257.imageshack.us/img257/1376/infstc.png)
I updated to the latest Ridley and everything looks good.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 14, 2010, 03:32:56 PM
I should be able to upload my pictures tonight.



The only thing left to do is set up his UpB Pound. I tried a few things, but none of them worked right. So if anyone wants to attempt it, go ahead.

One of us will also have to correct the fireball's hitbox as well sometime before the next update.



I've done enough testing that I should be able to come up with Match-up chart for Ridley. (in other words, how he fares against each chatacter. Mostly to compare it to Charizard's matchups to see if they have changed.) I can definetly say at this point, he has trouble with Squirtle (balanced brawl version) , Dk (balanced brawl version),and Dark Samus (latest version), while he is fairly balanced with Falco (balanced brawl version)' and Dedede (balanced brawl version). In general, heavy characters seem to overpower him and can withstand his killmoves long enough to get several stock on him before he can manaege a kill, while extremely fast characters like Squirtle out maneuver him. However Ridley tends to most matches against medium weight/speed characters.  



Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Thundaga_T2 on November 14, 2010, 04:00:44 PM
I have an idea for a down special. How about a grabbing move, like Bowser's koopa klaw in melee, so that Ridley can bite, or throw the opponent. And being a special move, he can grab people in the air like he likes to do in the Metroid games.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 04:28:57 PM
@Fliptocat
Thanks, ill add the icon to the first post shortly. Cant copy/paste from my DSi.
Just had to fully reboot my computer because pparently my anti-virus expired last night and i got bombarded with viruses. I managed to move my brawl stuff to an sd card so its safe atleast.
-----------
@Thundaga
Yeah, that down special would work too. Im willing to try anything but i would prefer a chargeable roar.
I might just change his forward aerial to a grab and damage type attack if possible.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Get A Load of This! on November 14, 2010, 04:34:32 PM
Yes. Please do change his F-Air.

It's so easy to spam the heck out of.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 04:37:55 PM
i could just slow it down though. I just moved the allow interrupt event up inbetween the collisions so its spammable like that.
Actually, since the new brawlbox is out ill probably be fixing a lot of his attacks.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Quickman on November 14, 2010, 05:26:35 PM
Stock icon. ;)
([url]http://img257.imageshack.us/img257/1376/infstc.png[/url])
I updated to the latest Ridley and everything looks good.
I got bored, so I made icons for Ridley:
([url]http://img195.imageshack.us/img195/483/ridley.png[/url])
([url]http://img301.imageshack.us/img301/483/ridley.png[/url])
([url]http://img225.imageshack.us/img225/9376/ridleyname.png[/url])
Feel free to use them however you wish.
Note: Ridley portrait looks much better when it isn't on a black background. It should look perfectly fine in-game.
I would do this myself, but I suck at picture editing, however, someone should make other colors for this (the red, blue green, meta, and the normal)


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 14, 2010, 06:39:57 PM
I have the pictures now. I'll be posting them momentarily.



Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 14, 2010, 06:49:31 PM
@SpacePirateOverlord
I can probably do one more since I still have the old texture, but I'm not sure if they'd turn out right if I edited the colors myself. I guess I'll give it a shot though.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 14, 2010, 07:17:27 PM
I present, Thumbnails and Big Pictures. :af:

-


Awesome pose. (http://img175.imageshack.us/img175/8615/al1011131805binout.th.jpg) (http://img175.imageshack.us/my.php?image=al1011131805binout.jpg)
(http://img175.imageshack.us/img175/8615/al1011131805binout.jpg)

Jump(http://img214.imageshack.us/img214/4000/al1011131759binout.th.jpg) (http://img214.imageshack.us/my.php?image=al1011131759binout.jpg)
(http://img214.imageshack.us/img214/4000/al1011131759binout.jpg)

Neutral A (1st and 2nd hit)(http://img440.imageshack.us/img440/58/al1011131754binout.th.jpg) (http://img440.imageshack.us/my.php?image=al1011131754binout.jpg)
(http://img440.imageshack.us/img440/58/al1011131754binout.jpg)

Neutral A (Final hit)(http://img163.imageshack.us/img163/9182/al1011131756binout.th.jpg) (http://img163.imageshack.us/my.php?image=al1011131756binout.jpg)
(http://img163.imageshack.us/img163/9182/al1011131756binout.jpg)

Down A(http://img197.imageshack.us/img197/9559/al10111317562binout.th.jpg) (http://img197.imageshack.us/my.php?image=al10111317562binout.jpg)
(http://img197.imageshack.us/img197/9559/al10111317562binout.jpg)

Forward Aerial A(http://img585.imageshack.us/img585/9395/al10111317591binout.th.jpg) (http://img585.imageshack.us/my.php?image=al10111317591binout.jpg)
(http://img585.imageshack.us/img585/9395/al10111317591binout.jpg)

Down Aerial A(http://img543.imageshack.us/img543/4455/al1011131800binout.th.jpg) (http://img543.imageshack.us/my.php?image=al1011131800binout.jpg)
(http://img543.imageshack.us/img543/4455/al1011131800binout.jpg)



Forward Smash(http://img139.imageshack.us/img139/3652/al10111317561binout.th.jpg) (http://img139.imageshack.us/my.php?image=al10111317561binout.jpg)
(http://img139.imageshack.us/img139/3652/al10111317561binout.jpg)

Down Smash Thumbnails.
(http://img337.imageshack.us/img337/1404/al1011131757binout.th.jpg) (http://img337.imageshack.us/my.php?image=al1011131757binout.jpg)(http://img687.imageshack.us/img687/5629/al1011131758binout.th.jpg) (http://img687.imageshack.us/my.php?image=al1011131758binout.jpg)(http://img151.imageshack.us/img151/2103/al10111317581binout.th.jpg) (http://img151.imageshack.us/my.php?image=al10111317581binout.jpg)
(http://img337.imageshack.us/img337/1404/al1011131757binout.jpg)
(http://img687.imageshack.us/img687/5629/al1011131758binout.jpg)
(http://img151.imageshack.us/img151/2103/al10111317581binout.jpg)

Neutral B(http://img228.imageshack.us/img228/5435/al10111318011binout.th.jpg) (http://img228.imageshack.us/my.php?image=al10111318011binout.jpg)
(http://img228.imageshack.us/img228/5435/al10111318011binout.jpg)

Neutral B (explosion)(http://img502.imageshack.us/img502/5963/al1011131802binout.th.jpg) (http://img502.imageshack.us/my.php?image=al1011131802binout.jpg)
(http://img502.imageshack.us/img502/5963/al1011131802binout.jpg)

Aerial Neutral B(http://img716.imageshack.us/img716/5032/al10111318021binout.th.jpg) (http://img716.imageshack.us/my.php?image=al10111318021binout.jpg)
(http://img716.imageshack.us/img716/5032/al10111318021binout.jpg)
If you touch the ground after usingAerial Neutral B, the secondary fireball takes effect.(http://img29.imageshack.us/img29/3017/al1011131803binout.th.jpg) (http://img29.imageshack.us/my.php?image=al1011131803binout.jpg)
(http://img29.imageshack.us/img29/3017/al1011131803binout.jpg)


Random Pictures:
(http://img823.imageshack.us/img823/28/al1011131806binout.th.jpg) (http://img823.imageshack.us/my.php?image=al1011131806binout.jpg)(http://img259.imageshack.us/img259/3315/al1011131804binout.th.jpg) (http://img259.imageshack.us/my.php?image=al1011131804binout.jpg)



N O W

We probably have enough pictures, unless one of you have a few random pics of this Ridley laying around that you just want posted in the OP.

