The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: BaganSmashBros on January 17, 2014, 08:33:23 pm

Title: BSB Ridley release (UPDATED 19/02/14)
Post by: BaganSmashBros on January 17, 2014, 08:33:23 pm
Wow, this topic got 2000+ views and 162 full downloads.
Note: both his tail and projectiles lack blue clsn boxes because they should lack them. If i will ever try to change it, i will add something that doesn`t even barely fits Ridley like Shouryuken or some kind of eye lasers. And everyone saying "TOO BIG" will be shot in head.
Download it here - http://www.4shared.com/rar/KJSsuIEIce/Ridley.html
Well, while i was bored and internetless, i decided to finally make this Ridley...in MvC style. I started to like this style for some reasons...Anyway, i think this Ridley is best non-boss Ridley available. If someone ever downloaded MOM Ridley from Mugen Wiki, you will feel difference between this characters. I used either MvC or DCvM template, but i edited it and now it doen`t looks like this template. And it wasn`t EOH one. If you will find bugs that i didn`t listed - tell me. And i need help with Intro and Ending (not programming help, i need script help). Includes special intro against Samus.
Preview:
(http://s020.radikal.ru/i713/1401/3b/bdd1366fc210.png) (http://radikal.ru/fp/1bce4d0eff874548b1f3fbc4bfc72193)
(http://fc07.deviantart.net/fs70/i/2014/024/7/b/mugen___ridley_by_bagansmashbros-d73kygs.png)
Image above is one of the special win animations. Image at the top is outdated. He has fixed pallete and he is purple because of it.
Ganondorf on the right is released as beta version.

Moveset includes 6 specials, 10 hypers, guard push and basic stuff. Has 6 palettes, 3 intros, 8 winning animations, continue animation, Pharaoh Curse, standart acknowledgement thing and dizzy animation.
If you noticed, he never blinks. He never did in any of the games possibly because his eyes are similar to snake`s. I don`t know, his Brawl model lacks any eye bones, nor any of his animations has eye movement.
Spoiler, click to toggle visibilty

This character was nerfed a lot because he was like boss character before. Actually, i though boss character means character with super armor and no real moveset. But most still think he is overpowered. I made startups on strong kick, fireballs, nerfed ground scrape special and hyper, what else should be nerfed?

Small Gallery:
Spoiler, click to toggle visibilty
Title: Re: BSB Ridley release
Post by: DJ_HANNIBALROYCE on January 17, 2014, 09:06:54 pm
I'm SCARED..... O_o. but still downloading....can't wait to try it when i get home.
Title: Re: BSB Ridley release
Post by: ExShadow on January 17, 2014, 09:13:59 pm
Image is not working


If needed:
(http://oi42.tinypic.com/sxit90.jpg)

(http://oi44.tinypic.com/2m5jde1.jpg)
Title: Re: BSB Ridley release
Post by: BaganSmashBros on January 17, 2014, 09:18:16 pm
I'm SCARED..... O_o. but still downloading....can't wait to try it when i get home.

Why are you scared? It lacks viruses and doesn`t crashes mugen.

Image is not working

It perfectly works for me. Reload page or check your configurations.
Title: Re: BSB Ridley release
Post by: Red Lunchbox on January 17, 2014, 09:18:45 pm
Note: i don`t know what does "has no target with -1 id" means and how to fix it.

It means you that somewhere used a "Target," extension without including a "NumTarget" trigger. It's requesting information from a target when it doesn't have any.


Title: Re: BSB Ridley release
Post by: BaganSmashBros on January 18, 2014, 12:46:15 am
Note: i don`t know what does "has no target with -1 id" means and how to fix it.

It means you that somewhere used a "Target," extension without including a "NumTarget" trigger. It's requesting information from a target when it doesn't have any.

