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Hihoshi

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Messages by Hihoshi

    

Re: Blazblue Adventus (2), Closed Gate, Hanging Gardens and Ronin Gai Night.

 May 29, 2011, 08:18:14 pm View in topic context
 Posted by Hihoshi  in Blazblue Adventus (2), Closed Gate, Hanging Gardens and Ronin Gai Night. (Started by Darek May 29, 2011, 10:50:18 am
 Board: Your Releases, older Mugen

copy then + paste in the link..

use your common sense my friend

That's why I said I would have to skip it, Copy pasting the link doesn't help me.  I am using Chrome and tried copied pasting it for 5 minutes while attempting to fix whatever problem the link was having before I gave up.
    

Re: Blazblue Adventus (2), Closed Gate, Hanging Gardens and Ronin Gai Night.

 May 29, 2011, 05:16:48 pm View in topic context
 Posted by Hihoshi  in Blazblue Adventus (2), Closed Gate, Hanging Gardens and Ronin Gai Night. (Started by Darek May 29, 2011, 10:50:18 am
 Board: Your Releases, older Mugen

Sigh, I will have to skip this one because I don't understand how I am supposed to get it, the code link doesn't do anything.
    

Is there any way...?

 January 27, 2011, 07:14:50 pm View in topic context
 Posted by Hihoshi  in Is there any way...? (Started by Hihoshi January 27, 2011, 07:14:50 pm
 Board: M.U.G.E.N Development Help

Is there any way someone can put up or explain how I can add a reaction to an enemy name?  I am tired of the Nitro Royale girls having all of their sound effects but not displaying the appropriate intros.  this would be an edit for myself as I just want to hear them speaking to each other at the beginning of the match.
    

Re: 3d Stages

 January 09, 2011, 09:32:24 am View in topic context
 Posted by Hihoshi  in 3d Stages (Started by psycho_salmon September 18, 2010, 04:41:25 pm
 Board: Development

To make one you use Blender or 3DSmax, model and texture your whole stage and animate a camera moving across, then you render the frames as images and use them with deltas to make your stage.  The SFF file is very big depending on the amount of images and colours used.
    

what needs to be different for an sff to work in Mugen 1.0

 January 09, 2011, 09:25:59 am View in topic context
 Posted by Hihoshi  in what needs to be different for an sff to work in Mugen 1.0 (Started by Hihoshi January 09, 2011, 09:25:59 am
 Board: Development

I'm thinking of updating my 3D stages for 1.0 I've been told they don't work, but how do I create an sff2?  What do i need to do?  there is no information that I have seen.
    

Re: Buddha Chamber beta stage release

 December 26, 2010, 08:57:26 am View in topic context
 Posted by Hihoshi  in Buddha Chamber beta stage release (Started by LM_MAVERIK December 16, 2010, 07:03:13 pm
 Board: Your Releases, older Mugen

nice stage  ;) I'm impressed.
    

Re: AI discussion with doctor Seravy

 December 20, 2010, 05:09:05 pm View in topic context
 Posted by Hihoshi  in AI discussion with doctor Seravy (Started by Seravy December 13, 2010, 07:42:00 pm
 Board: M.U.G.E.N Discussion

Yes but JZ how do you know it's a broken method?  Just because it is completely different does not make it broken.  You only say it is broken because it is not the same as what everyone else does.
    

Re: AI discussion with doctor Seravy

 December 18, 2010, 05:20:40 pm View in topic context
 Posted by Hihoshi  in AI discussion with doctor Seravy (Started by Seravy December 13, 2010, 07:42:00 pm
 Board: M.U.G.E.N Discussion

That's why he finds so many bugs. Lots of the stuff he's done most of us wouldn't bother even trying to do things the way he does.

Constant explod spawning and the like. Yuck.

Then again to think of new things that others would not do is considered as innovation usually which is a good thing.  Also it helps open up mugen maybe in a way that others can use in the future which otherwise would not be possible.
    

