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Not much different from the default model.@ BaganSmashBros I heard you mentioned "rimlighting" in one of your posts, so I was wondering... how is it working out on the spiked model?
You'd better edit events themselves then. Its possible. But i doubt you can do anything about cutscenes.Right, gonna have to do that. But at least it's working; which is the biggest point. Now that it's working, I can go and modify it to look better and make it fit in more. And considering I'm already helping development, I'll continue to lighten the load as much as I can.
Basically, I should probably just list what I'm working on/going to work on as of now;
- Editing the title cast roll to include Ridley
- Editing events related to Pit to refer to Ridley
- Other miscellaneous details (icons, portraits for other modes, etc.)
- General details related to Subspace Emissary (like cutscenes) if possible.
Sure. But wait until i will send updated models because there is a large difference between old and new versions (old versions used Other M materials, shaders and specs while new version uses kinda uses Smash 3 rimlighting). Unless none of this is used for models.Hi.
I recently figured out how to do really nice, HD renders.... Would you like some for your project? They could then be turned into CSPs.
I want to practice a bit, and using Ridley would be a great way for me to do that.
There's guides to making .thp files (which is what cutscenes in the SSE use), but it turns out the process is...well, pretty complicated. So that'll be a very late part of the development process.But i doubt you can do anything about cutscenes.
Custom animations? Too good.Probably that.
While i main him, i always forget about ATs and im rather random with my actions, so, you'd see Sakurai's team putting effort into SSB4 Ridley before seeing me on any tournaments.
Speaking of that, its a good thing i actually test Ridley and fix glitches we find, unlike Sakurai's team and their Ridley:
...where was i? Oh, right, get a load of this:
Well o' course! How else? Everythin' by good ol' me.Custom animations? Too good.
Thats unfortunate.There's guides to making .thp files (which is what cutscenes in the SSE use), but it turns out the process is...well, pretty complicated. So that'll be a very late part of the development process.
In other, less fortunate news; An unfortunate circumstance has led to the laptop I've been doing most all of the work so far on to be...well, dead. The battery won't charge properly and I think the cord's on it's last legs. Making it worse is that it might be until late May at earliest that I can get help replacing them, so from now until I get back to school, I'm stuck using my dad's laptop, and once I did that, BrawlBox started being fritzy; it crashes if I try to open the sc_selevent.pac file...oi. I'll need to figure it out tomorrow, because I gotta go to bed now.
Eh, I think the mouth open and closes too fast. Not much force behind them imo.
Also, classic Ridley's tail does not clips through everything. Instead, it either pushes opponents off or causes him to get pushed. Don't know should i leave it like that though. Its not too long to be much of a problem. I certainly can't use it for Other M Ridley since his tail is too long and his tail blade will still clip through stuff, so, it will just make it harder to move around.
Yeah, it kinda does. It just snaps back.Eh, I think the mouth open and closes too fast. Not much force behind them imo.
Don't know why, but I don't like how the right leg stays pretty much static. Why not have him step forward with that leg first and then step back?
And as what other people have been saying? Neckpls.
WHAT?! His Down B is completly different, his Up B is completly different, his Side B is completly different, his FTilt (im using PM Charizard instead of vBrawl Charizard since this is a PM mod) is completly different, his FSmash is completly different, his UTilt is completly different, his DTilt is completly different and the list goes on. The only similar attacks are FAir, BAir, UThrow, grab attack and neutral B firebreath alt (which still works differently since it has high knockback and hits only once, can't be angled and still allows him to move around if used in the air) and thats it. Are you sure you not thinking of the very old version?Two: Most of his moveset is just Charizard's with added effects, any chance of making him a bit more unique?
Three: Wow he's scary, I would be afraid to face something that menacing! Good work!
I agree about DAir (at its current state at least and only because of the whole bounce off the ground part), but not others. His recovery is predictable (not as bad as Ganondorf and Captain Falcon's, but pretty close) and his rolls are short and slow (they were overpowered in early versions because they covered too much distance, but that was fixed).Don't get me wrong i love this mod as much as the next guy. but ridley is kinda op at the moment. most of which is his stupidly op recovery, his down air and his roll. he has a couple other things that are pretty op. but those were the ones that stood out to me the most
This is beautiful! The spikeless version is pretty awesome!Aayyyeee check it out
This one makes him look even more Smash bros-ey. Love it.Aayyyeee check it out
EDIT: I'll do the spiked version later
This is BEAUTIFUL Amazing work I'm impressedAayyyeee check it out
EDIT: I'll do the spiked version later
Awesome! But what happened to his torso? It doesn't looks like this on the model. And spikes on his neck are usually black. But thats the only complains i have.Aayyyeee check it out
EDIT: I'll do the spiked version later
Then could you also bend his tail more? It looks rather stiff at the end.Yeah I accidentally applied the wrong textures I think. I'll fix it when I render the spiked model tomorrow.
I'm also not a fan of his left foot position, so I'll tinker with that as well.
He's made to be airborn a great deal, which means that most of his moveset are aerials. His Nair, Bair, Fair, (I think Up-air), F-tilt, and up-throw are mostly Charizard's.Yeah, it kinda does. It just snaps back.
Its kinda hard to pose them without Maya, but i'll try and see how it looks like.
Im not done with the model.