Added triggerall = numtarget = 1 to every "Target-" extensions, still spams message at the start of the match.
Title: Re: BSB Ridley release
Post by: Red Lunchbox on January 18, 2014, 01:54:10 am
You sure? I simply put some triggeralls in the few instances of the "Target" extension in the .cmd and it fixed it for me.
(https://31.media.tumblr.com/35878374a60a6d406c188a8b542687d5/tumblr_inline_mzkmteSQHO1qe75xt.png)

It was specifically these parts:

Code:
[State -1, throw ai]
type = ChangeState
value = 800
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 25) && (p2bodydist y <= 10)
trigger1 = Random <= 200 && (statetype = S) && var(0) >=1
trigger1 = ctrl = 1

[State -1, throw ai]
type = ChangeState
value = 1300
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 25) && (p2bodydist y <= 10)
trigger1 = Random <= 200 && (statetype = S) && var(0) >=1
trigger1 = ctrl = 1

[State -1, AI Ultimate Ground Scape]
type = ChangeState
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = (roundstate = 2) && var(0) >=1
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = p2bodydist x > -250 && p2bodydist x < 290
trigger1 = (power =[2000,2999]) && (random = [0,350])
value = 3200

Some other at-a-glace things I noticed:

-You're using the old AI activation on a 1.0 only character - Just use the "AILevel" trigger instead.
-I can understand the tail lacking CLSN2 boxes on the tail, but why does he lack them for the head in his standing pose? Especially considering it's got hitboxes in his crouch animation.
--On that note, I'd recommend putting CLSN2 boxes on the tail for moves where he's using the tail to attack.
-I know MVC tends to have huge damage outputs, but his QCF+Kick Super does a A CRAPTON damage for a level 2 super that's not only tough to avoid (considering how fast he goes and also the fact that it scales the entire screen) but also, thanks to being a throw, unblockable.
(https://31.media.tumblr.com/7c0f8cb6d8c800c5fee5de32f5ca127f/tumblr_inline_mzknd6p9Lq1qe75xt.png)
Title: Re: BSB Ridley release
Post by: Kanbei on January 18, 2014, 04:30:22 am
everyone saying "TOO BIG" will be shot in head.
Well you can always mess with the localcoord.  :P
Title: Re: BSB Ridley release
Post by: AkumaTh on January 18, 2014, 02:39:07 pm
I've decided to test him myself. If this is supposed to be a non-boss, it needs a lot of work. Made a video to prove my points (will upload soon). Besides RedLuncbox's criticisms, here are my own.


A few of these would be okay for a Boss Character, but since you claimed him as a non-boss one, this is unacceptable.

EDIT: And here's 35 minutes of video showcasing him. (http://www.youtube.com/watch?v=lw35Ukbp28c&feature=youtu.be)
Title: Re: BSB Ridley release
Post by: BaganSmashBros on January 18, 2014, 06:28:51 pm
  • He can chain into his grabs. Both command and regular. Not sure if command grabs are combo-able, but I know regular ones aren't.
  • Super moves are using Low and Medium Buttons instead of Medium and Hard.
  • His basic air kick attacks are more like moves and spamming the low and medium can keep him airborne.
  • Seems pointless for his fireball super when his Hard Fireball motion does three fireballs in a row.
  • He can poke you half way across the screen (in any stage less than 1.1) and you can't collide hit him.
  • Does a lot of damage for a non-boss
  • His moves are pretty safe. Besides the fireballs, his command grabs comes fast and without warning. His Level 3 Super Armor can last until the end of the round. And his level 2 Grab move is frikkin powerful. He also has a combo super but I never used it.
-It works fine in version 1.1, so, i will keep it.
-Will fix it too.
--See above ^
-Will decrease damage in next update. It should deal less than 600 damage or less than 500?
Title: Re: BSB Ridley release
Post by: AkumaTh on January 18, 2014, 06:43:22 pm
  • Then i will increase rate and decrease time it continues
  • His tail is invincible in every game he appeared in, so, i left every tail attack like that.
  • Isn`t every character has grab that comes without warning? His Level 3 Super Armor lasts while heartbeat plays (30 seconds). Do i need to decrease damage of flame or damage dealt while scraping floor?