Now we just need to get that UpB Pound, then start on the Side B ram and see what we can do. If anyone wants to attempt the UpB pound, please go ahead and try.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: cuckoos on November 14, 2010, 07:45:21 PM
The side special needs some balancing.

I'm not sure why he fires another fireball when he touches the ground, but it's sort of unnecessary and is able to sweep the opponent off-stage too easily. Make the fireball smaller as well, and have Ridley launch 3 fireballs in rapid succession, leaving some lag afterward so that it's not that easy to spam. If you decide to go through with this, make sure to change the knockback and dealt damage of each fireball to match that of Fox's laser. That way it's an efficient method of racking up the opponents' damage from the air and on the ground.

Also, check my BV. It has Ridley recolors and CSPs for you guys to use.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 08:29:04 PM
I have no idea whats even causing him to shoot another fireball when he touches the ground. If i knew how to remove it i would lol. As for the air fireballs, i already plan to weaken their knockback to almost nothing. And i want the ground one to only have knock back if the explosion hits.
Iv just rebooted my computer so itl be a day or so before i have things straightened out to work on it anymore. But first things first i plan to
-Edit or change Forward Aerial
-Weaken Aerial Fireball. Try to find out what is causing the second one
-Shrink and increase distance of Ground Fireball. Make it only knock on the explosion. Also add ending lag


Ill include a link to your textures along with the original texture with the next update also. That way people can have their pick of which one they want to use.



Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on November 14, 2010, 08:32:35 PM
As a suggestion for one of his grabs, maybe what he can do is grab the person, fly up a bit, and drag them against the background for a little bit.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 08:39:23 PM
As a suggestion for one of his grabs, maybe what he can do is grab the person, fly up a bit, and drag them against the background for a little bit.

YES!
That would actually look pretty good lol. Making him fly up into the air then shoot fireballs or bite them in the face would look good too.
Ill keep that in mind for the next update.

---
Are his eyes white with a green pupil for anyone else? They were supposed to be pure green. I didnt notice that they came out wrong until now....
ill have to fix that


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 14, 2010, 08:51:47 PM
^ Yeah, mine's white with a green pupil.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 09:02:04 PM
The first post has been updated a little. Mostly, i just organized things a little differently and added some pictures.

Also could someone link me to a download of fresh textures (.pcs/.pac) .pacs and fitmotions? I apparently forgot to salvage them before rebooting and am having trouble finding them. : /
The only ones i can find require payed membership on mediafire to download in bulk


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on November 14, 2010, 09:20:33 PM
As a suggestion for one of his grabs, maybe what he can do is grab the person, fly up a bit, and drag them against the background for a little bit.

YES!
That would actually look pretty good lol. Making him fly up into the air then shoot fireballs or bite them in the face would look good too.
Ill keep that in mind for the next update.

---
Are his eyes white with a green pupil for anyone else? They were supposed to be pure green. I didnt notice that they came out wrong until now....
ill have to fix that

Glad I could help. I think him biting the person's face would be awesome!

BTW the eyes for me only have trouble every once in a while, but I could hardly tell till I would pause it to show my friend the awesome model.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 14, 2010, 09:30:44 PM
Yeah, from a distance they do look pure green. You can only tell they arent up close.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 14, 2010, 10:59:41 PM
If you'll notice, the textures in BrawlBox show them both the same color. When I made the texture, I purposefully made them the same color so it would appear to be a solid eye without a visible pupil. But apparently there is some sort of weird glow applied to his "eye whites" in-game that BrawlBox doesn't take into account, making the "eye white" dramatically lighter.  

I'll try to change them again before the next update. If it still looks like that then I guess theres no fixing it without removing the pupil entirely.....and it just crossed my mind that I could probably just erase the pupil in it's texture and maybe it'll make it invisible.




I'm going to attempt the dash right now. No idea how well it's going to go  :-\

EDIT:

The Grounded Dash worked perfectly. Ridley bends over so that he's on all four legs then moves his head upwards as though roaring, then lunges forward. He travels a bit further than Wolf's Forward Smash if I recall correctly. The Aerial version is a bit different. I am going to have him dive downward, traveling some distance, then flying back to the position he was in. I'm still working on this animation, and at this time, he just goes down, forms a jumbled mess, then comes back to his neutral position. I was just making placeholders so I can go back in a later and actually work on them frame by frame, but somewhere around the point that he reaches the lowest point of the dive, he messed up.

I need some opinions. Would you all prefer if it just hit an opponent, or if it went clear through an opponent like Fox/Falco's ForwardB?

The Grounded version has some lag at the front due to the "roar" animation, but he moves very fast during the actual dash part of it.  I think I might put some invincibility frames in the "start up" so you can use it to block attacks then let the dash connect with your opponent. Sort of like a counter if used correctly. But it's damage and knockback will need to be sort of low.

The Aerial version, if I can get it to work like I want, could end up being an awesome edgeguard move. Sort of like a reverse Shuttle loop. Striking opponents from above rather than below as they try to recover.

Aether will update it into the download as soon as I get the animations finished. Then you'll have to deal with the incorrect hitboxes until I get them done.



Going to test the Dash in-game now that I'v finished the psa work.

* I also figured out why his "Eye White" is not showing up green as it should. I opened the Pupil in SAI at some point, and it doesn't use transparent backgrounds, so the pupil had white all around it.

* In-game, the dash had a problem. It didn't move forward, he just did the animation in place, then froze up and became lost to his opponent (everything I do seems to achieve this effect now lol). I looked into his animations and his TopN and TransN were under the floor at certain points, and I recall someone saying that TransN had to be on ground level or you couldn't "move" during an animation. So I put the TransN on 0 for every frame of the animations and I'm going to test it now.

Aether will be updating the download later today to include:

Corrected Eye Textures

Faulty/Correct Dash (depends on whether I can get it working by then)

New Animations for certain attacks

Adjusted Fireball



* I NEED SOMEONE TO HELP WITH THE DASH. I have the animations finished, but I apparently have something wrong in PSA. Can someone please check into it and see what the problem is and fix it? He isn't moving forward for some reason. He just performs the animation, then freezes in place. The .pac is here: http://www.mediafire.com/?tfe77qbpu8h2rt1

Check into the Neutral B Special Action tab, as well as the Sub actions for Special N, Special N Start and Special N End. I replaced Ike's forward B into the Special tab and reworked a few of the things so that they should apply to his Neutral B, but something is just wrong somewhere   :>.>palm:


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 15, 2010, 04:13:50 PM
Doubleposting because I'm tired of updating the previous post over and over again.

I have some pictures of Ridley's eyes now that I've corrected them, for anyone that was wondering how they were meant to look.

(http://img51.imageshack.us/img51/1782/al1011151626binout.jpg)

He looks alot more like Ridley now, rather than a Ridley/Charizard hybrid XD.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 15, 2010, 06:31:04 PM
wow the thread has really slowed down over the past two days : /

Im updating the first post with a new download in a few minutes.
Changes:
Eyes are pure green like the M:OM Ridley's
Forward Aerial is no longer as spammable and cheap
Ground Fireball actually fires from his mouth now. It is also smaller, weaker and travels further. It only has knockback on the explosion part of it




Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 15, 2010, 07:49:48 PM
Sounds good. How many more updates are you planning to do?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 15, 2010, 08:23:15 PM
Sounds good. How many more updates are you planning to do?


idk. Im just going to keep updating it whenever i make a small change. Ill call it a full new version whenever i get something big like another special attack done.

