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Sheng Long

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Messages by Sheng Long

    

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

 November 18, 2014, 07:12:18 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

The required "holdback" is "command = /$B", which means to hold down, and detect as 4 way. However, when I do another input with "command = /B" Which means just hold down back button only, it starts to work for more characters now, but STILL not everyone on my roster.

I don't think the name of the command has anything to do with it. Even if I named it "xyz" or "abc" or "something", it's still the same command needed.

Also, as for seeing the helper with ctrl+c, just barely. But the offset position should be close, and far enough for the players/opponents to turn freely. The helper itself is invisible with no CLSN boxes what so ever.

If it help, I have a modded Kung Fu Man with this code to see what the problem is. But I don't know how much it will help solve the problem. XP
    

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

 November 18, 2014, 06:39:04 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

    

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

 November 18, 2014, 09:49:36 am 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

Okay, so I have this idea for when a player is against another character, or a bonus stage to use a no auto turn feature for them. This is what I have.
Spoiler, click to toggle visibilty

What is supposed to happen here is when the player presses or holds back, they are supposed to turn around. Even when they crouch down and hold back, they are supposed to turn around.
The problem with this is, this seems to work ONLY with against default Kung Fu Man, and HR KFM for Mugen 1.0. But it hardly works with any one else (except maybe like, 1 or 2 other characters in my roster). They all have the required "holdback" command, but it doesn't process for whatever reason. So they can't turn backwards. Is there something I'm missing?

I SWEAR I have seen other bonus game characters do this. But for the life of me, I can't remember who did a perfect example of this. :(
The only thing I can think of is to use Vel X triggers and check when they are walking backwards. But that doesn't work for when I want the player to turn around while crouching. :(

Also, I KNOW there is a NoAutoTurn flag on AssertSpecial controller, but that only effects the character (or in this case, the bonus stage) you are creating, NOT the players against it, which I am trying to do this for.
    

Re: Streets of Rage 2 Bonus Game

 November 18, 2014, 04:17:29 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 +

Umm......... HOLY SHIT! :O

Usuually these bonus games turn out really shitty in Mugen. But this...... THIS one.... Oh, my GOD! I actually had FUN with this!  ;D

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

Other than that, and besides throwing enemies at their feet offsets look weird, this is DEFINITELY worth a keeper! :D

You sir... earned ALL MY 5 STARS!
    

Re: Is Partner, or Check ID if Partner?

 November 18, 2014, 03:13:47 am 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

Hmm.... I thought NumPartner = 0 was the same as !NumPartner, or NumPartner != 1. o_O

Okay so I did this:
Spoiler, click to toggle visibilty

I also tried
Code:
triggerall = TeamMode = Single || NumPartner > 0 && ID < Partner, ID

It STILL gives me the "no 0th partner" error on display.

I think the only thing that seems to work without giving the error is just separate the changestate controllers for whatever reason. :P

Well..... Thanks anyway. :)
    

Re: Is Partner, or Check ID if Partner?

 November 18, 2014, 01:02:31 am 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

But what if I want the state # to happen if the player is in the front of its partner?

So like, in my previous reply above, the 2nd code I posted below the first one will work if the character is in front of its partner, but will not trigger the state if the character is behind the partner in front, which is what I want.  TeamMode != Simul won't work for this situation.
    

Re: Is Partner, or Check ID if Partner?

 November 17, 2014, 11:05:37 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

Alright thanks, I think that worked. :)

Also, can someone tell me why, when doing single mode, this code displays "has no 0-th partner"
Spoiler, click to toggle visibilty

But using these codes do NOT display the error?
Spoiler, click to toggle visibilty

They should be basically the same, except to check if there is a partner, or no partner. I wanted the first code, but it's giving me that 0th partner error.
    

Is Partner, or Check ID if Partner?

 November 17, 2014, 07:15:40 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

Is there an alternative to check if a character is a partner? I'm trying to make it so if a character is a partner, to not go to certain states, or trigger a random character variable. But if the character is not a partner, i do want them to go to those states.
    

Re: Five Nights at Freddy's

 November 16, 2014, 11:00:00 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

Has anyone tried brightening the image? :smug:
On the "Offline" site?

Yes I just tried it, there is nothing there.

Well whatever the future holds for him, I hope it's the right decision. Not for our sake, but for his sake as to why he decided to take his site offline. ;)
    

Re: SUPERSTAR KIRBY

 November 16, 2014, 01:10:39 am View in topic context
 Posted by Sheng Long  in SUPERSTAR KIRBY (Started by DJ_HANNIBALROYCE November 15, 2014, 01:06:29 am
 Board: Projects

you don't have to do a steal ability code for everyone in existance. but maybe do the best common ones? like for example just absorb KFM's ability, or Ryu's ability? Or just have Kirby suck in opponents and no ability steal, like the classic GB Kirby did. ;)
    

Re: SUPERSTAR KIRBY

 November 15, 2014, 03:18:45 am View in topic context
 Posted by Sheng Long  in SUPERSTAR KIRBY (Started by DJ_HANNIBALROYCE November 15, 2014, 01:06:29 am
 Board: Projects

I hate to be nit picky, but why in the world would someone record mugen off screen with a regular camera? There are desktop recorders for these things. Use them. ;P

Also i can't recall any recent Kirby having inhale ability and walking around with opponents in its mouth. Will this one have that feature? I didn't check video because shaky cam, etc. XP
    

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

 November 14, 2014, 07:15:49 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

Small Map is obviously the Smash Bros. logo.

