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Sheng Long

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Messages by Sheng Long

    

Re: the fav GIF thread!

 December 15, 2014, 07:53:33 pm View in topic context
 Posted by Sheng Long  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

    

Re: Is this possible ?

 December 15, 2014, 06:23:55 am View in topic context
 Posted by Sheng Long  in Is this possible ? (Started by Kid-Ares December 04, 2014, 03:29:10 am
 Board: Development

and THAT, is why people often go to making their own fighting game engines because of limits that Mugen has. It's sad, really. Mugen has SO MUCH potential to do things. Yet, we're limited to do so much with its CNS format. Sorry. :(
    

Re: IIGamesMasterII

 December 15, 2014, 01:06:54 am View in topic context
 Posted by Sheng Long  in IIGamesMasterII (Started by Ryon December 15, 2014, 12:49:43 am
 Board: Your Releases, Mugen 1.0 +

I like how his Taunt frames are defined into a giant ? CLSN box.  ;D
    

Re: M.U.G.E.N Screenshots V3

 December 14, 2014, 10:04:50 pm View in topic context
 Posted by Sheng Long  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

When the winners text displays go wrong.....

they create new names.

And Win!  :cool4:
    

Re: Removing "_____ Wins" Text?

 December 14, 2014, 08:39:54 pm View in topic context
 Posted by Sheng Long  in Removing "_____ Wins" Text? (Started by Sheng Long December 14, 2014, 06:36:53 am
 Board: M.U.G.E.N Development Help

Oh, okay. Well, thanks anyway. ;)
    

Removing "_____ Wins" Text?

 December 14, 2014, 06:36:53 am View in topic context
 Posted by Sheng Long  in Removing "_____ Wins" Text? (Started by Sheng Long December 14, 2014, 06:36:53 am
 Board: M.U.G.E.N Development Help

Is it possible to remove the "_____ Wins" text after each round for just ONE character and/or depending who the enemy is only? Or can you only remove it entirely for everyone like in screen packs?

Because I was planning to add "You Win" and "You Lose" text in place of it. The losing text would appear if the character was controlled by AI.
    

Re: Super Smash Bros. for Nintendo 3DS / Wii U

 December 12, 2014, 02:40:51 am View in topic context
 Posted by Sheng Long  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

    

Re: Akuma/Oni/Cyber Akuma/Shin Akuma by Mr. Ansatsuken

 December 11, 2014, 03:50:17 am View in topic context
 Posted by Sheng Long  in Akuma/Oni/Cyber Akuma/Shin Akuma by Mr. Ansatsuken (Started by Mr. Ansatsuken December 11, 2014, 02:04:46 am
 Board: Your Releases, Mugen 1.0 +

Shinjin Oni uses Cyber Akuma crouch frames.

Also, Cyber Akuma sprites seem to be incomplete. :P
    

Re: My Mugen Developing Drive is Returning!!!! (personal opinions are welcomed)

 December 11, 2014, 12:21:35 am View in topic context
 Posted by Sheng Long  in My Mugen Developing Drive is Returning!!!! (personal opinions are welcomed) (Started by -SyN- November 05, 2014, 10:17:59 am
 Board: M.U.G.E.N Discussion

To be honest, I ALWAYS liked mini games as long as they were done CORRECTLY in Mugen. and SYN, you do NOT disappoint at all! I seen that TMNT mini game, and I WANT to see that happen and completed if possible! I would LOVE to try that game whenever it gets released! :D

Good luck with whatever comes out of you in the future! :)
    

Can't Record Sprpriority?

 December 10, 2014, 03:07:57 am View in topic context
 Posted by Sheng Long  in Can't Record Sprpriority? (Started by Sheng Long December 10, 2014, 03:07:57 am
 Board: M.U.G.E.N Development Help

Why can't I record the current sprpriority that is set on a player on to a variable?

I'm trying to do something like this.
Code:
[Statedef 12345]

[State 12345, SprPriority]
type = SprPriority
trigger1 = 1
value = Var(10) + 1

Since 'value = Root, sprpriority' will NOT work directly, or any way. I am trying to make a helper's sprpriority match the root characters sprpriority with a single code, + 1 more up so it always appears in front, but not when an opponents attack sprpriority is highest in front. If I use sprpriority = 5 or 10, that will ALWAYS put the object in front, which i do NOT want to happen here. I just want it in the same sprpriority of the root character as much as +1 more.
    

Re: Tails (from Tails Adventures) Release v 1.0

 December 09, 2014, 03:58:37 am View in topic context
 Posted by Sheng Long  in Tails (from Tails Adventures) Release v 1.0 (Started by Some Guy December 05, 2014, 03:51:29 am
 Board: Your Releases, older Mugen

Why in the world is it blocking for violating? What is he sending that could possibly be violating their terms of service? Is there a song, or sprites or just the character in general they found that they are blocking?
    

Re: Question about throws, and opponent animation times.

 December 08, 2014, 04:24:19 am View in topic context
 Posted by Sheng Long  in Question about throws, and opponent animation times. (Started by Sheng Long December 07, 2014, 10:33:34 pm
 Board: M.U.G.E.N Development Help

So instead of having to modify Anim2 that has the SAME # of frames as the character throwing to sync, have Anim2 frames match P1's frames no matter what frame times you set all the Anim2 frames to.

