Ridley "MOTHERF_____"

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About Ridley "MOTHERF_____"

  • Rank
    Forum Regular
  • Birthday 08/06/1986

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  • Gender:
    Male
  • Location:
    Norfair
  • Interests:
    Metroids, killing people, kittens =^w^=

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  1. Download link: https://www.dropbox.com/s/9emmdi1biqtkoum/Samus%20Aran.rar?dl=0 (original link is no longer available - it's been deleted)Preview: From a warehouse site. This version's gameplay is based off Kamekaze's Captain Falcon's with some changes (it seems to be using his files as a base). There is no readme and "Unknown" is listed as the author's name. Unfortunately, it has no AI. The SFF is 1.1, but it can be converted to 1.0 just fine.
  2. It's been a while, huh? Anyway, this update has been...collecting dust for a lack of a better term. I haven't worked on it for months. Today I decided to fix whatever problem I can find in it and release it. This isn't the final version, but it's not a beta now. I guess this is a full version? I don't know how to call it. https://www.dropbox.com/s/basfxk78ybqdf5q/RidleyGeoform187.rar?dl=0 What's new? -Added damage dampener -Added 1 new special (QCF, LK/SK) -Added 1 new hyper (LV5, QBC, QFC, SP+SK) -Added 1 new aerial throw and fixed the old one -Reduced hitsparks' size to half of their original size -Replaced frozen sprite -Minor bug fixes -Slightly modified AI -Fixed few things in the readme -Fixed his name (can't really call this balanced and it's Geoform 187, not 128) Unfortunately, I might be unable to update this for a while unless it's something minor. Don't have much free time for now.
  3. Download link: https://www.dropbox.com/s/snak80lknnqxj6h/Nightmare.rar?dl=0 No video because i can't access Youtube for now. Character has big sff file, but it won't generate enough effects to lag. Nightmare from Metroid Fusion and Metroid Other M is back to haunt your dreams...except not really. This is a boss character with 3 phases. Its weak point is its mask. During 1st phase (1st image), it can use only Plasma Beam and Body Slam and Gravity Manipulator. Once 1/3 of its health is gone, it will go to 2nd phase (2nd image), activate its Gravity Manipulator (making you move slower, jump lower and fall faster) and gain access to Molecular Disruptor and Plasma Beam Delta. Once it is at 1/3 of its healthbar, it will go to 3rd phase (3rd image), losing Body Slam, but Gravity Manipulator is a lot stronger (your jump and movement speed are even lower, you fall faster and you slowly lose health), Molecular Disruptor is a bit stronger and it can use Plasma Beam Omega. To make sure that you can defeat it, timer is stopped. Endoedgar's Samus is recommended for this boss along with other mobile characters like her. You won't go far if your character can't jump high enough and has no anti-air attacks because Nightmare just won't stay on the ground unless it attacks and gravity increase is very noticeable. Moveset: A - Plasma Beam Alpha (Phase 1, 500 power), Plasma Beam Delta (Phase 2, 500 power), Plasma Beam Omega (Phase 3, 500 power). Can be avoided by jumping over Nightmare since iy can't move while beams are fired. B - Molecular Disruptor (Phase 2 and 3). Projectiles can be destroyed. C - Artifical Black Hole (Phase 3, 3000 power). Instantly kills, so, move away from it until its gone (that can be done simply by walking back since you won't guard when he uses it). Black hole explodes at the end, so, make sure to block it. X - Body Slam (Phase 1 and 2). Can be avoided by jumping back/forawrd at right time, but don't do that too early or he will turn around. Stuff to do: -Proper AI (currently uses MUGEN's default AI because i can't code AI for such bosses and while it can get things done, its not what it should be) -Convert sprites to 1.0 and properly crop them (this won't help much, but still) -Make Gravity Manipulator affect projectiles with hurtboxes -Fix that glitch that causes Nightmare to disappear for one frame after intro and other glitches that will be found if there are any -Find out who made coding i used for super armor and poison glitch (i just found that somewhere and used latter one for gravity manipulation)
  4. I wanted to do this for a while and since there is no Nightmare in MUGEN, i decided to make one. This shouldn't take much time even with other projects since im once again using pre-rendered 2.5D sprites. Here is how it looks like:Phase 2 animation:Phase 1 lasers:Phase 2 effect:Phase 3 effect:And this is how it works:Phase 1: can use only its lasers, ram opponent, attempt to crush opponent and use its ground crawl attack. Gravity is normal.Phase 2: when life is below 2000, activates gravity manipulator, restricting opponent's movement. Can use attacks from previous phase along with new energy projectiles that home in to target's location.Phase 3: when life is below 1000, Nightmare's mask is cracked and his body is damaged. Gravity manipulator works at max power, which slowly drains health, so, make sure you can finish it off as soon as possible. Previous projectile attacks are stronger, physical attacks are weaker and it has