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Ridley "MOTHERF_____"

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Everything posted by Ridley "MOTHERF_____"

  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.
  16. ...still not exactly sure what it means...but how exactly did you pull off 107 hits anyway? Opponent should automatically get up after landing after 1 re-launch and opponent is invincible while doing so (well, at least in 1.1 - never really paid attention in 1.0), which means combo should be interrupted. Unless this amount of hits was dealt through hypers.
  17. Not sure if you remember or not, but i made Ganondorf once at some point...and dropped him in early beta state. He is available for release, but not really worth the time. So, i decided to remake him in similar way i remade Ridley. One of the changes, outside of moveset of course, is the model: While there is still some color loss, its not as bad and there are no awkward white outlines on transparent parts. Also, i removed his cape. It makes animations easier to use (since cape is rarely animated in the actual animations instead of being animated by physics, but program i using can't do all of this wind and gravity physics stuff like MMD) and makes more sense because usually, capes are removed before such fights. So, in the intro, he will just burn it off. I know that he was fighting with his cape in OoT and TP, but whatever. Right now, moveset isn't finished, but sword and magic will be involved and i'll make him in same style as my Ridley (4 buttons, 5 hypers, etc). One thing im sure about is that he will be strong and slow kind of guy, with super armor and everything, but also with surprising agility, like in LoZ games he appeared in. Oh, and for those who thinks Ganondorf looks too big on the screenshot - he is actually not big enough when compared to the source. He should be twice as big as a normal human (so, KFM here would be below his waist). I don't understand how that works, but whad'ya gonna do. I would like to show his standing animation, but i need to crop it first. Right now, it has a lot of empty space in bottom right corner and simply using crop function doesn't works because of one small pixel in that corner.
  18. -I cropped them as much as i could. The problem is that there is one or two pixels (which use one of the colors that are not transparent on the sprites and usually use white color and that one is frequently used) in bottom right corner that prevent crop function from removing that empty space, so, i have to manually remove it, but this is very annoying and frustrating when there are 4000+ of them. -I don't know how to do this thing. What is it for anyway?
  19. Download link: https://www.dropbox.com/s/basfxk78ybqdf5q/RidleyGeoform187.rar?dl=0 Video preview: https://www.youtube.com/watch?v=fo_MBhBGGF4[/youtube Video preview 2: https://www.youtube.com/watch?v=Jh_TQGPhQX4 Welp, after a week or two of some work, i made this thing. This is a 4-buttoned character, so, C and Z are not used anyhow. Features following things: Smooth and detailed animations with only one or two exceptions. 6 palettes, 16 win quotes, 3 victory animations, 7 specials, 4 hypers and flight mode. Very agressive AI that will devour you within seconds unless you are using cheap character, you are really good or you learn how to exploit it. Frozen, burned and Pharaoh Curse-d animations.
  20. Sorry for lack of updates, but here is a big one. Ridley is ready for beta release (right now, he is missing few specials and hypers). His AI is as brutal as usual, but now it relies on combos than raw damage and really cheap attacks like guard push that can actually hurt his opponent. Here is it in action: https://www.youtube.com/watch?v=Jh_TQGPhQX4&feature=youtu.be You can easily beat him once you learn what he does after what. Oh, and don't worry - Ridley still doesn't talks. He laughs, but that sound is mixed with roars, so, it sounds more fitting than if i would leave it as it is. And here is his full moveset in a match against one of previous Ridleys i made: http://youtu.be/fo_MBhBGGF4 I also added Burned (which is just Ridley with darker colors and torn wings), Frozen (which is Ridley in a huge chunk of ice like in SSB) and Pharaoh Curse (which is Little Birdie of course) animations. No Shocked animation because thats not possible (but i would do it if it would be possible) and no Midnight Bliss because...why? If 2nd video doesn't shows up, then its because its not done uploading. But it should be over soon.
  21. Well, all of the lost progress is...not lost anymore? Idunno. Anyway, i already finished all punches, light kick and strong aerial kick. I still haven't decided what kind of gameplay style to use. But certainly not the common 6-buttons kind of thing. Have standing animation for now: He isn't as dark as on image above, but thats just to make him easier to recolor and more fitting when compared to most characters. I would like to show other animations, but it takes a while to clean them so they can be cropped properly and uploading doesn't goes any faster either. I think i should write moveset i planned for him here, but a bit later. Most likely today or tomorrow. ...yeah, this is not much, but im quick with coding and importing those sprites, so, its not because that took that much time. I remade all of this stuff within like 5 or 6 hours. Making animations and modifying the model takes longer.
  22. This is not a boss. I actually done research on balancing in traditional fighting games, so, its going to actually be balanced. Well, as much as possible.
  23. Thanks. Sorry for lack of updates. Its been a while since last one. But i have reasons for that. 1. I decided to update the model (its overall thinner, has 2x more teeth, longer claws, different textures, etc). And this means redoing every single sprite i added...and that is going to take a while. This is how it looks like right now: Its not finished yet. But im going for more of a "bloodthirsty and sadistic dragon" feel this time, so, expect to see nasty stuff in terms of both appearance and attacks. 2. Lack of ideas for what to do. But thats been fixed already. 4. I also decided to update standing animation...which means every animation for ground attacks that was done outside of throws needs to be redone. 5. Im trying to improve lighting on Ridley so he would look more natural in MUGEN. 6. I've been busy with other project not related to MUGEN. 7. I want to make sure its compatible in 1.0. 8. There is no number 3. 9. You checked if that is true and now reading this. BUT expect some progress once im done with the model. Its not going to take too much time since it doesn't involves anything complex. So, stay tuned i guess?
  24. We already have Kraid in MUGEN, so...is there anything too big for MUGEN? Light punch animation: Its slow (not as slow as on the gif, but still slow), but it deals more damage than your average light punch and has super armor (or whatever it should be if it can be broken with strong attacks) while he swings his arm (but not before or after that). Just to go with the whole "Firebrand+Hulk+Ghost Rider" idea. And to balance out its range (its nearly full-screen because of how big Ridley is and how long his arms are). He is also moving while using it. Medium punch is also done and its just same thing, but stronger, slower and doesn't goes forward as far. And he uses his right arm. Fierce/strong attack, if used after medium punch, turns into a rather strong attack (that still looks like light punch, but slower at the start) that causes wallbounce (but opponent may land on the ground if the stage is too long). Other than that, basic movement is done.
  25. Thanks, but his animations were far from perfect. His legs didn't moved at all unless he was moving. He is smaller this time to decrease his range and to make him a smaller target. And didn't expected to see someone bigger than him without being ridicolously big.
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