Actually the update that i was going to make just now messed up. im going to have to redownload it from here and do them again.

*edit*
Ok... i just tried everything i know of trying to fix the fireball problem. No matter what i do he ALWAYS shoots another one when he hits the ground after using the air one. I have no idea how to fix it.

Anyway, what the new download includes is :
Green Eyes
Non spammable Forward Aerial
Ground Fireball appears closer to mouth

http://fc01.deviantart.net/fs71/f/2010/319/3/0/ridley_pac_by_aetherech0s-d32i4vk.rar
Not really anything important enough to warrant a new version.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 15, 2010, 09:00:59 PM
We need to get that Dash finished at least before we call it a new version.

I asked earlier but I'm not sure how many people read through that massive post. Heres a .pac with it. It's SpecialN, SpecialN Start, and SpecialN End.  http://www.mediafire.com/?tfe77qbpu8h2rt1

When pressing B, he performs all 3 animations in the correct order, but he doesn't leave the starting position. There is no hitbox or anything. He just does the animations then freezes up, with no forward movement whatsoever. In the Fitmotion, I have him going forward, in sort of a pouncing motion in Special N. I already made sure that his TransN is above floor-level, thinking that might have had something to do with it, but it didn't solve the problem.

Just look into it and see if anyone sees anything that I've done wrong that might be causing the problem or just start it over for your self. Basically, just leave the timers alone because I know those are right, but I think it's something in the Action tab that has the problem.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 16, 2010, 06:01:19 PM
 :srs:
Apparently this got boring fast .......


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: irishladdie727 on November 16, 2010, 06:10:17 PM
Right now his Dair has too small a hitbox.  I know it's supposed to be a meteor smash but it's literally impossible to connect with without basically being inside the enemy and begging to be owned.  Maybe stretch his tail out a little further for the animation and extend the hitbox.  Also, why not use some of his Boss animations for the ground pound attack and the side-b dash?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 16, 2010, 08:20:41 PM
Right now his Dair has too small a hitbox.  I know it's supposed to be a meteor smash but it's literally impossible to connect with without basically being inside the enemy and begging to be owned.  Maybe stretch his tail out a little further for the animation and extend the hitbox.  Also, why not use some of his Boss animations for the ground pound attack and the side-b dash?

Wait what? Are you sure you have the newest version? A couple of updates ago, Aether changed the hitbox on the tail so it connects easier.

With the current one, his entire body is a hitbox and his entire tail has a hitbox throughout the animation. I have never had a situation where it failed to connect or where I had any trouble getting it to connect. If you miss with it for some reason, just use it again and I guarantee it will connect if the Opponent is any where near you. It has low recoil for a reason.

There is no apparent hitbox on the tip of his tail because the Ridley model's tail bones don't reach all the way to the tip. The last bone is somewhere in the last 75% of the tail itself, several inches away from the tip. Unless I we offset the hitbox, it's not going to hit that far below him.

I've looked around for a download of his Boss model's files but couldn't find anything. I'd appreciate a link to them if you know where to find them.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: zetsame on November 16, 2010, 08:48:05 PM
What if for his final smash he went flying forwards (similar to marth)and pins down the first character he comes in contact with. He could then bite them a few times and does a flip and slams them with his tail, sending them flying upwards.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 16, 2010, 08:50:47 PM
The Down Air hits weird because the tails bones do not go as far down as the model's tail. Thats because StarWaffle used Charizards last tail segment to make the Tip Spike on Ridley's tail. The only way to make it hit lower is to offset the hitboxes, which iv never got to work since whoever made PSA has NO IDEA how x, y and z axis are supposed to work. If i offset something -5 y, it should go down by 5 of whatever the scale is. Not towards the screen, not up, not to the right, DOWN.  The only way i can figure out how to offset it down is to test each axis until i find the right one, which takes forever.

What if for his final smash he went flying forwards (similar to marth)and pins down the first character he comes in contact with. He could then bite them a few times and does a flip and slams them with his tail, sending them flying upwards.
Yeah that would look pretty cool. Need to find someone with experience editing final smashes though.


*EDIT*
Just looked through Boss Ridley's attacks and none of them really work on Charizard. Even after fixing the proportions they just look wrong for some reason.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 17, 2010, 02:08:03 PM
There is nothing more we can do until we find someone to finish off the Dash, instruct us how to set up a pound that actually works, and someone who can make the final Smash. Neither of us know anything about making them.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: irishladdie727 on November 17, 2010, 03:32:49 PM
The Down Air hits weird because the tails bones do not go as far down as the model's tail. Thats because StarWaffle used Charizards last tail segment to make the Tip Spike on Ridley's tail. The only way to make it hit lower is to offset the hitboxes, which iv never got to work since whoever made PSA has NO IDEA how x, y and z axis are supposed to work. If i offset something -5 y, it should go down by 5 of whatever the scale is. Not towards the screen, not up, not to the right, DOWN.  The only way i can figure out how to offset it down is to test each axis until i find the right one, which takes forever.

What if for his final smash he went flying forwards (similar to marth)and pins down the first character he comes in contact with. He could then bite them a few times and does a flip and slams them with his tail, sending them flying upwards.
Yeah that would look pretty cool. Need to find someone with experience editing final smashes though.


*EDIT*
Just looked through Boss Ridley's attacks and none of them really work on Charizard. Even after fixing the proportions they just look wrong for some reason.

That stinks...  Do you think it would be any different if you took a look at Meta Ridley, or do you generally think that importing Boss animations onto Charizard is a no go?

I wish I knew some way to help you guys the the other stuff but I know nothing about animating.  I'm VERY handy with vertex edits though, so if we ended up having to make some minor edits to Starwaffle's original vertex in order to say... fit Boss Ridley's bone structure or something along those lines, I could do that.  Although tampering with perfection is a risky undertaking.



Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 17, 2010, 04:01:26 PM
The Down Air hits weird because the tails bones do not go as far down as the model's tail. Thats because StarWaffle used Charizards last tail segment to make the Tip Spike on Ridley's tail. The only way to make it hit lower is to offset the hitboxes, which iv never got to work since whoever made PSA has NO IDEA how x, y and z axis are supposed to work. If i offset something -5 y, it should go down by 5 of whatever the scale is. Not towards the screen, not up, not to the right, DOWN.  The only way i can figure out how to offset it down is to test each axis until i find the right one, which takes forever.

What if for his final smash he went flying forwards (similar to marth)and pins down the first character he comes in contact with. He could then bite them a few times and does a flip and slams them with his tail, sending them flying upwards.

Yeah that would look pretty cool. Need to find someone with experience editing final smashes though.


*EDIT*
Just looked through Boss Ridley's attacks and none of them really work on Charizard. Even after fixing the proportions they just look wrong for some reason.


That stinks...  Do you think it would be any different if you took a look at Meta Ridley, or do you generally think that importing Boss animations onto Charizard is a no go?

I wish I knew some way to help you guys the the other stuff but I know nothing about animating.  I'm VERY handy with vertex edits though, so if we ended up having to make some minor edits to Starwaffle's original vertex in order to say... fit Boss Ridley's bone structure or something along those lines, I could do that.  Although tampering with perfection is a risky undertaking.




None of Boss Ridley's animations looked right with this model so I don't think MetaRidley's will either. Mostly because the wings and tail are apparently made of MANY more bones than they are on Charizard so they don't even move when transferring. One could make them work, but it would take countless hours.

