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Ridley "MOTHERF_____"

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Everything posted by Ridley "MOTHERF_____"

  1. Hello there. I doubt you remember me, but i made few rather unbalanced characters with mediocre animations (those static legs...) in the past and never finished some of them (Samus, for example) because i lost interest in MUGEN. While i've got quite rusty with coding, i've been getting far better with animations (and English) and now i actually remember to not leave character's legs static. Anyway, i decided to redo one of my old characters. Its Ridley of course. Both my old and new Ridleys were broken as f*** even though it was not intentional and had some cringe-worthy stuff like being to talk during the fight. And first one looked like s**t while second one had horrible proportions (giant wings, long head, very long tail). Screenshot: Some of the animations (not all are shown, but im nearly done with basic movement and intros): Standing animation: Walking forward (slowed down for some reasons): Walking backwards (slowed down for some reasons): Crouching (slowed down too...don't know why it happens): Certainly better than before. Once again, im using a 3D model for this since i don't want to spend years trying to make sprites for this big guy. I won't have to spend as much time with animations since most of them were done before i even thought of this whole thing. I have found a very convenient way to make screenshots of the model (at the cost of resolution decrease or something), so, everything will go a lot faster than before and since most animations are done at this point, this whole thing shouldn't take more than a month. This time, i'll try to get even more ridicolous with AI, but i'll also try to focus a lot more on balancing because my previous attempts to make Ridley resulted in a boss character even though thats not what i wanted. Tail will still be kept invincible, but mostly because it would be very difficult to do considering how much it should move. Wings and head will mostly be invincible too for same reasons. The only real problem that will remain is file size of the character. Previous time i decided to make animations fluid/smooth, it was around 200mb and that was ridicolous. I already have part of the moveset, but im not sure what kind of gameplay style i should do. Probably won't try to copy anything that already exists, but who knows. I'll try to actually use blood for proper attacks since, well, look at those claws and tail. No true fatalities of course, but still. I decided to keep him a 4-button character...or whatever it should be (light punch, strong punch, light kick, strong kick and fierce/launcher/strong/whatever attack) to make things simpler and to make it easier for me to come up with a moveset. I'll write the move list here, but later. And this time, i will finish it. Most likely my last creation here and i want to go out on a high note or something. This is just a side project and i have something else im working on, but it doesn't matters here.
  2. It is unknown. It is not even in beta state yet. I won't set speciffic release date because i am not sure when all of the stuff will be done.
  3. Sure. I have his model and animations ready for that: But his first and second forms have something i won't be able to properly replicate. This one could be used, but he is Magalor Soul and not just Magalor. Also, here is some more info: one of K.Rool's specials will place a spiked ball mine on the floor that will explode if touched or left alone for enough time (based off those spiked balls in first part of the battle in DKC2). Only 2 can be on the stage at once. If K.Rool will try to shoot another one, his Blunderbuss will shoot nothing, confusing K.Rool and leaving him vulnerable. Another special can either freeze or slow down enemy by shooting a gas cloud from Blunderbuss (based off those gas clouds he shoots in 3rd part of the battle in DKC2). One that freezes is more effective, but its projectile is slower and has longer start-up.
