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Sheng Long

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Messages by Sheng Long

    

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

 December 29, 2014, 08:24:26 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: Gou Hibiki/Mr. Saikyo by Mistah Jorge (12/27/2014)

 December 29, 2014, 08:09:08 pm View in topic context
 Posted by Sheng Long  in Gou Hibiki/Mr. Saikyo by Mistah Jorge (12/27/2014) (Started by 【MFG】gui0007 December 29, 2014, 06:08:47 pm
 Board: Found Releases

For the voice, couldn't you go with an edited Dan Hibiki or Ryu modified voice? Maybe make their sounds deeper for an old man approach.

Or if you're going for a pocket fighter type sensei voice approach, I think there's only like, 2 voices for his appearance in that game.

Nice work BTW. :)
    

Re: Metool / Metall Daddy Mugen Boss

 December 29, 2014, 06:28:59 pm View in topic context
 Posted by Sheng Long  in Metool / Metall Daddy Mugen Boss (Started by O Ilusionista December 27, 2014, 05:29:21 pm
 Board: Your Releases, Mugen 1.0 +

RamzaNeko DREW THESE AMAZING SPRITES? THEY LOOK VERY LOVELY! :D

I LOVE YOU FOR MAKING THIS! Testing this char right now! :)

EDIT: Feedback:
- Pressing x for its slide attack, there's still the CLSN box over its head where its helmet is usually is. So the opponent can literally punch nothing up there during this attack.
- The mini metools that pop out have an awkward walking movement. They don't even face left or right when walking.

Also, at some point I remember that I had made a SFF for the Mega Man ZX version of the Metoool boss from Area H. At least to go for the stage that I had made for Mugen.  I was going to make it at some point after everything else was done. But that never happened. I can't find the SFF right now, but I'm sure I had started on it somewhere. But now, I think I'm happy that someone else made this with incredible sprites. Thanks for the release. :)

EDIT2: I found the SFF for the MegaMan ZX giant metool boss that I never made. But I guess it doesn't matter any more, since we have this one now. XP
    

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

 December 28, 2014, 11:11:51 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: Merry Christmas, everyone! New character pack release!

 December 28, 2014, 06:11:12 am View in topic context
 Posted by Sheng Long  in Merry Christmas, everyone! New character pack release! (Started by Sheng Long December 25, 2014, 07:03:40 am
 Board: Your Releases, Mugen 1.0 +

It 'MIGHT' be separately. Considering all the character sprites are there now, all that's really needed to do is possible more sound ripping for the rest of the crew, and to animate everything. So if someone gets finished, it would probably make a new thread depending how long it takes. Even though it's still part of this pack. We'll have to see how things go. :)

Also, as I've mentioned in an earlier WIP topic, I have actually released the completely optional sprite pack that fixes the cosmetics of Chun Li's and M.Bison's World Warrior Portraits. :)

Download for the sprite pack is available on site.
    

Re: Merry Christmas, everyone! New character pack release!

 December 26, 2014, 09:56:57 pm View in topic context
 Posted by Sheng Long  in Merry Christmas, everyone! New character pack release! (Started by Sheng Long December 25, 2014, 07:03:40 am
 Board: Your Releases, Mugen 1.0 +

OH YES!!! :D :D :D Dude, this is awesome! Brings back memories... Great job sir, I can't wait to see the rest of the cast added in, hopefully with your Sheng Long included as well. :)

Also, M.U.G.E.N's lifebars show up on the SF2 select screen.

I doesn't happen with mine. Are your life bars set to always on top? If that's the case then I can possibly disable life bar display for that.

EDIT: Updated override.cns to include NoBarDisplay AssertSpecial to disable life bars during select and VS screens. Hopefully that should take care of it. :)

Spoiler, click to toggle visibilty

EDIT2: Another update, which adds an air.animtype = Back controller to ALL character hitdefs to use their correct hit frames when hit in the air.  :)
    

Re: Merry Christmas, everyone! New character pack release!

 December 25, 2014, 11:25:30 pm View in topic context
 Posted by Sheng Long  in Merry Christmas, everyone! New character pack release! (Started by Sheng Long December 25, 2014, 07:03:40 am
 Board: Your Releases, Mugen 1.0 +

Quote from an E-Mail said:
On Turns mode, it seems like it defaults to Ryu. Even though it would slow things down, it'd be nice if you could select a character each time. I don't know a whole lot about MUGEN but I'd hope it'd be possible to do that in Turns only without it having to come up in each Round in normal.

A slight update in the CNS for sf2ww.def to add randomizations during turns mode.
Otherwise, use the specific character .def files for no randomizations for turns mode. :)
    

Re: Rose Street Fighter (Pots Gameplay)

 December 25, 2014, 11:21:20 pm View in topic context
 Posted by Sheng Long  in Rose Street Fighter (Pots Gameplay) Updated 28/12/14 (Started by varo_hades December 25, 2014, 10:48:23 am
 Board: Your Releases, Mugen 1.0 +

Great! Thank you!