I already have permission from StarWaffle to edit it if needed, so I guess that applies to anyone who would vertex it for this project. So can you try to make his beak "triangular" (like OtherM Ridley's) instead of Pterodactyal-like as it is now? Maybe make the head itself it a little thinner. This would include shortening the tip a bit I suppose. Also could you make his forearms/shoulders a little thicker. His entire upper body really. If you want, try to make a few of those random "spikes". You can see my attempt at them on his hips XD.

 heres a few good pics of Other M Ridley for reference.
(http://images3.wikia.nocookie.net/__cb20101102235808/metroid/images/d/d1/RidleyJ.jpg)

(http://images1.wikia.nocookie.net/__cb20090603013255/metroid/images/0/03/Ridley25.PNG)

(http://farm5.static.flickr.com/4058/4246394824_382f4955f2.jpg)

(http://static.gamesradar.com/images/mb/GamesRadar/us/Games/M/Metroid%20Other%20M/Everything%20Else/Super%20Review/Finished/Untitled_39--article_image.jpg)


I can try the offsets on the tail and see how they turn out.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: cuckoos on November 17, 2010, 09:11:35 PM
I still think you guys should go with the standard Ridley model that Starwaffle made. Remember that Other M Ridley isn't Ridley's current design, seeing how Other M is a prequel to one of the Metroid games (I forget which one it is though!)

Anyways, if you could send me the Ridley boss file with all of his animations, I'd be grateful.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 17, 2010, 10:09:20 PM
I think
I still think you guys should go with the standard Ridley model that Starwaffle made. Remember that Other M Ridley isn't Ridley's current design, seeing how Other M is a prequel to one of the Metroid games (I forget which one it is though!)

Anyways, if you could send me the Ridley boss file with all of his animations, I'd be grateful.


I think Aether got it from this page. http://www.4shared.com/file/BBe0drnn/Ridley__4-18-10_.html

---

We aren't forcing people to use the Other M texture that comes with it, and we might just pack all of those textures with it in the final version if we can get the necessary permissions. The Vertexed Other M model would only be on 1 slot either way.

And now I have a rant which has a couple spoilers in it, so I'll put it in spoiler tags.

The thing is, Ridley has never had a 3d model, aside from the Prime series....which are not considered canon, because they were not developed by R&D1.

Other M is canon to the franchise. It was developed by Team Ninja and R&D1. In all future non-spinoff games in the series, Ridley is likely to keep a look similar to his Other M model, unless Ridley is permanently dead after Fusion, which I highly doubt. Since the Other M Ridley is a clone of the Super Metroid Ridley, this is probably the exact same Body and appearance that he should have had in Super Metroid if it was a 3d game, un-restricted by sprites.
Due to the flashbacks in Other M and it's commercial, one is lead to assume that Ridley looked the same way during his raid of K-2L, which took place 20 or so years before Metroid1. Further suggesting that in Metroid1, Ridley would have looked like this. Zero Mission is a retelling of Metroid1 and is not considered canon, his appearance is more anime-influenced in it. If you were to take EVERYTHING in Other M as canon, then Ridley's Other M appearance is his true form.
That post in it's entirety, is the sole reason that I feel that we should have a nice Other M Ridley texture/model.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Thundaga_T2 on November 18, 2010, 12:20:13 AM
^Um Ridley technically wasnt in Fusion, it was an X parasite mimicking him.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 18, 2010, 10:30:02 AM
His frozen corpse was though.

SPOILERS*

This is how he looked on Super Metroid
(http://images1.wikia.nocookie.net/__cb20071108002816/metroid/images/3/33/Super_Metroid_Ridley.gif)

This is how he looked on Other M
(http://images1.wikia.nocookie.net/__cb20100925182822/metroid/images/thumb/f/f3/Ridley_mom.png/300px-Ridley_mom.png)

This is how his corpse looked on Other M
(http://images2.wikia.nocookie.net/__cb20100910041927/metroid/images/thumb/9/96/Ridley_killed.PNG/800px-Ridley_killed.PNG)

This is how his frozen corpse looked on Fusion
(http://metroid.retropixel.net/metroid4/walkthrough/10_03.gif)

Now, by logic. Since his Fusion Sprite is almost exactly the same as his Super Metroid Sprite, he must have looked the same.

You could also throw this in. Although a flashback, it shows that he looked the same when K-2L was raided, which took place a decade or more before the original Metroid
(http://images2.wikia.nocookie.net/__cb20100818071742/metroid/images/4/49/MOMcommercial.PNG)

But whatever, i plan to include all of the available textures when it is finished anyway. The Other M texture is just going to be a separate project under this post. Consider it unrelated.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 18, 2010, 01:57:17 PM
^Um Ridley technically wasnt in Fusion, it was an X parasite mimicking him.

Ridley's body was frozen by the Federation after they recovered it from the Bottle Ship. His corpse was taken to the Research Facility in Fusion, and it was mimicked and destroyed by an X parasite there. The X parasite's version of Ridley has huge and deformed, however the froze corpse that it had stolen his information from, looked almost exactly the same as his Super Metroid form. And as I said earlier, the Other M Ridley is a direct clone of the Super Metroid Ridley, meaning that in Super Metroid, Ridley was meant to look like this.

I'm finished arguing about this. It's like everyone hates Other M so badly that they don't want anything associated with it to be used, period. I see enough of this unjustified resentment on other forums. There is nothing wrong with Other M, aside from the occasional problems with the control scheme.

If irishladdie727 is able to vertex it so it looks right, the community will have another good Ridley vertex to use if they so please, if not, they can continue to use StarWaffle's amazing model. It's just so people will have a little variety.

Back on subject- Still waiting on help with the remaining B moves.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: irishladdie727 on November 19, 2010, 05:28:25 PM
^Um Ridley technically wasnt in Fusion, it was an X parasite mimicking him.

Ridley's body was frozen by the Federation after they recovered it from the Bottle Ship. His corpse was taken to the Research Facility in Fusion, and it was mimicked and destroyed by an X parasite there. The X parasite's version of Ridley has huge and deformed, however the froze corpse that it had stolen his information from, looked almost exactly the same as his Super Metroid form. And as I said earlier, the Other M Ridley is a direct clone of the Super Metroid Ridley, meaning that in Super Metroid, Ridley was meant to look like this.

I'm finished arguing about this. It's like everyone hates Other M so badly that they don't want anything associated with it to be used, period. I see enough of this unjustified resentment on other forums. There is nothing wrong with Other M, aside from the occasional problems with the control scheme.

If irishladdie727 is able to vertex it so it looks right, the community will have another good Ridley vertex to use if they so please, if not, they can continue to use StarWaffle's amazing model. It's just so people will have a little variety.

Back on subject- Still waiting on help with the remaining B moves.

Well from what I hear, the writing and voice acting are terrible, and they set feminism back even further than Peach has with how they characterized Samus, but I haven't actually played the game...

I can definitely do that vertex, but this is crunch week for school, so it might be a few days before I can start it.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 19, 2010, 07:57:51 PM
Ignore all of the bad reviews and play the game for yourself. The writing is of decent quality and the only bad voice acting is the nerdy scientist at the front of the game. Samus narrates in a sort-of monotone voice at some points which some people see as bad acting, however the game is told as a journal entry or flashback so its not that odd for her to talk like that.
The part you are talking about is another example of the bad reviewers flawed logic.
Yes, Samus does get saved by a man at one point, then returns to kick Ridley's @ss hard seconds later. Theres nothing demeaning about the scene whatsoever. She also has a nervous breakdown/panic attack when she first sees Ridley because she was 100% sure he was gone for good when Zebes blew up. It explains that at the front of the game however most of these complainers must have missed that part. 
Anyway, play it for yourself and then judge it. Its atleast as good as Prime2,3 and Fusion, although personally its my favorite in the series.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 19, 2010, 08:12:37 PM
I also recommend that you play it if you ever get a chance.