  4. Well, since i am not very creative about names, i didn't gave this game one. It won't include SSB and i need ideas for name. Anyway, hello there, i am not very well known MUGEN character creator. Recently, i though about starting this project mostly because if Ridley and K.Rool isn't playable while Ganondorf is a C.Falcon clone in SSB4, then i need to have them playable at least somewhere with not-clone Ganondorf. And since MUGEN isn't as limited as SSB, i decided to start this project. Once again, i will use 3D models for sprites because making new sprites requires too much time. And once again, i am working on that completly alone. I guess it is easier because i don't have to tell anyone how something should be done. Lets start with the roster: Note: some of the models will be edited before i will start working on characters that use those models. For example, Ridley's textures will be recolored to make him look like his SSBB version (or SSB4 version if he is playable). Also, this is not all of the characters that will be used. There is list of them below. Meta Ridley is replaced by Dark Samus as a boss and will be separate release, not in this game. Why? Dark Samus has more awesome attacks. Life bars used in images won't be used for this project. Each franchise will have only 2 playable characters and both should be very important. Mario: Mario (duh) Bowser (SSB4 textures) Legend of Zelda: Link Ganondorf (Ocarina of Time 3D model, uses sword, melee attacks and magic) Pokemon: Pikachu Mewtwo Metroid: Samus (SSB4/Other M model) Ridley (edited Other M model, thanks to Angelglory from smashboards for the original model) Donkey Kong: Donkey Kong (duh) (King) K.Rool (need ideas for this one) Kirby: Kirby (duh) Meta Knight (just because there is too many big villains to add Dedede instead and he is awesome...i like Dedede too) That is all for now. Yeah, not too much, but it is only start. As you can see, there is enough fanservice. No, RIGHT kind of fanservice. One that is always safe for work (SFW). When i will finish those guys and after some time, i will start adding other characters from SSB (for N64) without villains for them of course. Then i will start adding Melee franchises. About the most important part gameplay: each character uses 4 buttons for basic attacks, 1 separate button for throw and another one for launcher attack. All of playable characters has specials, hypers, all of that stuff + one One-Hit KO attack that requires player to fill a special meter to use and it won't be that easy to balance it. Kinda like a Final Smash. Also, no wavedashing, so, this game will suck...right? At least there won't be any accidental tripping. Most (or even all) characters won't properly work in normal MUGEN, so, don't try to put them in your normal MUGEN. Overall, close to that MvC gameplay my characters had. This game will use MUGEN 1.1 because it is just better than previous versions. Stage list: ...dunno, but there will be this Norfair: Just without that red glow/tint thing. Don't expect me to add a lot of Metroid stuff - i like all of the franchises (Metroid is my favourite one out of all of them, mostly because of Ridley) except for DK and LoZ because i didn't played any of the games from this franchises (but Hyrule Warriors looks great, so, i will use it for Ganondorf's moveset). Also, no 3rd party characters. At all. No Sonic, Shadow, Snake, Mega Man, etc. and no 4th party characters like Goku. Even if there will be 3rd party characters, it will most likely be Sonic and maybe Mega Man. As for bosses...well, i only know that i will add Dark Samus. Need other ideas for bosses like that. Maybe Zant or Ghirahim, i don't know. I will credit authors of some of those models and textures. Now i need to create website or something to post updates on. My animation skills improved recently, so, here is the result of having more time and better skills: Before: After: I will fix that leg sliding of course. Ignore those dead grey eyes - they are actually orange, it is just that program i used screwed up animation colors a bit.
  5. How is it called? GameTime? Time? Show me example of it. If it is numhelper(helper`s id), then it will be useless since his fireballs are fast enough to reach end of screen or hit target before player has time to imput the command again. Also, they deal low damage (20) and give enough time to guard even if target is hit by it.
  6. There is always at least one attack that can be spammed, including Hadoken (at least at close range). It depends on whenever player wants to spam it or not. Tell me how to avoid it and then i will do something about it unless it will make that attack completly useless.
