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Sheng Long

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Messages by Sheng Long

    

Re: Wii Menu[HI and LOW-RES]

 September 09, 2007, 07:53:06 am View in topic context
 Posted by Sheng Long  in Wii Menu[HI and LOW-RES] (Started by nick09 August 26, 2007, 02:51:04 pm
 Board: Your Releases, older Mugen

We probably won't get a good PSP menu screen stage unless he has enough money to buy a PSP Slim, with its TV output feature, and then uses a TV capture card, or something like that.

depends on the price.....also whats an tv capture card?

I've got one called Dazzle (Red). I've used it a couple of times. One time being to record a few gameplay matches from SvC Chaos on the XBox, using my Omega Zero color mod. You can basically find it in any store that sells super high tech electronic devicess, like Best Buy.

Basically, whatever is on your TV, you can record to your PC, via USB. There is a platinum (silver) version, but it's much more expensive. But if you don't want the regular, or platinum Dazzle cards, then I suppose there are alternatives.   

But like I said, I bought the normal Dazzle card (Red). It works more or less the same as anything. :)

As for the price of the PSP Slim, with the new TV output, I'd imagine it would be the same price as the old PSP today. Hmm..... I think they had announced a price somewhere around $160 or something like that. But if you don't want, or don't have the money for a PSP Slim, then you can use the TV capture card to get a better Wii menu screen (which is what I thought you used to make the Wii Menu screen anyway, but I guess you didn't). ;) 
    

Re: Mugen on Windows 3.11... Possible?

 September 08, 2007, 09:24:18 pm View in topic context
 Posted by Sheng Long  in Mugen on Windows 3.11... Possible? (Started by Renzo F September 08, 2007, 08:21:33 am
 Board: Projects

    

Re: Wii Menu[HI and LOW-RES]

 September 08, 2007, 06:24:55 pm View in topic context
 Posted by Sheng Long  in Wii Menu[HI and LOW-RES] (Started by nick09 August 26, 2007, 02:51:04 pm
 Board: Your Releases, older Mugen

We probably won't get a good PSP menu screen stage unless he has enough money to buy a PSP Slim, with its TV output feature, and then uses a TV capture card, or something like that.
    

Street Fighter: The Legend Of Chun Li

 September 07, 2007, 07:38:00 am View in topic context
 Posted by Sheng Long  in Street Fighter: The Legend Of Chun Li (Started by Sheng Long September 07, 2007, 07:38:00 am
 Board: Entertainment

Article:
http://www.canmag.com/nw/8884-andrzej-bartkowiak-street-fighter

Facts:
Capcom's 2nd attempt at a Street Fighter Movie, with a hint of cooperation with Hyde Park Entertainment.
Andrzej Bartkowiak is directing it.
Will be distributed by Fox.

Rumors:
It's going to be focused on Chun-Li.
Jessica Biel will play as Chun-Li.
    

Re: Snakeway at night

 September 06, 2007, 08:11:04 pm View in topic context
 Posted by Sheng Long  in Snakeway at night (Started by Kratos September 05, 2007, 09:50:22 pm
 Board: Your Releases, older Mugen

AAwww man, I thought the snake's face would have sort of animation in it, or least move around or something.  :S

Well, these are pretty nice stages. Good work.  :)
    

Re: NIggah Ryu

 August 31, 2007, 04:16:20 am View in topic context
 Posted by Sheng Long  in NIggah Ryu (Started by RapeT0idz August 30, 2007, 06:07:31 am
 Board: Projects

Needs more grand theft bike!  :sugoi:
    

Re: Brawl Site Relaunched

 August 29, 2007, 05:11:15 am View in topic context
 Posted by Sheng Long  in Brawl Site Relaunched (Started by Kairi May 15, 2007, 08:39:32 am
 Board: Gaming

+1 for that... --;

I hope they'll announce snake soon :mugoi:
I demand some more info for snake  :sugoi:

Turns out that Snake is a 'unlockable' character. Thus my proof as to why there is lacking information about Snake in the roster, and in the site info itself.  :o

Think about it. Why hasn't Snake been posted in the site yet? My only logical reasoning is...... because he's an UNLOCKABLE CHARACTER!  :S
    

Re: WIP: SvC Omega Zero

 August 04, 2007, 11:25:07 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

true but he still has the moveset of cvs zero

Probably Intentional. All you have to do is change a certain variable in his def to use the SvC move set. ;)
Although, it seems out of place, and out of character, for someone like Omega Zero, to summon a cyber elf. Which is why I was thinking his moves probably need to be re-done, somehow.   ;D