I say:

Best: Prime1/Metroid2:return of Samus. Prime1 is self explanatory. It is the absolute best Metroid game to date. There is no argument there. Metroid2 is also amazing. The level design is so much better than Super Metroid/Fusion and it has some of the best music in the entire Series.

Next Best: Super Metroid/OtherM. Super Metroid, self explanatory. For me, Other M is fine. It's fun to play through and I also enjoyed "attempting" hard mode. But Ridley is almost impossible on hard mode. He 1 hits you and can combo so fast that you can't get a chance to evade. The only real problem with Other M was somewhat clunky controls. At times the 1st person mode is a bit unresponsive and the control pad isn't really great for maneuvering. The story is great and the voice acting is better than expected for a Wii game. From what I can tell, alot of Halo Fanboys (being the mindless fps seekers that they are) must have became fans of the Prime Series and were outraged that Other M was so different than the Prime series. In their outrage, they started making things up and mis-characterized Samus as a ruthless killing machine, due to playing through her eyes with nothing to base her personality off of but the barrel of a gun.

Worst- Fusion/Metroid1(ZeroMission)
Fusion is too linear for me. Other M is also linear, but it's just a completely different feeling. The story is just compelling enough that you don't really feel the need to go off track. Metroid1(ZeroMission) is just really boring compared to the others and that's the only reason for it being my least favorite.

Still waiting on some attacks...


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Ct.OWN on November 19, 2010, 09:25:06 PM
Well I dunno if I'll get any Metroid game now >.<


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 20, 2010, 10:07:38 AM
Bump.

For anyone new visiting the topic, we still need:
-Someone who can give him a pound similar to "Bowser's Down Special", as Ridley's Grounded Up Special Basically, make him jump up into the air then pound instead of Fire Spin. Keep the air version the same though
-Someone who can make a dash attack (similar to Ike's) over Ridley's Neutral Special Its going to end up being his Side Special but I need it over his Neutral Special because i plan on swapping his fireballs with it once finished. Plus it gives you 3 animations to work with instead of 1 if you were building it on his Side Special


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Gaia on November 20, 2010, 04:42:33 PM
The metroid games have always been among my favorites and I definitely agree that Other M is well worth playing through.  Sure the sense of exploration is sorta lost in the game until the end and those first person scenes where you have to locate something particular on the screen is a royal pain but other than that it's, to me, an example of the future of metroid gameplay.  The battle system really is awesome and the story is well done.  Actually, I wonder how plausible it would be to give Samus a PSA that represents her Other M battle tactics?

Back on topic though, I do have one thing I would like to see changed in this.  I understand why you made Ridley so heavy and made his jumps take him almost nowhere (for balancing issues) but come one, Ridley is an accomplished flier in Metroid.  It would be nice if you were to make a version of him that can jump at least 20 times and give him the ability to glide again.  Ridley would be much more intimidating on Smash if he could actually come chasing you into the air, even if each jump was a short and slow one.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 20, 2010, 05:03:27 PM
Yeah, if someone ever ports the Dark Samus PSA over to a new character i would start an Other M Samus my self.


I made Ridley heavy like that accidentally to find out how things worked in the attributes section. They werent planned to be his finished stats but i just kept them because it gave him a unique feel. I might end up changing them later anyway.
As for jumps and gliding....When you give charizard extra jumps he T frames during them. This is because he normally has a separate animation for each extra jump. Without corresponding jump animations he resorts to his default T frame pose. So for him to have more than 3 jumps you would have to make animations for them and name them respectively.
And i have no idea why he doesnt glide anymore. It hasnt since the first time i edited his .pac. Wish someone could fix it though.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Gaia on November 20, 2010, 05:18:57 PM
That's too bad that you can't give him the extra jumps.  I guess he'd just have to jump higher with each one.  I wonder what the possibilties would be with his Up-B though.  Perhaps something similar to Pit's?  One thing about his Dair that I was wondering about is if you were planning on animating his wings during that?  It just looks a little weird that he just glides with his wings not flapping at all.

I'm really glad you're putting all this effort to implement Ridley so well into Smash.  The smash games have always needed more Metroid representation than just Samus.  Now we just need to get a Space Pirate Commando  ;D

Btw, if you do end up making an Other M Samus you will have my undying support.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 20, 2010, 05:35:21 PM
Neither of us really understood the attributes system, so he just changed a few thigs to see what effect they had. He really needs to be alot faster.

Glide stopped working at some point, but neither of us messed with it's animation or touched it in psa.

Aether made the downAir so you can blame him for the lack of wing movement XD.

I might look into a Space Pirate vertex after I finish my other project. Zebesian pirates are probably impossible, but I might be able to do a Prime1 pirate.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 20, 2010, 05:38:48 PM
When i made the Down Aerial i was just glad that i got it done without any mistakes. I didnt really think about the wings but i know what you mean. Since the new brawlbox has click and rotate bones i might be able to fix it pretty easily now.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Gaia on November 20, 2010, 06:39:12 PM
That new brawlbox sounds pretty cool. I bet it makes animators lives a hell of alot easier.

I could definitely go for a Prime1 pirate. And people scoffed at me when I said a space pirate would eventually make it's way into smash  8)


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 20, 2010, 07:42:01 PM
Ok i just made him flap his wings during Down Aerial. I also changed his Spot Dodge/Down Dodge whatever you wanna call it. Instead of moving out of the way he just shields himself with his wings. (Nevermind, it looks like crap in-game, i wont keep it)

I wont be updating the download link though until we make some good progress on his attacks.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 20, 2010, 07:52:21 PM
Ok i just made him flap his wings during Down Aerial. I also changed his Spot Dodge/Down Dodge whatever you wanna call it. Instead of moving out of the way he just shields himself with his wings. I wont be updating the download link though until we make some good progress on his attacks.
Which won't be happening until someone offers us their advanced psa services.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Gaia on November 20, 2010, 08:46:13 PM
Hollow might be a good one to ask when he's done with his current Sephiroth PSA.  He seems to know his way around those and seems to be pretty efficient too.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 20, 2010, 09:08:04 PM
I would prefer not to PM somebody and beg for their help but i might have to eventually : /
Id much rather give them the opportunity to offer their help instead. But apparently the community would rather work on a bunch of obscure, generic, Japanese Anime characters or 5 different Shadows at once, than work on the single most deserving character NOT on the roster.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Gaia on November 20, 2010, 09:36:16 PM
I can understand that.  That's actually part of the reason I suggested Hollow.  Since he just started on the Sephiroth psa it might be a good month or so before he's totally done and if you haven't had anyone offer to help by then it might just be time to start holding out the ol' beggin cup.

And now that you mention it, I really can't think of any other character who is more deserving to have a place on the smash roster that's not there already.  Ridley is just too major a series character to not have been put into smash.  Not too many other villians have been such major influences in an overall series as Ridley has for Metroid and for Samus' character in particular.  He really should have been in smash since Melee.  That intro video showed how he would look in the smash bros. scale and he would really have made an awesome melee fighter.  Hopefully there'll soon be some more people interested in helping out this psa to completion cus I know I personally can't wait to see him finished.  Ridley and Cloud were the two characters I wanted to see in Brawl most when the game was first announced and now, thanks to the hacks and dedicated hackers, both are almost there.  Keep it up guys!