Re: Arima Miyako by ⑨ updated 09/05/10

 December 17, 2010, 01:19:40 pm View in topic context
 Posted by Hihoshi  in Arima Miyako by ⑨ updated 09/05/10 (Started by Nanashi_1337 August 30, 2010, 03:34:06 pm
 Board: Found Releases

is that his name?  thanks
    

Re: CHANGE BAD!!You go too far!!You am play Gods!!

 December 17, 2010, 01:18:01 pm View in topic context
 Posted by Hihoshi  in CHANGE BAD!!You go too far!!You am play Gods!! (Started by Bastard Walt January 26, 2010, 05:00:11 pm
 Board: M.U.G.E.N Discussion

Well, still waiting for 1.1  I won't change for anything less than that.  The fact that it uses the graphics card instead of the CPU is reason enough besides the 32 bit sprites.  When will they release it?
    

Re: Arima Miyako by ⑨ released 08/30/10

 December 16, 2010, 05:45:36 pm View in topic context
 Posted by Hihoshi  in Arima Miyako by ⑨ updated 09/05/10 (Started by Nanashi_1337 August 30, 2010, 03:34:06 pm
 Board: Found Releases

I want to have a manly dinner with that commentator; he was more interesting that the tournament. That's some great Miyako playing there, though.
  I wanted to find more commentating like that but no such luck.
    

Re: If I...

 December 15, 2010, 03:16:34 pm View in topic context
 Posted by Hihoshi  in If I... (Started by TurkeySandwich December 07, 2010, 11:29:46 am
 Board: M.U.G.E.N Discussion

How is my post not good enough ? --;

PS : I'm not talking to JZ, but to Hihoshi, who also posted in the other topic.
Bleh whatever, no big deal.

Because it didn't help me, I couldn't find what you told me about, however I was able to find it thanks to JZ's comment.  Sorry..
    

Re: If I...

 December 14, 2010, 06:03:33 pm View in topic context
 Posted by Hihoshi  in If I... (Started by TurkeySandwich December 07, 2010, 11:29:46 am
 Board: M.U.G.E.N Discussion

sheez just go to AI.txt of the any muteki's chars (most of them has except for ky,dizzy,etc)


its easy to change their ai lvl's you know

How? there's no hint there as to what to change and it's all gibberish anyway, if it was at least readable as hirigana or katakana I could do something as I am slightly proficient in Japanese.
    

Re: AI difficulty

 December 14, 2010, 06:00:47 pm View in topic context
 Posted by Hihoshi  in AI difficulty (Started by xyrz December 11, 2010, 07:40:44 pm
 Board: M.U.G.E.N Discussion

That page doesn't explain anything, I checked the AI txt and have no idea which one is the correct one to change or where I should change it for that matter, there is no explaination.
    

Re: AI difficulty

 December 14, 2010, 05:12:58 pm View in topic context
 Posted by Hihoshi  in AI difficulty (Started by xyrz December 11, 2010, 07:40:44 pm
 Board: M.U.G.E.N Discussion

so how do you decrease the level of difficulty in Muteki's characters?  i don't care if they're tournament leve AI they shouldn't be that difficult.  I've been playing for a long time and in the end it usually comes down to a strategy of using Ky Kiske's ultimate move to beat Slayer as he is impossible otherwise.  I would rather lower his difficulty a little but I have no idea how to and it has been like this for almost 3 years now.
    

Re: Re: Kula updated 12/7/2010

 December 14, 2010, 04:33:43 am View in topic context
 Posted by Hihoshi  in AI discussion with doctor Seravy (Started by Seravy December 13, 2010, 07:42:00 pm
 Board: M.U.G.E.N Discussion

For God's sake, you can test the gameplay of the character in Practice Mode! There are even settings that you can use to make a character crouch/jump/attack, and you don't need to control them, so AI is not really necessary there.