BTW, I wonder if ZS-User would have any interest in spriting Omega Zero's sprites in SvC style.  :S
    

Re: WIP: SvC Omega Zero

 August 04, 2007, 04:47:51 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

You can easily change the contents of the .def to whatever you want.  ::)

Also, giving  SvC Omega Zero the CvS sprite SFF set would assume to give him a pale face, and a green sabre afterimage glow.  ;P
    

Re: WIP: SvC Omega Zero

 August 04, 2007, 01:01:22 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

For the ground pound, I was thinking maybe using the following sprites as found in NMario's SvC Zero:

211,0
211,1
211,2
211,3 <--- Would need arm point downward instead of upward

And these 4, but with the Triple Rod removed, and an extension of the arm.

236,0
236,1
236,1
236,2

I could try editing an animation myself to see how it comes out. And just for the record, here's a quick hair toss animation for his intro (using SvC Zero palette):

http://img513.imageshack.us/img513/8844/oiqn1.gif

You forgot his ending intro sequence. While still standing upright, he's supposed to lift his arm up, and 'THEN' generate his hair. Use his GBA/ZX sprites for the exact details & reference to his poses. ;)
    

Re: WIP: SvC Omega Zero

 August 03, 2007, 05:22:54 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

dunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it
[url=http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg]http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg[/URL]

also, well... your rising sabre looks better then you think  :)

I've sent Orochi_Hadou my SvC Omega Zero patch. Although kind of worthless, since it only changes palette, name, & adds white aura (no new special moves added). If you want I can send you an updated copy or something. :P

EDIT: Although, on further testing, the white aura does screw up if you are being thrown. As shown below.

I'll try and see if I can fix these things. >_<



EDIT 2: - Ahh the hell with it. It'll probably be popular anyway, despite that he would play exactly like SvC Copy Zero.
http://gcnmario.free.fr/mugen/zero-svc.html - For the Omega Zero patch.
Feel free to bitch it up. Also, the strange bug shown above has been fixed in the patch. :P
    

Re: WIP: SvC Omega Zero

 August 03, 2007, 06:42:58 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

I actually want to see more of these Omega Zero specific animations before thinking of doing SvC Zero.  ::)

- Intro (generating hair, etc)
- Rising Sabre (facing screen) - Optional?
- Ground Sabre Uppercut (The animation that shoots the blade cutter during his double shot + blade move)
- Ground Pound Attack (for the shockwave, and light beam move)

Also would be nice to get some better projectile graphics, that look stronger than SvC Zero's. ;)
    

Re: WIP: SvC Omega Zero

 August 03, 2007, 03:46:39 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

I'll kinda miss O. Zero being a challenge if his armor code is removed.

Seeing as we're straying off topic, I might as well ask. The fact that the Light Beam recovery can literally rape chars with Hyper/Super armor in under 5 seconds, was that intentional, or just something unavoidable? I'm assuming the later after looking at LBR's coding as well as various armor codes.

I wish I knew, or if possible to split topics from this one, and my Omega Zero.  ;P


To answer your question. If the light beam move is being hit by opponents with an armor code, that may very well be the problem. Ex. O.Zero vs Apocalypse, or something. I tried to fix this, but still does somewhat good damage.  The beams should only be able to hit opponents if they are not in any hit state. ::)

    

Re: WIP: SvC Omega Zero

 August 03, 2007, 12:57:25 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

Well..... What I may end up doing is, removing that hit override system that makes him either stay in his attack state, or go into a custom hit state (like it does in the actual game). And just have him use the default Mugen hit system to make other players/opponents attack him easily.

Other than that, other changes may include balancing issues, power levels, etc. The AI will still be the same.

Hell, guess I'm somewhat invading DeathMasterReaper's SvC Omega Zero topic. :XD:
    

Re: WIP: SvC Omega Zero

 August 02, 2007, 10:06:07 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

Somebody had requested for me to re-upload Omega Zero hates Homer (for that old fad) which is one reason why I'm bringing back up Omega Zero. Also had plans on having a new custom intro against Childre Inrarabbita (WIP) at one point.