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 20, 2010, 09:50:45 PM
Exactly why i am making it. Every other main franchise on the roster got a new rep except for Metroid. And no, i dont exactly count Zero Suit Samus as a new character. The least Sakurai could have done was give her a real moveset. No, he just made one up on the spot and gave her a whip. Her moveset should have been nothing but melee attacks with the stun pistol integrated in with the special attacks.
That reminds me to add another thing to the to-do-list. Once im done with this im making a Other M Samus AND Zero Suit Samus PSA.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 20, 2010, 11:19:50 PM
Sakurai's way of thinking is apparently very different from any normal sane person. Rather basing a character's moves on concepts and moves that they actually used in their game, he always chose to pull ideas out of his a$$ first, then fill in the remaining gaps with real moves. ZSS is one of the best examples of this. He himself coined the term Zero Suit Samus, because Zero Mission introduced gameplay of Samus in that suit. Then he came up with the electric whip idea....out of nowhere. Normal Samus's moveset is the exact same way. Rather than giving her a fast projectile beam as she SHOULD HAVE, he gave her a blast that is completely useless without charging. Not to mention the fact that you can't move while charging. Charge Beam has been optional in nearly every canon Metroid game. It was just a stupid idea from the very beginning.

Another Rant:
Isaac- Why use Move when he could have used a Venus psynergy move, or better yet, Judgment? It sounds to me like someone played through the first hour of Golden Sun and was amazed that you had "magic" skills that were used to progress and solve tasks outside of battle.
Luigi- After the release of Luigi's Mansion, Luigi should have been de-cloned and given a Vacuum-based moveset in the next game. Sakurai fails to do so, leaving us with another semi-clone.
Ganondorf- Ganondorf's Melee model was based off of his Ocarina of Time appearance. In OoT, he is a sorcerer. It is never mentioned anywhere in the game that he is a warrior, nor do you fight him physically in human-form. He should have had a magic-based moveset. With his B move being the reflectable ball of energy that he and Phantom Ganon use. They neglected to do so, leaving him as a clone. Then comes Brawl. TP was already out by the time Brawl was in development, so Ganondorf should have had a sword-wielding moveset to match his TP appearance. Yet it was once again neglected and he was left a clone. I find it odd that NONE of the clones from Melee, gained completely new movesets in Brawl. They had time to add in tons of useless features that no one even uses or wanted for that matter, yet couldn't find time to finish character's whom they refused/were unable to finish in Melee.
Sakurai: "So Ganondorf's gonna be in SSBM, what should we do for his moveset?"
Random guy at Hal Laboratories: "Oh lets make him have a magic-based moveset, similar to Zelda.
Other Random Guy at Hal Laboratories: "NOOO give him a sword.
Sakurai: "ok, lets give him a sword....no wait at the last minute, lets get rid of the sword and give him a bare-handed fighting style...like Captain Falcon."


On Topic:

I would also prefer not to go begging, but if it must be done, then it must be done.

It's not like we're asking for that much. The dash's animation is already finished and I've already got some psa work done for it. It doesn't work, but I'm pretty sure I have all of the necessary stuff there. I used Ike's forward B as a template and went in and changed it so it applies to charizard's things. I apparently just have something horribly wrong at some point XD. I'll just post the link to it's download again so someone might just have a look at it and tell me whats wrong if nothing else. http://www.mediafire.com/?tfe77qbpu8h2rt1



Personally, I have to say that Isaac was the single most deserving Character for Brawl, because Ridley should have been in Melee. The Golden Sun series is, to me, hands down the best rpg since Chrono Trigger and in my eyes, has still yet to be bested. There are games with a better storyline, and games with superior gameplay, but Golden Sun had so many things going for it and stuck with me.

@Aether

Other M Samus needs ZSS's downB evade jump thing of course. The rest of the B moves would probably just stay the same, excluding the Neutral B. You could just get rid of the charge, make it fire faster with no delay and do less damage.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: irishladdie727 on November 21, 2010, 12:36:32 AM
I'm just going to go ahead and say that Zero Suit Samus' moveset is probably one of the funnest ones to play as hands down, and replacing it would be silly.  Maybe Sakurai approaches game design with things like fun in mind instead of canon accuracy or whatever, seeing as he's a game designer and not a fanboy.  I'm all behind what you guys are doing, but I don't think that the Brawl modding community is anything more than the crazies running the asylum sometimes, especially when I see people getting all high and mighty and saying they could have made a better game than Sakurai.  The truth is, he made the game that Nintendo wanted to release and not everybody was going to be pleased with it, and there are about a million more factors that constrained every one of his decisions to put things in the game than the three (ability, time, [censored]-giving) that restrict us.  Don't make modding your "revenge" against those heartless game developers who spend their lives trying to think of new ways to entertain you, and please don't whine about Nintendo taking canon liberties with their own licensed properties.  Nintendo are and always have been gameplay first and story second and I would not have it any other way.  Just make the hacks you want and stop complaining about what was missing from a game that we've now made nearly unrecognizable.  There are more anime characters in the vault now than Nintendo ones for god's sake.  We can do whatever we want to this game.  Whining about what Sakurai did or didn't do at this point is such a worthless waste of good time and energy.  Especially when you nitpick at the numerous things Vanilla Brawl got perfectly right, such as coming up with a really fun moveset for Zero Suit Samus, rarely seen outside her suit, just like Sakurai had done before with Captain Falcon and Fox, never even controlled outside their ships before Smash 64.  He may be pulling things out of his ass, but that same ass shat THE FALCON PUNCH, which had no basis in F-Zero whatsoever.  That's one brilliant ass in my opinion.

All that said, I'll still do that vertex when I get the chance.


Edit: Also your willingness to tweak balance in favor of storyline accuracy for a new Samus moveset concens me a little bit.  Please promise me you'll try and integrate Ridley into the balance scheme.  I remove overpowered characters from my game once I discover their cheapness and it would sadden me to do that with Ridley.  We all know the Cloud PSA is crazy bull[censored].  Everybody should shoot for a PSA as well-balanced as Zero or Mewtwo.  Even Zero is a little overpowered in my opinion.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 21, 2010, 01:51:27 AM
I'm just going to go ahead and say that Zero Suit Samus' moveset is probably one of the funnest ones to play as hands down, and replacing it would be silly.  Maybe Sakurai approaches game design with things like fun in mind instead of canon accuracy or whatever, seeing as he's a game designer and not a fanboy.  I'm all behind what you guys are doing, but I don't think that the Brawl modding community is anything more than the crazies running the asylum sometimes, especially when I see people getting all high and mighty and saying they could have made a better game than Sakurai.  The truth is, he made the game that Nintendo wanted to release and not everybody was going to be pleased with it, and there are about a million more factors that constrained every one of his decisions to put things in the game than the three (ability, time, [censored]-giving) that restrict us.  Don't make modding your "revenge" against those heartless game developers who spend their lives trying to think of new ways to entertain you, and please don't whine about Nintendo taking canon liberties with their own licensed properties.  Nintendo are and always have been gameplay first and story second and I would not have it any other way.  Just make the hacks you want and stop complaining about what was missing from a game that we've now made nearly unrecognizable.  There are more anime characters in the vault now than Nintendo ones for god's sake.  We can do whatever we want to this game.  Whining about what Sakurai did or didn't do at this point is such a worthless waste of good time and energy.  Especially when you nitpick at the numerous things Vanilla Brawl got perfectly right, such as coming up with a really fun moveset for Zero Suit Samus, rarely seen outside her suit, just like Sakurai had done before with Captain Falcon and Fox, never even controlled outside their ships before Smash 64.  He may be pulling things out of his ass, but that same ass shat THE FALCON PUNCH, which had no basis in F-Zero whatsoever.  That's one brilliant ass in my opinion.

