Project RIDLEY PSA *VERSION 1.1 IS OUT*

Started by Aether, November 09, 2010, 09:18:27 PM

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Quote from: Aether on November 09, 2010, 09:18:27 PM
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"
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November 13, 2010, 05:04:20 PM #91 Last Edit: November 13, 2010, 05:12:54 PM by Aether
Quote from: Franco159487 on November 13, 2010, 04:49:28 PM
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.


Quote from: 14fanofanime on November 13, 2010, 04:37:49 PM
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.



Hey, would you like me to take perfect pics of the newest Ridely?

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.

The new version's pretty good, but I think it's a little hard to hit my opponents with the side and ground smashes.

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.

Quote from: Fliptocat on November 13, 2010, 07:46:21 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.

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?

BigBadBooya Is...xDDD
Executioner of Halo Reach.



November 14, 2010, 05:41:35 AM #100 Last Edit: November 14, 2010, 06:12:50 AM by Fliptocat
I'm going to take some pictures.
EDIT: Here they are:

Down air

Neutral air

Comparison

Down smash

Side smash

Forward tilt

Side B


Aerial side B

A combo


All right, that's it for now.




I took a few pictures as well. One for each attack.

Quote from: Fliptocat on November 14, 2010, 05:41:35 AM
I'm going to take some pictures.
EDIT: Here they are:



This is gonna take a minute...
//

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


November 14, 2010, 06:07:33 AM #102 Last Edit: November 14, 2010, 06:14:08 AM by Fliptocat
^Awesome. I've still got more to upload....
All right! Finished!

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.

^Sounds good. I might not have everything since I was using version 1.0 when I took the pictures.