IMO screenshake on "Soul Drain" is too much...

...and this...



Obligatory "!LOOF-EHT"

Unless that's what it looks like in soruce game, but i doubt it. I'm sure it can be easily fixed via rotation depending which way she is facing. :)
    

Merry Christmas, everyone! New character pack release!

 December 25, 2014, 07:03:40 am View in topic context
 Posted by Sheng Long  in Merry Christmas, everyone! New character pack release! (Started by Sheng Long December 25, 2014, 07:03:40 am
 Board: Your Releases, Mugen 1.0 +

MERRY CHRISTMAS!

I think you know what's coming: The RELEASE!



DOWNLOAD:
- http://gcnmario.free.fr/mugen/sf2ww.html


- Notes: -
* Because of the size of the SFF and SND, the files have been split up into sections. There is a cropped, and an uncropped version of the SFF available. There is also download for Sound + Music, and Sound NO music. The sound file with music is for the character select screen, VS. screen, and win quote screen.
* Despite only 6 characters playable, all the characters sprites are indeed available in the SFF sprite pack. All that's left is to code them. :)
You are free to help and code the other characters as they are there. Or do whatever you want with them, but I assume I'll be doing the rest of the work.

Enjoy! And......

HAPPY HOLIDAYS! :D

    

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

 December 22, 2014, 03:59:28 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

Testing out a new program (new to me, anyway) called GifCam to make/record this Mugen GIF.

    

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

 December 21, 2014, 07:14:44 am 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

That Mewtwo looks to be the exact version taken from AxKeeper's Pokemon Full Game.

Oh god...... I just Googled AxKeeper Mugen Pokemon, and I found the game and.... I didn't even have to play the game to find out if this was good or bad. I just looked through all the character files. They are just a bunch of Ryu sprite swaps and shit. But i thought at least few of the sprites were god though. Just really poorly used.

Well, thanks anyway. :)
    

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

 December 21, 2014, 05:55:14 am 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

    

Stopping ONE sound channel for both sides?

 December 20, 2014, 10:32:56 pm View in topic context
 Posted by Sheng Long  in Stopping ONE sound channel for both sides? (Started by Sheng Long December 20, 2014, 10:32:56 pm
 Board: M.U.G.E.N Development Help

Is there a way to stop just ONE sound channel for both sides of a character? I already know that channel = -1 will stop every channel, but I just want to stop only ONE channel for both sides.

I take it this is not possible?
    

Re: SFII World Warrior Multi Character 12 in 1 Project

 December 20, 2014, 08:19:59 am View in topic context
 Posted by Sheng Long  in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
 Board: Projects

I doubt I can make Guile's infamous glitches/bugs 100% accurate, as I've said they were fixed in later versions of SFII World Warrior. But..... I'll see what I can do when I get around to him.

Also, I have begun coding in the CPU AI systems for the available characters by far. Ryu, Ken, M.Bison, and Balrog now have a good AI system. I have just started on Vega's AI. So all that is left to do is the rest of Vega, and Sagat's AI. Then I'll probably do some more tweaks if needed. So, everything is looking good so far for the Christmas release day. :)
    

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

 December 20, 2014, 02:20:17 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: SFII World Warrior Multi Character 12 in 1 Project

 December 17, 2014, 08:39:57 pm View in topic context
 Posted by Sheng Long  in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
 Board: Projects

So here's the thing. I did the X Y offset positions on the feet here:

It compares where the MUGEN shadows WILL be if the Y offset was set to 195, and comparing to the offsets they are at now Y 200.
I also showed the fireball projectiles X and Y offset to show they were ripped in place, and setting their X Y with everyone else.

As I said before, some characters Y at 200 are perfect. But some at Y 200 maybe too high.
Setting them at 195 would be perfect, but others feet would be too low.

I was wondering, is there any chance of you including your Sheng Long in the project?
We'll see.... I'd like to get the original cast done first before I do anything else. Also, I'm still not confident on Sheng Long's SFII design, since I don't have much to work with. XD

I can't wait to see the finished product I looks so close to the aracde game its hard to tell the difference
and if your aiming for making a accurate feel for SF2 WW characters are you planning to import some of
the infamous glitches like Guile's "Phantom Throw"?   
https://www.youtube.com/watch?v=9j-PGlDDjqE
Actually, that glitch was fixed in later versions, and ports of SFII World Warrior. But I suppose I can try doing it for the sheer randomness. :XD:
    

Re: SFII World Warrior Multi Character 12 in 1 Project

 December 17, 2014, 09:07:23 am View in topic context
 Posted by Sheng Long  in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
 Board: Projects

This is NOT an alignment issue of itself. However, It's the exact alignment used for EVERYONE when I freeze their X Y offsets in the CPS1 arcade game. They all have perfect X Y axis. If I move the boxer's Y offsets down just to fix the offset of the shadow, it won't match anyone elses Y offsets from in game rips any more. So I'd have to move everyone elses X Y feet down just to fix the boxers Y position offsets.