All that said, I'll still do that vertex when I get the chance.


Edit: Also your willingness to tweak balance in favor of storyline accuracy for a new Samus moveset concens me a little bit.  Please promise me you'll try and integrate Ridley into the balance scheme.  I remove overpowered characters from my game once I discover their cheapness and it would sadden me to do that with Ridley.  We all know the Cloud PSA is crazy bull[censored].  Everybody should shoot for a PSA as well-balanced as Zero or Mewtwo.  Even Zero is a little overpowered in my opinion.

I found Sonic's moveset to be unique and fun to play as, yet we have more shadow PSA's (finished and in process) than we have Landmasters in Brawl. XD



Nintendo might not have followed their canon source material, but we can. And we feel that character's will turn out better if they follow the source material, despite what history has shown (cap falcon/fox for example)

-

My look on the entire series in response:

The Original Smash Bros was creative and every single idea in it, aside from Samus's neutral B, were great and expanded on the canon-design of those characters. In Fox's case, the moveset that Sakurai developed for him was expanded on and certain elements of it can be seen in Star Fox Adventures in his Staff-weilding moveset. SSB kept true to those characters while giving them options and actual playability that they didn't have in their original games. Captain Falcon and Fox were very well-done. Their movesets fit them perfectly.  Melee was fine. I was disappointed that some percentage of the roster were just clones of other characters, but I dealt with it.
Melee was still a multiplayer-based game. I did not play competitively through wavedashing, yet I played the game as competitively as possible without exploiting glitches. After all was said and done, I greatly enjoyed Melee. I always thought that if they made a new SSB, it would fix those clones, since they would probably focus on them from the beginning and make a point to give them new movesets. The realization that Brawl did not do this was my main disappointment with it. Since the clones have carried on through 2 games, I don't see them getting new movesets in future SSB games either.

I don't see why, given the resources/time/knowledge at Nintendo's disposal, that they would have to do these things. Brawl was delayed all those times, yet we still ended up with a couple of clones/semi-clones. Then they added all of those useless features which without a doubt took up a great deal of their development time. It seems as though they added things just to take one's attention away from gameplay elements. Instead of enjoying the multiplayer gameplay that made Melee so popular, one can now spend hours playing through a kirby-styled sidescroller where button mashing is all that's really required, or spend hours playing 10 second demo's of old games, or reading through a chronicle of all of the games that were somehow represented in Brawl. They took the focus off of Gameplay and placed it on casual features.

I suppose Nintendo's recent trend toward "casual gaming" is more to blame than Sakurai. It's not that I hate Sakurai or think I could have done better, because I most definitely couldn't have. It's just that among the great things he has done with the SSB series, he has also made some pretty stupid decisions and I like to talk about them XD. Notice how I put my rants in spoiler tags? When I get started thinking about the stupid things he has done, I just tend to rant a little. I can't help it DX.


and please don't whine about Nintendo taking canon liberties
By hacking and producing fan projects, we are all taking huge steaming dumps on Nintendo's copyrights all the time so that's not really a valid arguement XD.


Balancing has been the number 1 issue with Ridley since the beginning. When coming up with his potential moveset, several things were trashed because they would have been Metaknight-level broken or worse, while others were just far too hard for either of us to do in psa. I don't see the point of playing as character's who 1-hit everything and would never purposefully make one. We wanted him to have fast, with many no knockback comboing attacks like Metaknight, that would hit 3-5 times then let the opponent DI out of it. After we got started though, his moveset started getting simpler and simpler to fit what we would be able to do in psa. People have brought us ideas that far surpass what we were able to do in psa, so that's why we're still waiting on other people to do certain moves for us.

He's going to be made faster. I don't know why Aether made him so slow in the first place. One would think that when messing with attributes to see what they did, you would add to them instead of lowering them. As he is made faster, even more tweaking is going to have to be done so his newly added speed doesn't make anything extremely spammable and broke.

Right now, his only attack's that are somewhat broken are his forwardAerial (and If I'm not mistaken, Aether has already put some delay on it so it can't be spammed), his forward smash (it still has far too much knockback when sweetspotted), and his downAir (due to it's spammability). These will all be corrected at some point.

The fireballs can wall an opponent out of the screen if used correctly (or should I say incorrectly), but unless Aether finds a way to fix the Double fireball effect of it, I don't think that's going to be changed.

I said earlier that once he is finished I'll be making a list of his match-ups. If he was meant to be broken, this would be pointless as he probably wouldn't have any bad match-ups period.

And about the ZSS and Samus moveset tweaks, just because he's going to change their movesets doesn't mean that it's going to effect the balancing. If Samus's charge beam was made a little more spammable and lost the knockback of a Fully charged blast, I don't think it would affect her match-ups in the long run. She would be losing a potential killmove, but gaining a new damaging move.  If ZSS used kick's or something instead of the whip, I don't think it would affect her match-ups either. In ZSS's case, the changes are probably going to just be visual from what he's told me. Aether just doesn't like it that Sakurai made up the whip thing to seemingly fit some random criteria he had for a whip-user. However Samus could use a new/altered moveset. The only other Samus psa that I know of is Dark Samus's. Variation is always good in my opinion. If you get bored with one moveset, you can just swap a different fitmotion and pac into the folder and your ready to go. That's one of the great things about Brawl Hacking now.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 21, 2010, 06:39:01 PM
bump


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: irishladdie727 on November 21, 2010, 06:54:06 PM
I'm not going to quote your post Weyard because it's enormous, but it put me at ease.  I just kind of vented my frustration with the Hacking community at large on you guys.  At least we can agree that the Anime and Shadow stuff needs to go bye bye.  Idk though, maybe I'm just a purist, and granted I do use Brawl + so I barely remember what the old Brawl actually felt like, but I've always been hesitant to meddle with the original 35 characters.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 21, 2010, 07:37:07 PM
I play balanced brawl, and am (and always have been) sick of normal brawl. Sakurai ruined all that melee was and all that brawl could have been. If not adding the most deserving characters wasnt bad enough, he greatly favored his own game even making his favorite creation, the "Best" Character. And no, im not satisfied with that. I think that every character should be balanced, which my Ridley will be. This is still in the early stages. Once the moveset is completely finished i can tweak his damage and knockback to make him balanced.

If anything, the reason i starting hacking was to get these ideas out to Nintendo and the world and show them where they went wrong. They need to know that the very man directing the game is the one who has lead to thousands of fans hating it. I just wish that they would let somebody else make the next one. Maybe let Shigeru Miyamoto help Sakurai with it. Atleast he will spread the favoritism over a few more deserving series (Mario, Zelda, Metroid).


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 21, 2010, 08:20:49 PM
For the dash: Do you have a line of code in "other" called 18000100-06? That caused problems for me when I was working with PSA, but I'm not certain it'll fix yours.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 21, 2010, 09:13:09 PM
For the dash: Do you have a line of code in "other" called 18000100-06? That caused problems for me when I was working with PSA, but I'm not certain it'll fix yours.

No idea. I'd have to redownload it to check. My computer's been rebooted since I started on that so I lost it.

So what did you do with that code, just delete it to fix the problem?

I took all of the information from Ike's forward B Special Tab, replaced all of the parts that mentioned Ike's subactions and related them to the correct ones for Charizard. Then took the Main and Other from Ike's and changed what I thought was appropriate there.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 23, 2010, 06:01:25 PM
Bump


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 23, 2010, 06:08:25 PM
^Yeah, it just needs to be deleted. I would've tried it myself, but mediafire wasn't working.