As for the flames, I don't see a problem. The Scraping on the Floor definitely needs to be nerfed since three direct hits could take out an opponent.
Title: Re: BSB Ridley release
Post by: Red Lunchbox on January 18, 2014, 07:02:39 pm
Isn`t every character has grab that comes without warning?  Do i need to decrease damage of flame or damage dealt while scraping floor?

It's not so much without warning. A good concept to keep in mind is that a move's damage should be inversely proportional to how easy it is to land. Super Move Grabs that come without warning typically require that the character to be right up in the opponent's face for it to have any chance of hitting (Think Alex or some iterations of Zangief) or move slow enough that it gives good enough warning at a distance (Such as most iterations of the SGS).

My personal suggestion would be to reduce the range that Ridley has to preform the attack, and nerf the scraping on the ground damage.
Title: Re: BSB Ridley release
Post by: BaganSmashBros on January 18, 2014, 07:12:33 pm
Now his vel x is only 5 and uses weak rush attack animation, so, it covers half of the screen and can be dodged. Scraping damage and flame damage will be decreased, dealing nearly 500 damage.


     Posted: January 19, 2014, 01:46:41 am
NEW Mini-update: http://dfiles.ru/files/bl7q2a6dr
List of changes:
Now, i need to upload full update, but first i must figure out how to make depositfiles finally upload and more feedback

     Posted: January 23, 2014, 01:08:22 pm
NEW Large Update: http://dfiles.ru/files/jjgil402y
List of changes:
Actually, i forgot what i changed, but now he has reworked animations (still no CLNS for head because its hard to do because of his neck and angle of the head), new win animation and stage included for him. Also, he now has new lv3 hyper, Mega Flare. Most moves are balanced now and flamethrower special is improved and opponent is on fire if hit.
Title: Re: BSB Ridley release (UPDATED)
Post by: rukifellth on January 23, 2014, 04:16:55 pm
Great to see him updated, gonna try him out.

BTW, I've actually fixed up his AIR and SFF to support palettes, here's the patch:

https://www.mediafire.com/?pycn0c5ubantpoj

For now, he got six palettes based on his different appearences:

Smash Bros Brawl Ridley
Super Metroid Cover
Other M Ridley
Ridley X
Zero Mission Ridley
NES Ridley
Title: Re: BSB Ridley release (UPDATED)
Post by: BaganSmashBros on January 23, 2014, 04:23:01 pm
Great to see him updated, gonna try him out.

BTW, I've actually fixed up his AIR and SFF to support palettes, here's the patch:

https://www.mediafire.com/?pycn0c5ubantpoj

For now, he got six palettes based on his different appearences:

Smash Bros Brawl Ridley
Super Metroid Cover
Other M Ridley
Ridley X
Zero Mission Ridley
NES Ridley


Is that updated Ridley version or old one?

EDIT: nevermind, i used default pallete...it looks better than what was before.
Title: Re: BSB Ridley release (UPDATED)
Post by: rukifellth on January 23, 2014, 08:12:16 pm
It's the updated version. :)
Title: Re: BSB Ridley release (UPDATED)
Post by: BaganSmashBros on January 25, 2014, 07:08:53 pm
Medium-sized update: http://dfiles.ru/files/3tp4j7bej
What`s new:
-Minor fixes in basic attacks and hypers
-Now Ridley X pallete uses different voice and roars (except for normal win animation)
-Added lv3 Hyper, Backup
-Added 2 new win animations against Samus with fluid animation
-Fixed super jump
-Now clones ACTUALLY CAN disappear
-Probably something else

Now i need more feedback for both voice and Backup.