  7. Update 21.06.2014: -Few attacks can no longer be infinites -Fixed EX Eruptio -Reduced fireball damage -Now it is possible to guard against Via Dolorosa Max -Enemy now can guard against crouching HK -Few other things i forgot -Updated readme Link: http://www.4shared.com/rar/k_KR46jLce/NewRidley_Update_21062014.html
  8. -Agree -Agree (slow down the animation after he extends his tail?) -It seems that version 1.0 misaligns the effect that must appear close to Ridley, but i don`t know why -Because of the way Divine/Infinite`s hitsparks work, its hard to properly align it -All of the anim elems last for 1 frame only, so, such attacks would be useless since he would need to be nearly pixel-perfect with those attacks -All of the characters i have, including KFM himself, do that and it supposed to happen...at least i think so -It requires power/energy that will be depleted after using this attack few times, so, its not an infinite...right? -Agree at least for ground versions -HP Dolorosa is slower while EX Dolorosa is as fast as LP Dolorosa while dealing same damage as HP Dolorosa -Agree, but in Other M it could knock Samus down too for some odd reasons...i think so... -That was the reason for adding it -Via Dolorosa MAX IS unblockable because i forgot to add guardflag while Lux Magna (which is kinda hard to use because its hard to fill up his power meter) leaves Ridley vulnerable to any attacks and since he won`t flinch, opponent can damage him enough to KO him, Quo Radis is easy do dodge and punish (just jump) and doesn`t gives him super armor...but i still kinda agree for Via Dolorosa MAX and Quo Radis (normal one) -Why SPAM it if you can just hold the button? -You can cancel it with an attack or jump. It will and on its own when it reaches certain anim elem -First hit is the projectile itself, 2nd hit is the explosion Chaos: -Yes -It supposed to be his beam, but looks like i messed up its changeanim code and it is instead his flame -Agree -No, explosion appears where his tail hits the ground, not on the opponent. Use it when you are far enough from opponent and you will see Bonus question answer: it is the same voice, it is not my fault. His voice is just inconsistent. "Embrace the stillness of eternity" is the only line that comes from a different character (Exdeath instead of Chaos). Most of the problems are not coding-wise at least...that is better than what was before. I guess it is result of me trying to balance him in the same way as Feral Chaos was (fast and powerful attacks, but easily punished if they failed to hit and just a large hitbox) and not noticing something obvious. Is he at least good? And all of Chaos mode Ridley`s special attacks have exactly same names as normal Ridley`s... Any Cloud and any Sephiroth and any Samus except for endoedgar`s.
  9. I don`t have that smoke trail. Maybe it is because i use version 1.1. There is no spoke trail explods used for this attack (Dolorosa). I forgot that i added voice to his Continue state... Chaos mode is a separate character actually, so, its not Ridley. It even has separate win quotes. Voice can`t be removed fron this one. It just an extra. It IS BrawlBox, i just made animations smoother with it and used every frame. Colorloss is still there, but it is reduced. I used FF3 for that and now i can make sprites with nearly no colorloss. Colorloss wasn`t BrawlBox`s fault and neither low animation frames count was.
  10. Thanks for the video, kinda expected this battle to be shorter, but since its an 1vs2 battle, its longer...and it looks like i forgot to change the value back to 1 and he was voiceless in your video...and i forgot to add how to remove/add his voice in readme. To do that, go to the bottom of the "System.cns" file and then you will see VarSet state. Then replace the value with either 1 (if you want Ridley to speak) or 0 (if you don`t want a speaking Ridley).
  11. Yes, and he taunted Samus a lot. And it was revealed in the same manga that Space Pirates and especially Ridley are basicly racists.
  12. I know, but delete button doesn`t works for some reasons. I pressed it 7 times - nothing happened. Its a minor update, so, not a lot of things changed. Anyway, i will wait for your feedback.
  13. Looks kinda complicated...but sounds...sounds....? Maybe you just need to destroy this blocks and other things? This bonus game`s stage shown on the PotD kinda looks like lv2 stage of Break the Targets from Brawl.
  14. Update 18.06.2014: -Now you can turn off his voice if you don`t want him to talk (go to the bottom of the System.cns file to do that) -Ridley now lacks shadow while invisible (don`t ask how that works...) -Few other minor fixes Link: http://www.4shared.com/rar/Bh8jdRgOba/NewRidley_Update_18062014.html
  15. I saw something like that happening. Then i will try to make a configuration that will remove the voice and replace it with roars in intro and win states. I may release this patch today since it doens`t requires a lot of work.