WHAT?! His Down B is completly different, his Up B is completly different, his Side B is completly different, his FTilt (im using PM Charizard instead of vBrawl Charizard since this is a PM mod) is completly different, his FSmash is completly different, his UTilt is completly different, his DTilt is completly different and the list goes on. The only similar attacks are FAir, BAir, UThrow, grab attack and neutral B firebreath alt (which still works differently since it has high knockback and hits only once, can't be angled and still allows him to move around if used in the air) and thats it. Are you sure you not thinking of the very old version?
Thanks. Not really my work though (the model at least), but whatever.
That's only because both of them share the same basic body design, though. As for the UThrow, I don't recall Charizard impaling people on his tail as he flies upwards for that.He's made to be airborn a great deal, which means that most of his moveset are aerials. His Nair, Bair, Fair, (I think Up-air), F-tilt, and up-throw are mostly Charizard's.
Like I said, the similarity is in utility. It doesn't matter what the aesthetics are, it's what they do. His combo potential, setups, and spacing is very similar to Charizard (with a little Jiggly thrown in)That's only because both of them share the same basic body design, though. As for the UThrow, I don't recall Charizard impaling people on his tail as he flies upwards for that.
Also, there's a difference between animation similarity and cloned moves; they just happen to look similar because they're the same body shape.
His NAir is Wolf's NAir, his F-Tilt is completly different from PM Charizard's (its not a bite) and his U-Air is Wolf's. Up Throw is not an aerial attack. If he is aerial kind of guy, it doesn't means that only those attacks should matter. You still have to get your opponent off the ground and its dangerous to stay in the air with his low falling speed and no reliable way to deal with opponents below him (DAir isn't safe to use because opponent has to dodge just once and you won't go far and aerial Down B still leaves his legs vulnerable to attacks).He's made to be airborn a great deal, which means that most of his moveset are aerials. His Nair, Bair, Fair, (I think Up-air), F-tilt, and up-throw are mostly Charizard's.
His spacing tools are different, his combo setups are different as well and there is no way to make a character based around aerial combat different enough from character with same style, especially when both are similar in appearance.Like I said, the similarity is in utility. It doesn't matter what the aesthetics are, it's what they do. His combo potential, setups, and spacing is very similar to Charizard (with a little Jiggly thrown in)
Since I've tested him thoroughly:
Wavedash: Fairly mediocre, has some applications though.
Moonwalk: nois
SHFFL: Weird timing but useful when hit because bair and fair are stronk
B-Reversal / Wavebounce: Pretty cool when combined with his fireballs
DACUS: Dacus has great range and his Usmash has a pretty large hitbox. Very useful.
Not sure what ATs to list other than that, hm..
Nope. Another glitch instead - he refuses to use Assist Trophy, but he can't throw or drop it unless someone knocks it out of his grasp.Any solutions regarding the collision? Ridley landing so early when using a rising aerial below a platform is a real nuisance.
Don't know. I still have to finish few things (new 100% ledge attack because current one is unnecessarily flashy, Neutral B, Assist Trophy glitch fix, etc). Can't get to doing that though.So I like where a lot of this stuff is going, but when should we expect 2.0? I would think some decent balance patches would be as good a start as any given that the alt models and all that will take a ton of time.
Alright, cool with me. I just like to be in the know.Don't know. I still have to finish few things (new 100% ledge attack because current one is unnecessarily flashy, Neutral B, Assist Trophy glitch fix, etc). Can't get to doing that though.
That's called a dewclaw, for the record. Though if we were to be anatomically accurate, it really shouldn't be near the sole of the foot in a standing pose; dewclaws in most animals with them are higher on the lower leg than the other toes.his...whatever that kind of finger on the back of the foot is called getting distorted.
That would be called the Project M Dev Team.UGH YA KNOW WHAT I WANT?? A community filled with skilled moders all working to add characters to project M. it would be fantastic. Like, i want so much more awesomeness, now that i know this is possible!
only if the Clone Engine had a ton of room for more characters, that would be a possible thing. Hell, could you just imagine somebody did a standalone PM mod featuring like 12 of Nintendo's iconic villains?UGH YA KNOW WHAT I WANT?? A community filled with skilled moders all working to add characters to project M. it would be fantastic. Like, i want so much more awesomeness, now that i know this is possible!
Yeah, it would be awesome to have more slots, but at other hand, its better that way. Because with limited slots, PMDT has to chose only those who are absolutely necessary and not waste time on too many characters.only if the Clone Engine had a ton of room for more characters, that would be a possible thing. Hell, could you just imagine somebody did a standalone PM mod featuring like 12 of Nintendo's iconic villains?
l'd love to see somebody attempt to do a Beast Ganon PSA and try to audition it to add in PM.
there's even a new model of him as well (no trident or ALBW model though)
Thats not a dewclaw (done research on it). Dewclaw is vestigal. Ridley's is not since he uses it to grab Samus in Super Metroid. He has anisodactyl type of feet (3 toes forward and 1 back...but he has only 2 toes on the front). Like this:That's called a dewclaw, for the record. Though if we were to be anatomically accurate, it really shouldn't be near the sole of the foot in a standing pose; dewclaws in most animals with them are higher on the lower leg than the other toes.
But that'd require rerigging and reanimating the model.