So if P1 throw animation frame 1 was, say 25 for example. Anim2 frame 1 time is set to 1, or time 525 for example. In the statedef, I want P2 animation2 to be forced on to P1 throw frame #1 until Frame 2 of the player throwing is hit.

I know the first one is easier as shown in KFM's AIR file, but I'm looking for a method in which I don't need to change Anim2 frame times if I decide to change the frame times of P1 throwing the opponent animation. Does that make sense?

EDIT: Oh, I believe I did actually try to do something similar to this with one of my older characters.  It appears to go something like this.
Code:
;---------------------------------------------------------------------------
; Opponent Grabbed
[Statedef 805]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 805, Anim2]
type = ChangeAnim2
trigger1 = Time <= 0
trigger1 = Anim != 805
value = 805

[State 805, Anim2]
type = ChangeAnim2
triggerall = PlayerID(EnemyNear, ID), Anim = 801
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = 805
elem = PlayerID(EnemyNear, ID), AnimElemNo(0)

^ This is probably what I was looking for before.
In the code above, the animation for the character being thrown is forced to the animation elem frame of the character that is doing the throwing.

And I've also came across this one:
Code:
[State 835, 1]
type = ChangeAnim2
trigger1 = Anim = 835
trigger1 = AnimElem = 5, < 0
value = Anim
elem = Enemy, AnimElemNo(0)
So basically like i said, it's just redirecting the animation elem times from the player doing the throw.  This one is a little simpler, while the one above this one checks for the player ID, which in turn the ID is also EnemyNear.
    

Question about throws, and opponent animation times.

 December 07, 2014, 10:33:34 pm View in topic context
 Posted by Sheng Long  in Question about throws, and opponent animation times. (Started by Sheng Long December 07, 2014, 10:33:34 pm
 Board: M.U.G.E.N Development Help

So, I am at a brain fart here, but I seem to recall an alternative to bind opponents thrown animations with the times of the character doing the throwing.

In other words, instead of doing the simple of this:
Code:
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31

; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 15
5011,10, 0,0, 10
5032,30, 0,0, 6,VH
5032,10, 0,0, 6,VH
5012,20, 0,0, 6,VH

I would like to do something kind of like this.
Code:
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31

; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 1
5011,10, 0,0, 1
5032,30, 0,0, 1,VH
5032,10, 0,0, 1,VH
5012,20, 0,0, 1,VH
LoopStart
5030,30, 0,0, -1

Within the character throwing, or the opponents getting thrown statedef, I would like to force the animation element of Anim2 with the characters throwing frames. Instead of the Anim2 frames being relied on their own separate animation times. Sort of like binding helper animation frames with the root character for things like detachable/throwing weapons, but with target characters being thrown instead.
    

Re: Five Nights at Freddy's

 December 07, 2014, 03:12:58 am View in topic context
 Posted by Sheng Long  in Five Nights at Freddy's (Started by Mag_ August 16, 2014, 05:51:10 pm
 Board: Gaming

Enough of the night time jobs. How about a game where you work in the restaurant in the afternoon, and the animatronics STILL go haywire? Because I think 2 night time job games are kind of pushing it as "same game". Or at least mix it up with the first hours afternoon, then end the shift at night time where the animatronics are even more bizarre than at the day time.
    

Re: Five Nights at Freddy's

 December 06, 2014, 07:52:20 pm View in topic context
 Posted by Sheng Long  in Five Nights at Freddy's (Started by Mag_ August 16, 2014, 05:51:10 pm
 Board: Gaming

You mean there's going to be a 3rd installment of the series? Kreygasm
    

Re: Symbiote Captain America beta Release by Predator

 December 06, 2014, 12:46:13 am View in topic context
 Posted by Sheng Long  in  Symbiote Captain America beta Release by Predator (Started by City_Hunter December 06, 2014, 12:32:41 am
 Board: Found Releases

Umm...... Just by looking at this alone. Instead of a star being in the center, shouldn't it be the Symbiote symbol instead?
    

Re: M.U.G.E.N Screenshots V3

 December 02, 2014, 04:28:19 am View in topic context
 Posted by Sheng Long  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Game Screenshots - Post game names!

 December 01, 2014, 05:03:28 am View in topic context
 Posted by Sheng Long  in Game Screenshots - Post game names! (Started by Jellyball October 13, 2007, 12:11:01 am
 Board: Gaming

    

Re: Power Gain Equation?

 November 27, 2014, 10:36:28 pm View in topic context
 Posted by Sheng Long  in Power Gain Equation? (Started by BC November 27, 2014, 08:24:43 pm
 Board: M.U.G.E.N Development Help

Can't you force your characters power bar within a variable? In other words, use the Variable to trigger super moves, or restricted moves instead of the power bar itself?
    

Re: Fighter Factory 3.0 Final Release Preview v2

 November 26, 2014, 06:04:17 pm View in topic context
 Posted by Sheng Long  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hmm..... Doesn't FF3 have an auto CLSN mapper? Or was that removed because no one liked it, or became useless? I realized it has more functions, and is compatible with Mugen 1.1. But.....

I tried FF3, but It's SO MUCH Different from Classic FF that I'm just used to this more than FF3. I wish there was a Classic Fighter Factory user face that was compatible with 1.1. FF3 is just So different. (;_;)