  16. All of those stages work only in 1.1 and have at least medium quality. Maybe higher. Previews and links to them: Norfair: http://www.4shared.com/rar/ei6CBmn-ce/Norfair.html Chaos: http://www.4shared.com/rar/3_1PCCq-ba/Chaos.html Phazon Madness/Madness: http://www.4shared.com/rar/eagUvJHSce/Phazon_Madness.html Brinstar: http://www.4shared.com/rar/G4ts5LQvba/Brinstar__11_.html Ceres (with Ridley): http://www.4shared.com/rar/8ddi3bivce/Ceres.html
  17. Finally, after over 1 month of waiting, i released him! I worked on Ridley all of this time and fixed a lot of bugs while waiting. I also worked on few other things when i was bored like updated Norfair stage and Chaos Ridley`s stage called "Chaos". He works like Infinite`s characters with few differences, but they aren`t really noticable...except for the lack of palette selector. His sprites look a lot better than my previous Ridley`s and he is just better than my previous Ridley. I need your feedback quickly because i just can`t wait to make him better! Also, i removed few things while working on him like alternate voices. Link for him: http://www.4shared.com/rar/J0qt2j7uba/NewRidley.html Video: unavailable for now because YouTube doesn`t works for me for whatever reasons, i will upload it soon. Image preview: Also, he has a special intro against Samus, Cloud and Sephiroth. Note: since his sff file is very large (180mb), he may cause some lags. I don1t have any lags, but you may have them. And i recommend you to use MUGEN 1.1 for this character.
  18. Yet another one who thinks so...why didn`t they confirmed him as a boss like they did with Skull Kid, Dark Samus, Dillon, Ashley and Waluigi (but as Assist Trophies instead of bosses) and only showed his shadow, which, according to analisys done by few guys at Smashboards, is somewhere near Rosalina`s size and had jerky movement/animations which isn`t those smooth boss animations from Brawl. Direct only confirmed that he IS in the game, but not his role. Its like saying that Pac Man is in the game because there is a cloud shaped like him during Greninja`s reveal (by the way, there is also a rock formation on the left that is shaped NES Ridley and i can more-or-less prove that).
  19. There WAS good Sonic Games like Sonic the Hedgehog 1-3, Sonic Generations, etc, but there was a total s**t like Sonic Genesis (and someone actually made a GOOD port of this game on GBA by himself, so, developers were lazy or didn`t payed attention or didn`t cared about it that much), Sonic `06, Shadow the Hedgehog, etc. Sonic just got unlucky during this days. Even my favourite franchise (Metroid) had not very good games (like Metroid Other M and Metroid 2. They still aren`t as horrible as those bad Sonic games.). Maybe she was better in Melee, but at least in Brawl Meta Knight is better. He is better than anyone in that game.
  20. ...Still Pichu`s chances are higher since that useless and pathetic Pikachu clone is Nintendo`s and already was in Melee while Shadow is 3rd party, rarely appears in something GOOD and has something important to the plot (Sonic Adventure 2 may count...and maybe Sonic Heroes...i don`t know about other games where he appeared other than horrible ones like Shadow the Hedgehod and Sonic 2006) and is basicly Sonic, but faster and with Chaos Control, Chaos Snacks, Chaos Chocolate, Chaos Cookies and maybe something more Chaos something. He is better in concept than that pathetic attempt to make more characters, but still has lower chances. And i want to play as someone a lot more deserving, a lot faster (in-universe at least...as far as i know) and more awesome - Ridley, instead of either of these 2. But that is too obvious. So...are you joking/trolling or are you serious? BWO-HO-HA-HA! Naive weekly*! Doodlebob and baby Mario must go back into TḨ҉Ȩ̧̧̧̧̧̧̧̧̧͠ ҉̀҉ V҉҉ ҉O͠҉I̧̧҉҉ D҉҉ and Exdeath must take their place in the roster! Now get the fruit. * - it is intentional and not an grammatical error or something like that.
  21. They CAN mess things up. For example, they turned Ganondorf into Falcondorf and then into Falcondork/Ganondork. There is no way to tell right now who is fun to play as and Shadow`s chances are close to 2:100. Maybe a bit higher, maybe lower. We already have Sega`s character and Sega is 3rd party company. This is NINTENDO All-star(s) fighting game, so, there must be a lot more 1st party characters than 3rd party ones and i think there must be a very little amount of 3rd party characters and only most iconic ones like Mega Man, Sonic and Pac Man (i don`t like this one, but whatever). Throwing in such characters as Silver, Bayonetta and that guy from Tekken with spiky hair and Devil Gene which has a name i forgot is unnecesary and is more like a bonus/extra than something else. Even Snake felt like something that just serves as an extra character that is just nice to have and not something that MUST be in the game. Its kinda annoying when peoples say that *insert name of not iconic 3rd party character here* MUST be in SSB4. Especially those like Lloyd. There is also something like getting license/permission/whatever for those characters and it may take a lot of time and money that makes it harder to include such characters. 3rd party franchises getting 2 or even 3 reps is highly unlikely. Bring me some arguments why he should be and i may understand, otherwise, i will think that his chances is lower than Pichu`s or even Sandbag`s.