And even if you only want to play against it, so what? Do you want the character you fight to abuse flaws it has? To me, it looks like you're just too lazy to even bother testing characters you don't want in your roster, and sorry to say, the best way to do a feedback is to use said character.

Quote
Come on, I didn't say the character has bad gameplay or is bad in any way. I just said I can't use it for what I wanted it to, so it's useless for me (and anyone else who wants to use it for the same purpose) currently.
I even said that I'm waiting for an updated version.
Isn't that what feedback is for?

Then why comment? Just say the AI needs to be updated when the creator has time, instead of just saying it's useless to do it with a brainless AI. It just indicates you're plain lazy.

Please, stop posting here if you're just going to justify yourself. It's stupid the way you tried to do it.

No actually I can see where he's coming from, I have specific characters that I play with,  when I get a new character i never play as it, I rather use watch mode to see how well he or she fights.  Eventually I 'may' decide to play with that character but usually not.
    

Re: In-depth strategies against broken/dumb characters

 November 28, 2010, 11:51:53 am View in topic context
 Posted by Hihoshi  in In-depth strategies against broken/dumb characters (Started by 【RTC】MelvanaInChains November 28, 2010, 03:48:22 am
 Board: M.U.G.E.N Discussion

Venom by Muteki, this guy drives me insane, he keeps performing that wretched big purple move, today I counted him using it four times in one match and you can't get anywhere near him.
    

Re: Original mugen characters everyone should try

 November 27, 2010, 06:49:26 am View in topic context
 Posted by Hihoshi  in Original mugen characters everyone should try (Started by xyrz November 21, 2010, 08:16:19 am
 Board: M.U.G.E.N Discussion

I tried out shartel, grizela and rucheca and have to say they are good characters, the only thing lacking are voices and Shartel is low res.  Grizela and Rucheca are amazing I have no idea why no-one has used their VFX yet, they are available for download and look really beautiful.
    

Re: Is there a way to create tekken 6 characters for mugen?

 November 27, 2010, 04:03:20 am View in topic context
 Posted by Hihoshi  in Is there a way to create tekken 6 characters for mugen? (Started by peter parker November 24, 2010, 06:59:26 am
 Board: M.U.G.E.N Discussion

A 3D engine would not work well due to the extreme amount of work that would go into one single creation on its own. You'd have to model 8-axis movements, far more frames, and more.
umm...... NO!  That is not true, first you would model and texture your character, then you would rig it and create your animations which are not that difficult, it's easier than 2D spriting, then the game itself controls the rest.  By the way there are many great 3D models on the net like Kasumi and Ayane for UT2K4 which look amazing even though it's an old game but enough of that 3d modeling is not as difficult as you say and there are many many many video tutorials as well.
    

Re: 3d stages delta tricks and stuff

 November 26, 2010, 07:49:40 pm View in topic context
 Posted by Hihoshi  in 3d stages delta tricks and stuff (Started by LM_MAVERIK November 22, 2010, 07:53:56 pm
 Board: Development

It IS possible. First things first, this is the easy part. You have to extend the boundies:

boundleft = -999999999
boundright = 999999999

+

leftbound  = -100000000000000000
rightbound =  100000000000000000

Now the stage will never end. The difficult part is creating a seemless loop using that 3d method. Tile the layers infinitely, like this:

tile = 1,0
tilespacing = 0,0

(You might need to mess with the tilespacing numbers)

Good luck with this, it should be interesting to see if you can pull it off. :)

If you wanna see an example of an infinite looping stage in action for help, check it out here:

http://caddie.smeenet.org/pages/stages/ffwa.html

Edit: Be careful if you use animated layers with this, it causes errors. You have to do some fix that I'm a bit too rusty to remember at the moment. Maybe someone else can help you out with that.

What he wants is not possible, because the stage is a collection of images animated to give the appearance of full 3d.  you would need many many images to do what he wants to do which would be too big and would probably crash mugen anyway.