access to its strongest attack - artificial black hole it used in Other M. It instantly kills opponent and sucks whatever is near into it, so, you have to move away from it. While its active, Nightmare itself can't do anything. When health is brought to 0, Nightmare loses control of its gravity manipulator, but instead of just going apes**t like in Other M, it generates an artificial black hole like what it uses in his strongest attack and sucks it in before releasing whatever is left after it.In all phases, only its face has a hitbox. Everything else is invincible. Right now, i need to figure out how to make everything outside of its face block projectiles and i need someone to code proper AI for it. I can make good AI, but only for normal characters.Right now, this is what i have done:Phase 1-3 flying animations;Movement coding;Phase switching;Phase 1-2 lasers;Black HoleSuper armor coding;Phase 2 energy projectiles;6 palettes;Gravity increase (Phase 2-3).
  5. How would that even work? Metal Face himself has many details that would be lost if scaled down (including his eyes and red lines on his face) and GFX...yeah, that could be scaled down. And hitsparks are too big anyway. But that still leaves 150mb. I'd be surprised if someone will actually optimize this guy without losing too much details.
  6. Crashes on 99% for me. Can someone else try? Maybe its just me or its too big to be saved like this. Does it just loads forever or gives error message? It takes a while to load for me, but match can start.
  7. Warning: can generate a lof of graphical effects very quickly and his sprites alone are over 200mb in size. Will lag MUGEN if you have a "toaster".Video: https://vid.me/e/wRzeLink: https://www.dropbox.com/s/wcj8shvoriu460h/BlackFace.rar?dl=0There is no readme in the archive, but there is something like it here: http://www.infinitymugenteam.com/Forum_345/index.php?topic=45061.0 I don't think he uses any speciffic gameplay style. Not glitchless (for example, AI can use Xord AND a lv1 Hyper despite having only 1 power bar, Custom Grand Shot's laser appears few frames after hitboxes hit opponent and if stage zooms out, you can see that Jade Face is just out of view until certain point), but stable enough and definitely something you'd like to have if you like characters with good AI. Just wish he was compatible with both MUGEN 1.0 and 1.1 (right now, his sprites don't load in 1.0).
  8. Forgot this Ridley and this version of Norfair: http://mugenfreeforall.com/index.php?/topic/25228-11-norfair/ http://mugenfreeforall.com/index.php?/topic/24116-10-25d-balanced-ridley-metroid-beta-1-released-last-update-150815/ Also, use different preview for Odb718's Samus. Like this one: One you use right now doesn't properly shows what its supposed to be. Makes it looks like badly cropped screenshot from Brawl. Also, why "Weird SSBB Samus" is not in "Super Smash Bros. Brawl (Wii)" category? Those are badly cropped screenshots.
  9. Oh, that. Well, i would, but there is no model of that guy. At least none that were actually released (there was one made of Ganondorf and Beast Ganon models from SSBB with trident made of few other weapons, but it wasn't released). But i'll make sure to include more than just his sword for Ganondorf.
  10. Canceled...most likely. I lost interest in MUGEN before even finishing Ganondorf. But right now, i have some of that back, so, who knows. If i'll maintain that interest for long enough, it might happen. Finished all standing attacks. Light and medium/strong (there is no C or Z button, but there is a 3rd kick that can't be cancelled into anything outside of specials, hypers and super jump) or kicks look weird, but they work.
  11. Well, i wanted to use OoT version instead of TP version, but it didn't go well with the palette and had very noticable color loss. As for ALTTP version...no. Ganondorf doesn't even exists here as Ganondorf. But i'll take some things from that game's Ganon boss fight. Basic movement and all standing punches are done. Decided to have Phantom Ganon involved in a special (specifically, in certain version of teleport triggered by pressing any button while Ganondorf prepares to teleport that causes Phantom Ganon to attack opponent if he is hit instead of real Ganondorf, but he reveals himself only after getting hit) and one hyper (basically Dead Man's Volley from OoT between real and Phantom Ganondorf except projectile goes through opponent until it gets to certain point).
  12. This is what i was doing for first 300 sprites and it worked. Took me about a whole hour. And i have around 3000-4000 more to crop. Would be far easier if i could change commands like "Save" and "Open from next sprite" to ">" and "?" instead of Ctrl+S and Ctrl+Shift+Left, but nope. Its not possible.
  13. Very well then. Will keep it in mind. No. Crop function in Fighter Factory.
  14. Thanks for help. Will be added in the next update. But im not sure if it will work properly in fights against 2 characters when only one of them was hit...but Ridley dies in those quickly anyway.
  15. Thanks for explaining. Now just need to figure out how its done in the coding. No. Only what already is in Fighter Factory. That makes sense if its true.