  22. First part is a typical throw attempt state, but with hyper move things thrown into the state. Then, when he touches enemy, said enemy goes into state that consists of nothing other than changeanim with value set to 5300 and just things that belong to a p2 state in throws, Ridley goes into next state and triggers yet another super pause to allow player to remember commands (i will decrease time for it since its already easy enough to do), he just roars like when using taunt. But there is something different other than super pause and hyper fx being used - he creates a helper before super pause is triggered. Since i had an issue with his helper (commands window/box) which involved being unable to see certain parts and few other things, i made it trigger assertspecial state that makes it invisible. Whenever right pair of buttons is pressed (root,command = "z" && root,command = "holdup"), it changes animation to another one, which spawns those flames (first one is triggered when one of 3 animations i used is currently used by this helper, 2nd one - only when in 2nd and 3rd animation, 3rd one - when last animation is used) as explods. When it changes animation to 3rd one i chosed, it triggers parentvarset, which sets special var code to 1, which triggers different changestate in Ridley`s roaring state. When this helper spawns, it automaticly sets said var code to 0 to avoid certain bugs. If player fails to imput those commands, it will remain set to 0, triggerall = var(59) = 0 will be used as a part of the trigger and Ridley will go into imperfect version of that hyper. If everything is done right, then it goes into perfect version of it by using triggerall = var(59) = 1. Then here goes "beating s**t out of target" state. Both of them use HitAdds and PlaySnds is used at the right frames (animelem) with another set of PlaySnds that plays swing sounds right before hit sounds are played. Imperfect version of the state (it is separate) then goes into Ridley`s punch throw state with TargetState being set to said throw`s p2 state. Perfect version does nearly same thing, but instead of already existing throw, it goes into next hyper state which consists of what i already said and few other things. Before impaling opponent first time, target is set to dizzy state that was previously used. After getting impaled, he/she/it goes into another p2state with sprpriority set to 998 while Ridley`s own state was set to 999 and an explod with size being set to 500 being spawned to replecate BGPalFx`s effects without having to remove hyper background. Also, after impaling target, both Ridley and said target is recolored to pure black color for reasons i won`t name, then he goes into another animation that triggers his own assertspecial with invisible flag. Then those few explods i mentioned in previous posts is spawned with ridicolously high sprite priority and an TargetLifeAdd with value set to -9000000000 and kill set to 1 is triggered when Ridley is at the certain part of the animation. I may have missed few details and just explained in a weird way, but at least i tried.
  23. I filled his "rage" meter by taunting and attacking, then D,F,D,F,C+Z. Then, when he started to roar, i pressed Z+U, then A+F, then C+D and enjoyed perfect version of this ex-hyper. If you meant coding-wise, then i just used explods (one for 2nd hyper background, one for Ridley and one for white noise), all of them had sprite priority set to 9990+. I can fully explain how it works if you want to know.
  24. https://www.youtube.com/watch?v=lDVUuBpfueU This is his "Deus Iratus" ("Wrathful God") ex-hyper. If performed succesfully, he will do that. If not, then he will do a lot less slashes and end with his throw. And succesfully performed version of this ex-hyper becomes One-Hit Kill attack since its impossible to survive getting stabbed into face AFTER GETTING SOMEONE`S ARM THROUGH STOMACH/ABDOMEN/whatever. It won`t deplete your rage meter if it fails to connect, but otherwise, if you have good reaction time, it is a good way to end 1vs1/2vs1 match.
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