EDIT: forgot to mention this, but you could try the add/remove momentum command.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on November 23, 2010, 06:17:49 PM
^Yeah, it just needs to be deleted. I would've tried it myself, but mediafire wasn't working.

EDIT: forgot to mention this, but you could try the add/remove momentum command.

I'm working on a couple of other projects right now, but as soon as I get back into this, I'll definitely try that momentum command. I think I might have moved his model while leaving his transN on the neutral position. If that's the case, that could explain it. Usually the TransN has to be moved as well if I'm not mistaken.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Fliptocat on November 23, 2010, 06:24:53 PM
^I've messed with the TransN before so yeah, that's likely the problem. Well, good luck.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: zetsame on November 25, 2010, 09:44:24 PM
bump.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 26, 2010, 07:47:57 PM
i think im just going to just get rid of the false projectile air fireball and replace it with a throw N fireball like the ground one. It doesnt cause the double fireball problem i think. Either way it looks like im going to be updating again before anybody helps us : /
So, for changes to expect next update:
-Edited air fireball
-Weakened ground fireball
-Non spammable forward aerial
-lower knockback resistance/defense for balancing
-more air mobility and less weight


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on November 26, 2010, 08:04:50 PM
sounds good!


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: zetsame on November 29, 2010, 10:15:49 PM
bump


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on November 29, 2010, 10:19:59 PM
what do you have for his taunts?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on November 29, 2010, 11:30:17 PM
same as Charizards for now. Thats not really anything important so we were going to wait and do them and his entrance last.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 03, 2010, 08:02:14 PM
bump


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: zetsame on December 04, 2010, 07:00:16 PM
speaking of bumps, do you guys have the throws done? and what else needs to be done?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on December 04, 2010, 07:27:28 PM
throws are just charizards throws for now. Same as taunts, they arent as important as his specials and stuff.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on December 05, 2010, 01:26:15 PM
but it could be something to work on till you start working on his special again


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on December 05, 2010, 04:33:01 PM
yeah i guess i could lol.
Any idea for what they should be?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 05, 2010, 05:25:39 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Quickman on December 05, 2010, 06:37:58 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.
Would it even be possible to do an animation that is his Up throw?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on December 05, 2010, 08:22:59 PM
Yeah, i think someone even explained how to do it a few pages back. You just translate Ridley's body during the animation really far back on the z axis. Since the opponent is attached to whatever bone while being held, it should take them with you.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 05, 2010, 08:44:06 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.
Would it even be possible to do an animation that is his Up throw?

Yes, it's the same as some of Metaknight's/Kirby's throws where they move themselves and the opponent throughout the animation.  It would be basically the exact same as them, only you are moving through the x axis into the background before performing the meat of the animation.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Thundaga_T2 on December 06, 2010, 06:36:19 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.
Would it even be possible to do an animation that is his Up throw?

Yes, it's the same as some of Metaknight's/Kirby's throws where they move themselves and the opponent throughout the animation.  It would be basically the exact same as them, only you are moving through the x axis into the background before performing the meat of the animation.
Not all stages have background walls, so basically he'd be just flying with them.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 06, 2010, 06:51:23 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.
Would it even be possible to do an animation that is his Up throw?

Yes, it's the same as some of Metaknight's/Kirby's throws where they move themselves and the opponent throughout the animation.  It would be basically the exact same as them, only you are moving through the x axis into the background before performing the meat of the animation.
Not all stages have background walls, so basically he'd be just flying with them.

Ya that has been discussed as well. Basically, he would just be going back a set distance. 99% of the time, it's not going to look like he's scraping them against a wall, but on the few stages where he would actually touch the wall in the process it would be epic.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Thundaga_T2 on December 06, 2010, 06:54:51 PM
I always wanted-
Upthrow: Brings opponent into the background, grinds them against the wall, then flys back to the stage.
Forward: Tosses opponent over his back then launches them forward vvia a tail stab.
Back: Throws opponent backward lightly, then slam his tail onto them. Good damage, low knockback.
Down: Keep Charizard's.
I have no idea how to work throws in psa, or I would have already attempted them.
Would it even be possible to do an animation that is his Up throw?

Yes, it's the same as some of Metaknight's/Kirby's throws where they move themselves and the opponent throughout the animation.  It would be basically the exact same as them, only you are moving through the x axis into the background before performing the meat of the animation.
Not all stages have background walls, so basically he'd be just flying with them.

Ya that has been discussed as well. Basically, he would just be going back a set distance. 99% of the time, it's not going to look like he's scraping them against a wall, but on the few stages where he would actually touch the wall in the process it would be epic.
That is true, thats actually a really cool idea, mine would have been scraping the opponent on the floor in front of him. (Possibly a down throw?)


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 06, 2010, 07:05:48 PM
lol If we can get that other throw to work right, I'll make all of his throws move the opponent as well just for lulz.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 12, 2010, 06:43:01 AM
bump, still looking for help with 2 special moves. I think I might be better off just making a topic for each move in the request section.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: milliondollar mistake on December 12, 2010, 09:01:07 AM
I think tat would be too many topics. just make another one, requesting with both moves.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 12, 2010, 10:09:03 AM
I meant one after another. The first topic would be for his ForwardB. Once it's done, I would make a new one.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: fighter20brawler10 on December 12, 2010, 10:12:00 AM
Wow this looks great


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Thundaga_T2 on December 12, 2010, 12:32:39 PM
Why dont you just rename the title of the thread and ask for help that way?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on December 12, 2010, 12:33:18 PM
Why dont you just rename the title of the thread and ask for help that way?
Aether did that before and no one came. I have my Saturos topic named in that way and not a single person has helped in it lol.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: zetsame on January 07, 2011, 11:19:59 AM
bump


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: SiLeNtDo0m on January 07, 2011, 11:31:11 AM
bump

Why?


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on January 07, 2011, 11:22:22 PM

For great justice?
lol I dont mind the bumps. This needs to stay on top until we get some assistance.

Though at the moment it is still on hold. Im too busy to try anything radical myself so we just have to wait.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: xZedkiel on January 08, 2011, 11:25:09 AM
I'd say, forward throw should slide them against the floor for a sec while flamin' their face lol then throw 'em forward.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Aether on July 08, 2011, 01:06:31 AM
OH GOD A ZOMBIE. I just bumped this back out of its grave. With a two new SSB games on the way, im back interested. Anyone want to help me with this now?

We still need:

-Someone who can give him a pound similar to "Bowser's Down Special", as Ridley's Grounded Up Special Basically, make him jump up into the air then pound instead of Fire Spin. Keep the air version the same though
-Someone who can make a dash attack (similar to Ike's) over Ridley's Neutral Special Its going to end up being his Side Special but I need it over his Neutral Special because i plan on swapping his fireballs with it once finished. Plus it gives you 3 animations to work with instead of 1 if you were building it on his Side Special
-Someone who knows how to fix the glitch which causes him to shoot a second fireball when he hits the ground
-Ideas for Down Special
-Ideas for the rest of the unchanged attacks (Up smash, Up Tilt)
-Testers. There arent any glitches or anything. I just need to know how to balance him.


Title: Re: Project RIDLEY PSA *VERSION 1.1 IS OUT*
Post by: Weyard on July 08, 2011, 01:27:06 AM
The community is smaller than it was before. I really doubt you'd find anyone (other than the 3-4 of us who had been working on this) that would be willing to help with anything now, much less a difficult psa.