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Sheng Long

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Messages by Sheng Long

    

Re: Explods that DON'T shake with screen?

 November 26, 2014, 07:15:33 am View in topic context
 Posted by Sheng Long  in Explods that DON'T shake with screen? (Started by Sheng Long November 25, 2014, 07:50:07 pm
 Board: M.U.G.E.N Development Help

That's EXACTLY what I have there.
Spoiler, click to toggle visibilty

But it STILL shakes with the screen when it shakes. So, I don't know if it's possible in Mugen 1.0 or whatever. XP

Thanks anyway..... ;)
    

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

 November 25, 2014, 09:27:42 pm 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

Just because you tell me NOT to post doesn't mean I won't.  8)
    

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

 November 25, 2014, 08:02:39 pm 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

I can see it just fine. Kappa

I could just direct link the pic next time.

OR SOMEONE POST IT BEFORE I GET THE CHANCE TO YOU FOOLS!
    

Explods that DON'T shake with screen?

 November 25, 2014, 07:50:07 pm View in topic context
 Posted by Sheng Long  in Explods that DON'T shake with screen? (Started by Sheng Long November 25, 2014, 07:50:07 pm
 Board: M.U.G.E.N Development Help

Is it possible for some explod objects created by the character to NOT shake with the screen?
I noticed like a lot of characters that have these custom power bar displays based on their game type, when the screen shakes they shake with them. However, the Mugen's default life bar display at the top does NOT shake with the screen. But the way I have my custom display is a character portrait & custom name text based on its character variable. Though the display I added looks odd when it shakes with the screen.
    

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

 November 25, 2014, 06:53:53 pm 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

11/25

Pic of the day. The Orbital Gate, which was shown in yesterday's post, looks like a space station, as you can see in this picture. There was also a pic of the day where the fighters are going through the center gate.


…By the way, this model is actually a trophy. Diorama style. The Orbital Gate Assault stage actually took a whole year to complete.



EDIT: FUCKING FUCKING FIXED  FIXED!
    

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

 November 24, 2014, 12:44:40 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: Balrog's SFA3 stage (home console version)

 November 23, 2014, 12:26:24 am View in topic context
 Posted by Sheng Long  in Balrog's SFA3 stage (home console version) (Started by Protoman1997 November 22, 2014, 08:36:31 am
 Board: Requests

    

Re: Fighter Factory 3, Where, and when?

 November 22, 2014, 09:06:02 am View in topic context
 Posted by Sheng Long  in Fighter Factory 3, Where, and when? (Started by Sheng Long November 22, 2014, 06:44:32 am
 Board: Requests

Okay, I just assume this is the only topic to find it. Thanks anyway. :)
    

Re: Fighter Factory 3.0 Final Release Preview v2

 November 22, 2014, 09:05:16 am 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 +

Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?
    

Re: Balrog's SFA3 stage (home console version)

 November 22, 2014, 08:47:53 am View in topic context
 Posted by Sheng Long  in Balrog's SFA3 stage (home console version) (Started by Protoman1997 November 22, 2014, 08:36:31 am
 Board: Requests

Dark Savior also made it. :)

http://dsarena.free.fr/mugenlight/stages.php?refGame=7
Quote
Although this stage is not 100% complete because of the missing dancers, this conversion is the most accurate.

But if you want me to find a mroe animated version. I'll see what I can do for you. :)
    

Fighter Factory 3, Where, and when?

 November 22, 2014, 06:44:32 am View in topic context
 Posted by Sheng Long  in Fighter Factory 3, Where, and when? (Started by Sheng Long November 22, 2014, 06:44:32 am
 Board: Requests

Okay, So I google Searched Fighter Factory 3, and it just gives me the topic to the preview version.
http://mugenguild.com/forum/topics/fighter-factory-3-0-final-release-preview-v2-137126.0.html

Are the links on this topic new, or is there a link to the actual website with all the available versions? I have the original Fighter Factory, but I've keen kind of waiting for the final version of FF3 before switching over. But I couldn't find any new posts except this one. I wanted to make sure before I downloaded a bunch of stuff that wasn't up to date. XP
    

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

 November 21, 2014, 10:59:38 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



Autoclsn is a cancer that should have never happened. Thank god FF3 removed it.

That reminds me..... Has FF3 FINALLY been finished, out of Beta Testing and everything? I still use the classic Fighter Factory program.
    

Re: Is Partner, or Check ID if Partner?

 November 20, 2014, 10:17:23 pm View in topic context
 Posted by Sheng Long  in Is Partner, or Check ID if Partner? (Started by Sheng Long November 17, 2014, 07:15:40 pm
 Board: M.U.G.E.N Development Help

Yea, I also prefer Mugen 1.0. I don't like WinMugen cause it lacks features Mugen 1.0 has. Although the only reason I don't like Mugen 1.0 is it's lacking the freqmul option on playsnd controllers.

I only downgrade characters to winmugen if it's really necessary, or if there's a request for it to be done. Otherwise yea, I like to work with Mugen 1.0. :)

Well, thanks for the help anyway guys. :)
    

Re: Is Partner, or Check ID if Partner?