Normal map looks like a distorted Pokéball. Or is it supposed to represent the Master Core ball form?

Big map....... Maybe looks like Captain Olimars space ship?
    

Re: High Five (Clayfighter) by gonzaLOL

 November 13, 2014, 07:26:26 am View in topic context
 Posted by Sheng Long  in High Five (Clayfighter) by Jeffry081 (Started by Taybear November 13, 2014, 05:10:51 am
 Board: Found Releases

It's like the creepy version of Master/Crazy Hand. :o

For those that haven't played Clay Fighter Series:
Spoiler, click to toggle visibilty

Testing it out, it doesn't seem like it comes from the source game. Moves are different and doesn't even have its voice.  Not one of those things I'd keep if I were you.
    

Re: Anyone know anything about extrating character 3d models?

 November 13, 2014, 06:18:20 am View in topic context
 Posted by Sheng Long  in Anyone know anything about extrating character 3d models? (Started by Sheng Long October 27, 2014, 06:17:48 am
 Board: Off-Topic Help

I don't need the 3D model to redraw in sprite form. I just wanted the character game models so I can see if I can convert them into papercraft modeling. Or perhaps sew something together.

I have already tried just regular screen capture from emulators, but you only get one shot of a particular angle to work with. But oh well, thanks anyway. :)
    

Re: Karate Champ: Olympic Rematch (temp title)

 November 12, 2014, 06:25:16 pm View in topic context
 Posted by Sheng Long  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

Well...... I know much of MUGEN, and Clickteam Fusion software can export to Windows, Flash, iPhone, Android provided you have the developer license to add to their app store shops. I don't own much of their exporters but only flash exporter, and windows exporter. Though if someone were to pay me to get this project on the Apple store, I'd be happy to try and buy the exporter for CT Fusion and get this game project on there. :)

But again, it's all up to you how you want to spend using these sprites will end up being used for. Whether it's just MUGEN alone, or if you actually want to go through with making a full game outside of MUGEN. :)
    

Re: Five Nights at Freddy's

 November 12, 2014, 02:39:33 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

I like the fact that this was done in Multimedia/Clickteam Fusion programming software. One of the softwares that I sue for my fan made stuff as well. :)

This is a scary game indeed. Even if you mute your volume, you still get the face shaking, etc out of nowhere if you are not prepared. But most of it seems to be pretty telegraphed, as to what they will do next before scaring you.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 November 11, 2014, 11:00:54 pm View in topic context
 Posted by Sheng Long  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 11, 2014, 10:22:06 pm View in topic context
 Posted by Sheng Long  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

Slightly off topic, but I'm working on a SF2 character pack project that involves more than 1 character in a SFF. Just thought I say that since you mentioned head swapping your Karate characters at some point. I know that for things like being thrown, it may become an issue, but I might have an idea for this for when it comes time to work on it.

Is the SFF made at least? I don't want to spend much time on compiling a SFF for sprites and end up mis-aligning these sprites in the process. Considering its your character artwork, maybe you have more of an idea where the X Y axis should fall on the sprites. :)
    

Re: Karate Champ: Olympic Rematch (coder wanted!)

 November 11, 2014, 07:29:14 pm View in topic context
 Posted by Sheng Long  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

How soon do you need a coder?

I'm not familiar with the game in terms of game play accuracy. Are you just looking for someone to just make the character in general? Or does it need to be accurate with the way you attack? The only thing I can remember in some of those Karate games is that there was no 'button' to attack. All attacks were like smash controls where you tilted the control in certain ways to attack.

Would be interesting to develop though. :)
    

Re: Change constant values of character in game?

 November 11, 2014, 12:56:02 am View in topic context
 Posted by Sheng Long  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

Okay, so what Ive done was just set the constant 'yaccel = 0', and for each character variable set their own y gravity in the override section statedef -3 for when their 'statetype = A' & 'movetype != H', and when they are using normal jumping attack statedefs (600-700 something, etc). For their moves that are statedef 1000 onward, just come up with different y velocities depending on their attacks. :)

As for jumping velocity, I just made a new statedef 40, and included everyone's own X and Y jump speeds so they don't share the velocities of one character constants. This also applies for their walking X speeds. :)

Well..... Thanks for the help anyway. I just did some alternatives for what I wanted to do. The only problem now is that all the characters I have included in one format will share the same mid.pos x,y and head.pos x,y offsets, but how much does that really matter?