BaganSmashBros
Smash Hero
Sure. I think it would look better too.Looks good. Only thing I would do is add lines to the platforms if possible. They're pretty hard to see right now.
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Sure. I think it would look better too.Looks good. Only thing I would do is add lines to the platforms if possible. They're pretty hard to see right now.
It doesn't looks good this way. I think it would be better to just make the platforms brighter.The new stage looks nice, but a good way to solve the lighting issue may just to be to make the overall lighting a little brighter, which would make the platforms more obvious. Plus any place with that much lava is going to be pretty bright, regardless.
...i can't notice any differences to be honest.Actually, may as well put a visual up for what I mean;
View attachment 61230
Something like this works; you can see the platforms a bit better without having to put the green lines on them.
It's easier to see when you put the two images side-by-side, really; I didn't want to make it too bright so as to lose the effect the scenery has....i can't notice any differences to be honest.
Now i noticed, but its still hard to see.It's easier to see when you put the two images side-by-side, really; I didn't want to make it too bright so as to lose the effect the scenery has.
You rename the files (Ex: FitPhantomRidley00 = FitPit00)How do I get the bonus recolors to work? Do I just paste the files into the pit folder? Some help on this would be much appreciated.
Also this mod is ridiculously fun, fantastic job on this :D
Awesome, thanks! I'm also guessing that it's not possible to have the standard colors and the bonus recolors on at the same time, is it?You rename the files (Ex: FitPhantomRidley00 = FitPit00)
Don't know. It shouldn't explode when it hits his opponent and instead should disappear. It explodes only if it hits part of the stage.BaganSmashBros, is it normal that Ganondorf can't reflect Ridley's fireballs? Whenever my friend timed it perfectly, the fireball would simply explode on Ganondorf's cape.
By the way, making Ridley's stage is an excellent addition to your overall amazing mod (hope you can throw in a few Funes/Namines and Magdolites in the background, maybe even both of Ridley's Black Pirates?). When you finish it, I assume you will also replace every song that was present in Skyworld? If that's the case, may you please put the song below as one of them?
That wouldn't work. You have to insert those files into pit's folder, but then you'll have to rename them in the way you want them to be (FitPit00 = default, FitPit01 = red, FitPit02 = green, FitPit03 = blue, FitPit04 = black, etc). You'll have to replace already existing recolors though.How do I get the bonus recolors to work? Do I just paste the files into the pit folder? Some help on this would be much appreciated.
Also this mod is ridiculously fun, fantastic job on this :D
You can. But not all of them. You'll have to replace files.Awesome, thanks! I'm also guessing that it's not possible to have the standard colors and the bonus recolors on at the same time, is it?
Is there any way you can make Ridley's fireballs work like other projectiles in the game? As in, make them get reflected by all the moves that can send back projectiles (such as Fox's Down B, Mario's Side B, etc)? If that's not possible, what's the reason behind it?Don't know. It shouldn't explode when it hits his opponent and instead should disappear. It explodes only if it hits part of the stage.
I hope i can add those enemies too. Without lagging the game of course. And unfortunately, i can't make BRSTMs that can loop.
They are reflectable, from shields to true reflectors (or at least should be since its set like this in their coding). But i guess Ganondorf works in some weird way.Is there any way you can make Ridley's fireballs work like other projectiles in the game? As in, make them get reflected by all the moves that can send back projectiles (such as Fox's Down B, Mario's Side B, etc)? If that's not possible, what's the reason behind it?
I also hope you can those enemies. But what does BRSTMs mean?
Yeah. Its a sad day. Didn't expected it to happen at all.
remember Bagan: "Never Falter."
F
I haven't really touched him yet. Just remade Wait 2 animation, but it pretty much is main mod's down taunt. This model's legs kinda discourage me from animating it or something. I have to do a lot more to fix sliding with those.If enough has been done to warrant it, could you give an update of Super Metroid Ridley? My friends/family are particularly looking forward to it.
Yeah, RIP Iwata...Yeah. Its a sad day. Didn't expected it to happen at all.
R.I.P.
I haven't really touched him yet. Just remade Wait 2 animation, but it pretty much is main mod's down taunt. This model's legs kinda discourage me from animating it or something. I have to do a lot more to fix sliding with those.
It is possible, but he will have different proportions (long arms, longer torso, slightly shorter legs, normal head size, shorter neck, weird wings, etc) that can be fixed, but will require a lot of changes in animations. And i can't rig stuff of course.Yeah, RIP Iwata...
Oh, that's right, I forgot it was a mini-PSA of sorts. It's not possible to rig him over the current one, right? Of course it'll look way better with movements intended for that model but something to appease them for now would be cool.
Okay, got it. I'll wait for the eventual changes then, thanks!It is possible, but he will have different proportions (long arms, longer torso, slightly shorter legs, normal head size, shorter neck, weird wings, etc) that can be fixed, but will require a lot of changes in animations. And i can't rig stuff of course.
I tried it with Mario's Cape, Zelda's Nayru Shield, Ness's Baseball Bat, Mewtwo's Side B and Fox's, Falco's and Wolf's Reflectors. None of them are able to send back Ridley's Fireballs. The Fireball simply explodes on contact with anything that is supposed to reflect them. Hope it's fixable.They are reflectable, from shields to true reflectors (or at least should be since its set like this in their coding)
Weird. It shouldn't happen. They are set as reflectable and absorbable. Perhaps i left some line of code that triggers it to go into explosion state or reflector is considered a floor/ceilling/wall/etc. kind of thing.I tried it with Mario's Cape, Zelda's Nayru Shield, Ness's Baseball Bat, Mewtwo's Side B and Fox's, Falco's and Wolf's Reflectors. None of them are able to send back Ridley's Fireballs. The Fireball simply explodes on contact with anything that is supposed to reflect them. Hope it's fixable.