     Posted: January 25, 2014, 09:09:41 pm
Mini-update: http://dfiles.ru/files/un1gufopm
Whats new:
-Fixed Fatality for Ridley X
Title: Re: BSB Ridley release (UPDATED 26/01/14)
Post by: Ricepigeon on January 26, 2014, 04:13:00 am
May want to take a look at this Issue with his QCF+x special (http://www.youtube.com/watch?v=8Rm14nw2xrA)
Title: Re: BSB Ridley release (UPDATED 26/01/14)
Post by: BaganSmashBros on January 26, 2014, 04:20:24 am
Do you mean it can be spammed or it just won`t stop? Is there any other issues? I can`t fix getting power on Mega Flare, even through i reduced getpower to 0.
What does QCF means anyway? Or QCB?
Title: Re: BSB Ridley release (UPDATED 26/01/14)
Post by: AkumaTh on January 26, 2014, 05:06:42 am
QCF means Quarter Circle Forward. QCF means Quarter Circle Back.

And I believe it is for the spamability. Keep on using it and you can reduce a health to 0. We call that Infinites.
Title: Re: BSB Ridley release (UPDATED 26/01/14)
Post by: BaganSmashBros on January 26, 2014, 05:10:09 am
Thanks for the information.
And how can i fix it? By adding few...ticks/frames or how they are called to the last anim elem?
Title: Re: BSB Ridley release (UPDATED 26/01/14)
Post by: StoneKeep on January 26, 2014, 01:17:49 pm
BaganSmashBros, please, add Super Metroid 3D version (Remake Super Metroid by N-Mario)
Title: Re: BSB Ridley release (UPDATED 19/02/14)
Post by: BaganSmashBros on January 26, 2014, 02:33:07 pm
This is not necroposting/necrobumping because its only 24 days instead of a month.
Medium/Large Update: http://www.4shared.com/rar/KJSsuIEIce/Ridley.html
Whats new:
-Minor and major fixes in coding;
-Reduced size of fireball sprites and their sprites now look better;
-Reduced damage on some of the attacks;
-Now supports Odb718`s Samus in special animations;
-Ridley-X now has absolutely separate voice and roars;
-Now Flamethrower and Rush/Charge can be used in air;
-Something i forgot.
If you were getting annoyed by Ridley in Fusion and Zero Mission because of his roars...don`t use X pallete.
Title: Re: BSB Ridley release (UPDATED 19/02/14)
Post by: Teitan on March 11, 2014, 06:42:27 pm
you can't necroposting your release especially when you update it!

about your char, its awesome! well done smooth animations, really cool and unique attack ideas, and effects.

 the only thing i dislike on him are his palettes lol. why the hell you put so many bright colors (pink - green wtf!) in his palettes? much better would be make variations of his natural skin color tone, dark-very dark toned colors, not bright shit. otherwise its solid release! cant wait for your samus.. *rub hands*
 
:edit: also maybe  you want to change his "hadoken-fireball" sprites to actually real fireball, i remember character in mugen "dragon" from d&d shadow over mystara had some fireball sprites.
Title: Re: BSB Ridley release (UPDATED 19/02/14)
Post by: BaganSmashBros on March 11, 2014, 06:57:58 pm

Well, pink and green is his NES Metroid palette as a homage. And that isn`t his default one. His default palette is the one seen on my avatar.
Its hadoken fireballs? I just used his SSB Crusade fireballs, but i think that isn`t too bad. By the way, i plan on remaking him with better animations and no white wings membrane thing outline if Varia31 will make Other M-ish texture or if i will get his Other M model in original extension/format or a rigged model for MMD...with SSBB colors of course.
Title: Re: BSB Ridley release (UPDATED 19/02/14)
Post by: Teitan on March 11, 2014, 07:21:52 pm
well i didnt know that's homage, never played metroid on nes, only have this game in two 2d versions on nds. yes i know it's not default palette, now atleast i can understand why you used it, and it's ok if it's for nostalgia purposes i guess. thanks for  explanation.

 yes these are hadokens, ssb is fan made stuff so perhaps they used in it hadokens. these hadokens look alright but compared to his awesome fire breath effect! these are outshining... (in his hyper is not that noticable but in his supers)