 November 20, 2014, 07:45:54 pm View in topic context
 Posted by Sheng Long  in Is Partner, or Check ID if Partner? (Started by Sheng Long November 17, 2014, 07:15:40 pm
 Board: M.U.G.E.N Development Help

Do you see the difference? As a closing note, I would like to add that you can surly fix the single line of code to work for you. Observe:
Code:
triggerall = cond(numpartner, partner,ID<ID, 0)
What does this do? I'm sure you've seen ifelse and have used it before. If not, it basically evaluates the first parameter and returns either the second or third expression's evaluation depending on the result of the first expression.

Is cond a new feature in Mugen 1.0? I checked the winmugen version of the docs, and I don't see this. Is it fair that I may want to have the option to convert a character back down to winmugen after all the coding has finished in mugen 1.0? In which case, I suppose I'm left with using two controllers to fix the problem even in winmugen.
    

Attacks from Helper, then redirect Target to Root?

 November 20, 2014, 06:17:59 am View in topic context
 Posted by Sheng Long  in Attacks from Helper, then redirect Target to Root? (Started by Sheng Long November 20, 2014, 06:17:59 am
 Board: M.U.G.E.N Development Help

Is it possible that if a helper attacks an opponent, but then disappear or just stays on screen for a bit, is there a way to redirect its target to the root character?

Like for example, helper may put target into a custom state for a bit, but then the target character goes into its own self state. While the helper is no longer there, I would want the root character to put target character into another state without attacking it?
    

Re: DOS Games

 November 20, 2014, 05:30:52 am View in topic context
 Posted by Sheng Long  in DOS Games (Started by Omega October 12, 2014, 02:20:11 pm
 Board: Gaming

    

Re: Streets of Rage 2 Bonus Game

 November 20, 2014, 01:29:18 am View in topic context
 Posted by Sheng Long  in Streets of Rage 2 Bonus Game (Started by K-Fox September 05, 2014, 04:51:54 pm
 Board: Your Releases, Mugen 1.0 +

BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?

All enemies you see in the SFF file are coded. Did you continue playing after winning 1 round? You'll fight different bosses after winning 1 round. To be more specific, the bosses you should fight are:

1st Round:
Barbon
Bruce & Roo (Mini-bosses)
Jet
Vehelits (Mini-boss)
Zamza
Abadede

2nd Round:
R.Bear
Ash (Mini-boss)
Zamza & Jet
Particle & Molecule
Shiva
Mr.X

No, I did not. I usually expect all bonus games can be tested via round 1 plays. But this have round 2 plays as well? Holy MOLY!  :o

Is there any chance to have an option to fight all the bosses in round 1? Just for the case someone has rounds = 1 in their fight.def system? Or maybe, perhaps any on screen options instead of manual file configuration before running Mugen?
    

Re: Players with no auto turn idea in Bonus Games, but.....

 November 19, 2014, 07:24:56 pm View in topic context
 Posted by Sheng Long  in Players with no auto turn idea in Bonus Games, but..... (Started by Sheng Long November 18, 2014, 09:49:36 am
 Board: M.U.G.E.N Development Help

Is it interesting that when I edit the command.cmd file of the character, it actually changes the way the command of the opponent is checked?

In other words, using my modded KFM example for this:
- Using default KFM command file, against normal KFM seems to work correctly.
- Modifying the CMD file to add more commands, against normal KFM can no longer turn freely correctly.

So..... I don't know how it checks the commands of opponents. :P

So here's the code, just in case.
First try using normal KFM against this char on p2 side and use X Y Z A B C to reposition the helper.
When you use someone else instead of KFM, you need to press different commands to move the helper. o_O
    

Re: Streets of Rage 2 Bonus Game

 November 19, 2014, 04:51:01 am View in topic context
 Posted by Sheng Long  in Streets of Rage 2 Bonus Game (Started by K-Fox September 05, 2014, 04:51:54 pm
 Board: Your Releases, Mugen 1.0 +

My only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_X

I do have an idea on how to make the players turn when you want instead of just facing the enemies all the time, although I'm not sure its a good idea because it could mess up guarding attempts, especially when trying to face an enemy that is right next to you. I'll see what I can do.

I was also going to try to do something for Player to freely turn around for another bonus game i was thinking about doing in a future WIP some day from SF2. I was trying a few things, but no luck really in detecting opposite player commands, just velocity checks.

BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?
    

Re: How quickly the char select cursor travels from cell to cell?

 November 18, 2014, 11:34:53 pm View in topic context
 Posted by Sheng Long  in How quickly the char select cursor travels from cell to cell? (Started by H Mr. Ton! November 18, 2014, 07:13:07 pm
 Board: M.U.G.E.N Development Help

I don't get it.... Switch back to Mugen 1.0 or Winmugen? Then, what was he using before? Mugen 1.1 B1 has moving/traveling cursors? Why didn't I notice this? o_O