Thanks, but first one is already done:Let's lighten up the mood a bit...
View attachment 61629 View attachment 61630 View attachment 61631
I made these in my spare time.
The first two are meant for Ridley, and are taken from the space pirate logo. The first one is from the log books in Metroid Prime while the second one has the claw only. The third one is for any of the Dark Samus PSA's floating around the vault, I just used a couple Julia Fractals to give it that "corrupted" look.
Have you tested it on your end? Maybe the problem is from my side (perhaps I misplaced a file)? Also, Ness's Down B is able to absorb Ridley's fireball, so that's working well. It's only the reflecting bit that isn't.Weird. It shouldn't happen. They are set as reflectable and absorbable. Perhaps i left some line of code that triggers it to go into explosion state or reflector is considered a floor/ceilling/wall/etc. kind of thing.
You've pretty much named 90% of the wildlife that can be found in Lower Norfair. The only ones left are Zebbos, Holtz and (Multi)Violas, all of which don't have existing 3D models I believe.Looks like (Super) Ki-Hunter swarm is not an option for background stuff. I'll visit Metroid wiki to see if there are any other creatures other than Magdollites, Ki-Hunters, red Sidehopper things and Fuunes/Nahimes/snake things in Lower Norfair.
I haven't tested yet. Will do it.Have you tested it on your end? Maybe the problem is from my side (perhaps I misplaced a file)? Also, Ness's Down B is able to absorb Ridley's fireball, so that's working well. It's only the reflecting bit
What a shame.You've pretty much named 90% of the wildlife that can be found in Lower Norfair. The only ones left are Zebbos, Holtz and (Multi)Violas, all of which don't have existing 3D models I believe.
The problem is that when animation gets too complex, it starts to act weird and if i will fix it, then it will lose its natural feel. Also, i can't put GFX for them, so, no dust effect when they will land or things like this. Its already bad with Magdollites since they just rise from lava with no ripples in it or anything that you'd expect to see. Just goes up through lava.Seeing as how you've already made Ridley's personal guards, you should put them to use, perhaps have them spar with each other in the background with their lunging kicks and other attacks
View attachment 61648
Yeah I remembered the animation limit problem after I posted. If you just give the pirate guards their standing/idle animation from Super Metroid (where they're slightly shaking back and forth in their fighting stance/pose), would that stay under the animation limit? If that works, the next question is whether you'd have both pirates look at each other in the background (exactly like Samus finds them doing when she enters their room), or have them stare at the screen towards the fighters on stage.The problem is that when animation gets too complex, it starts to act weird and if i will fix it, then it will lose its natural feel. Also, i can't put GFX for them, so, no dust effect when they will land or things like this. Its already bad with Magdollites since they just rise from lava with no ripples in it or anything that you'd expect to see. Just goes up through lava.
Yes. If i'll add those, they will most likely look at the screen. But i must find where to put them first. I can attach them to the pillars since Space Pirates can climb walls, but i have to find proper animation for that first.Yeah I remembered the animation limit problem after I posted. If you just give the pirate guards their standing/idle animation from Super Metroid (where they're slightly shaking back and forth in their fighting stance/pose), would that stay under the animation limit? If that works, the next question is whether you'd have both pirates look at each other in the background (exactly like Samus finds them doing when she enters their room), or have them stare at the screen towards the fighters on stage.
Good luck on finishing the stage.
I don't know how that thing works, so, i can't tell.Could it be possible to make a version of the stage that works with the stage expansion?
Can not wait for this stage! It looks incredible! And for the Stage Expansion thing, I think all you have to do is rename the pac and rel files of the stage (and also a little bit of optimizing if there is a thing in the stage that only works if it's over Skyworld.)*snip*
Thanks and i doubt optimizing will be required since i actually used Norfair as a base since it can have 3 things animated at once.Can not wait for this stage! It looks incredible! And for the Stage Expansion thing, I think all you have to do is rename the pac and rel files of the stage (and also a little bit of optimizing if there is a thing in the stage that only works if it's over Skyworld.)
Thanks.Wow alot of this is pretty fantastic. The Space Pirates really make that stage unique. Can't wait for the finished stage
They don't just stand there. Space Pirate on the platform jumps sideways sometimes and the other one aims at one of the opponents (more like at the main platform, but whatever) at some point (but doesn't shoots for obvious reasons) and jumps to pillar near him. I can't do more than that though. Its already a pain in the a** to find proper animations for them and they don't taunt in Other M like most enemies do, so, its even harder.Something I've always hated in most fan stages are npc's and characters that hang out in the background without actually doing anything that they normally would. If the Pirates are in the stage, they shouldn't just stand there watching, they should be trying to join the fray (even if they're unable to), or doing Space Piratey things.
Wait - are you ripping animations straight out of Other M?Its already a pain in the a** to find proper animations for them and they don't taunt in Other M like most enemies do, so, its even harder.
Thanks, but its not that hard. Other M's animations and models are, oddly enough, compatible with Brawl. They have different versions, but its very easy to fix. Some models (like Vorash) go haywire, but most of them are just fine. Those models also don't fit Brawl's lighting and look too dark, but its easy to fix. The only real problems is that models are too small (they are 1125% smaller and resizing them doesn't always works well) and have different rigging for their right half (this is why Ridley in this mod has bones on right arm and leg bent in wrong directions when thrown) and animations are very complex, so, they have large file size. And at least one model (one from Pyrosphere with that bridge than Vorash breaks) just refuses to save in BrawlBox.Wait - are you ripping animations straight out of Other M?
Colour me impressed, dumbfounded, befuddled, and gobstopped. I applaud thee!