Also, if it helps, here's an update to his Aura Shadow code.
Code:
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 9999]
sprpriority = -10
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = !AnimExist(Root, Anim)
trigger2 = Time <= 0
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -10

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 250,250,250
mul = 250,250,250

;----- Set Animation -----
[State 9999, VarSet] ; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
trigger1 = AnimExist(Root, Anim)
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(10) >= 230
var(10) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = Root, StateNo != 190
var(10) = 1
;-------------------------

;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.20
fvar(0) = 1.30

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.20
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.10
fvar(1) = 1.20

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.10
fvar(1) = -0.05
;-------------------------

;----- Resize X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(10) = 0.05

; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(10) = 0.025

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(10) = -0.025
;-------------------------

;----- Resize Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(11) = 0.025

; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(11) = 0.025

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(11) = -0.025
;-------------------------

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo = 190
scale = (FVar(0) + FVar(10)) - 0.1, (FVar(1) + FVar(11)) - 0.1

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo != 190
scale = FVar(0) + FVar(10), FVar(1) + FVar(11)
;-------------------------

[State 9999, Trans]
type = null ;Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State 9999, 1]
type = null ;AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 5
PalBright = 100,100,100
PalContrast = 100,100,100
Trans = addalpha

[State 9999, AfterImage]
type = null ;AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Size X: %f     Size Y: %f     Timer: %d"
params = FVar(0), FVar(1), Var(10)

[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = Root, StateType = L
trigger3 = Root, Anim >= 5110
trigger3 = Root, Alive = 0

Works on my current Omega Zero (with the MMZ/ZX sprites).

Although, if DeathMasterReaper wishes to use the aura, he'll might have to add this in statedef -2.
Code:
;--------------------
; Aura Shadow
[State -2, Helper]
type = Helper
triggerall = Alive
triggerall = NumHelper(9999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger2 = StateNo = 190
trigger2 = Anim = 191
trigger2 = AnimElem = 9
helpertype = normal
name = "Aura Shadow"
pausemovetime = 100000000
supermovetime = 100000000
id = 9999
pos = 0,0
postype = p1
stateno = 9999
keyctrl = 0
ownpal = 1
;--------------------



EDIT: Ju$t F0r t3h LuLZ!  ;D
    

Re: WIP: SvC Omega Zero

 August 02, 2007, 09:33:39 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

My Omega Zero's twitching white Aura needs to be fixed anyway. As I noticed in the games, it does TWO things. First thing is does is twitch. The second thing is does is grow, and shrink.

I'm also thinking about toning down my Omega Zero. Although some had complaint he was too cheap, so might as well tone him down while I'm fixing him up.  ::)
    

Re: WIP: SvC Omega Zero

 August 02, 2007, 05:57:00 pm View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

I would just assume to make SvC Omega Zero from scratch, or base him from my GBA/ZX Omega Zero version (with fixes to play like SvC).

Also, I had ripped his sounds from ZX as well. Thought it could be of use. :)
    

Re: WIP: SvC Omega Zero

 August 02, 2007, 06:22:43 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

I'm liking that palette, especially since it includes Omega's red eyes, a detail that I find often overlooked.

I can see a number of possibilities for his 7 Hit Assassination animation.


BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.

Didn't Zero have some kind of attack remniscient of Kirby's Final Cutter? Or am I confusing the SvC Zero with Saber Zero?

Oh yea, he did have a rising sabre attack. However, he was facing the screen when he did it. Unless DeathMasterReaper wants to be lazy about it, and use his crouching uppercut animation for that attack. :P

Also want to note that Omega Zero should NOT have any additional weapons, other than his sabre, and his gun/pistol. Whereas SvC Zero has a Rod, and a Shield Boomerang. Omega Zero should not have these, and should get some new moves all together.
    

Re: WIP: SvC Omega Zero

 August 02, 2007, 05:40:11 am View in topic context
 Posted by Sheng Long  in WIP: SvC Omega Zero (Started by The Dutch Guy July 29, 2007, 04:17:02 pm
 Board: Projects

I was bored, and did this palette. It's should be much different from SvC normal Zero, to tell them apart.



If you don't like it, I can try to make up some others. ;)


BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.

So yea, You're going to do a lot of editing to get Omega Zero correct.

[size=1pt]I might re-consider programming SvC Omega Zero for mugen, if you want to handle making the sprites, which was the main reason why I never made him.[/size]
    

Re: Easy Hyper Portrait Creation Tutorial

 August 01, 2007, 04:03:14 am View in topic context
 Posted by Sheng Long  in Easy Hyper Portrait Creation Tutorial (Started by SonicX July 31, 2007, 06:03:42 am
 Board: Tips, Tricks, Tutorials

Sure, useful if you like MvC style super portraits. :)

On the other hand, sometimes I like smaller super portraits, esp. ones with speedy lines moving appeal.

Great work, nontheless. :)