The alignment of these sprites in SFF un-cropped as they are, are X-180, Y-200.
There are some that actually DO match these coordinates perfectly,like Ryu for example. Guile's feet match these as well. But others like E.Honda's feet doesn't match correctly.

Since SFII never had MUGEN's type of shadows, they had their own type of 'round' shadows underneath each character, The only way I could correct this is to use these CPS1 arcade shadows underneath instead of using MUGEN's default stage shadows. But I imagine they would look ugly on some stages anyway. So..... Kind of tough decision here TBH. :P
    

SFII World Warrior Multi Character 12 in 1 Project

 December 16, 2014, 09:09:25 am View in topic context
 Posted by Sheng Long  in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
 Board: Projects

So, instead of finding that old WIP topic of this I did months ago, so to NOT necro bump it, I am creating a new topic with some ACTUAL PROGRESS report!

[VIDEO]


[SCREEN SHOTS]
Spoiler, click to toggle visibilty

PLEASE READ FOR INFO:
-----------------------------------
This is a MUGEN character project that was started back around April 2014. It didn't go anywhere since then, until recently a few months ago, I picked this project back up.
I was inspired by that AWESOME SFII World Warrior Boss Hack by Yumeji to create this project for MUGEN, and how much I favor SFII World Warrior game play over any other version of SFII. I actually grew up as a kid playing the original SFII on the SNES, and occasionally played it at the arcades of its time. Though I also enjoyed the NES, and how it had its moments starting with the original Super Mario Bros. But that's another story, for another day.

6 Characters have been created. Ryu, Ken, and the 4 "unplayable" bosses Balrog, Vega, Sagat, and M.Bison.
Only 6 more characters remain until this project is done. You may know that I recorded an older MUGEN video from before, which already consisted of the 4 World Warrior bosses playing through as M.Bison.
Please take this little character project as an updated version of that, and a replacement for those guys separately, as I started the base for this system on them. That is, until I decide to ever want to update those guys separately one day. But that's not likely, any time soon.

- Proper SFII Select Screen? YES
- Fireball hit pause slowdowns? YES.
- Hit side walls when falling down? YES!
- Win quote compatibility? YES!
- You Win/Lose flashing text? YES!
- SFII Rainbow style character cycle in game battle? YES!
- Separate Character.DEF files available for each character? YES!
- MUGEN 1.0 Standard/Wide Screen Compatibility? YES
- WinMugen compatibility? NO. NOT YET. Maybe later.

The current plan is to release this with the first 6 characters done as a Christmas present, if everything goes well. As of this video, There is NO kind of AI coded for any of the characters. But I am planning to get to work on that before I release this. If I somehow get behind on work due to real life, or something else I have on mind, I may end up saving the release for another day. We'll see. :)

EDIT: Changed directory for SFII title image location on top.
Also, website for character info + download (coming soon) now open. :)
http://gcnmario.free.fr/mugen/sf2ww.html
W.I.P. files to date have been uploaded, and available for resource purposes. :)
    

How do you prefer to Mugen?

 December 16, 2014, 12:51:09 am View in topic context
 Posted by Sheng Long  in How do you prefer to Mugen? (Started by Sheng Long December 16, 2014, 12:51:09 am
 Board: M.U.G.E.N Discussion

So how does everyone prefer to play their Mugen, or watch Mugen videos?

SD = Standard Definition -> 320x240 -> 640x480 -> 1280x960
WS = Wide Screen -> 320x180 -> 640x360 -> 1280x720 -> 1920x1080

1. Play Mugen SD. Watch Mugen SD
2. Play Mugen SD. Watch Mugen WS
3. Play Mugen WS. Watch Mugen SD
4. Play Mugen WS. Watch Mugen WS

I think the problem with Mugen WS is that it crops a lot of the area so you barely see any of the default stages, just mostly the fighters. But in Mugen SD, you pretty much see everything. But it really looks bad when you upload it to Youtube because of the black borders off to the sides. This is due to the recommended video display being wide screen. So it's kind of why I was wondering about anyone's preference on this if they prefer standard/normal resolution Mugen, or wide screen Mugen.
    

Re: Question about throws, and opponent animation times.

 December 15, 2014, 08:59:43 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

I didnt read the whole thing you posted, but I get the idea.

You're just not doing it right.
The animation would have to be set to have each frame at a time of -1. This way it doesnt jump to the next image.

I just tried this this minute ago with every frame being -1, and that...... just...... CRASHED Mugen. :XD:

Also, I noticed that using 'elem = PlayerID(EnemyNear, ID), AnimElemNo(0)' doing Team Versus mode, that the opponent being thrown animation goes off sync if it detects another character near while they are being grabbed. I don't know if there is any other way to detect the current player doing the throwing VS the next nearest opponent doing nothing but trying to attack.

Well...... Thanks anyway. ;)