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Hihoshi

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Messages by Hihoshi

    

Re: WH0'S THE CHEAPEST CHARACTER YOU'VE EVER HAD TO FIGHT?

 January 08, 2010, 10:06:31 am View in topic context
 Posted by Hihoshi  in WH0'S THE CHEAPEST CHARACTER YOU'VE EVER HAD TO FIGHT? (Started by cyberakuma February 10, 2008, 12:59:40 am
 Board: M.U.G.E.N Discussion

Wolverine xvsf with AI by Nobuyuki.  Why?  He has this ridiculous habit of jumping around so much that it's difficult to hit him, you can be in the middle of hitting him and then he jumps on your back and does his claw attack which seems to take over a 1/4 of your health per hit and he spams that attack so much that even two characters against him will be beaten flawlessly.

My other is Baiken by Muteki, keeps doing that ground stomp floor board attack and can't be hit.
    

Re: Any good Anime Mugen games out there?

 January 08, 2010, 09:35:49 am View in topic context
 Posted by Hihoshi  in Any good Anime Mugen games out there? (Started by Mkmd13 January 07, 2010, 12:20:46 am
 Board: M.U.G.E.N Discussion

I recommend Hyperhiroro he has created some very nice high res anime characters, this is his homepage:

http://mattari.ty.land.to

Just remember that there are also AI links on that page which make the characters even better, you must look for what you want on that page.
    

Re: Mugen Published???

 January 08, 2010, 09:28:42 am View in topic context
 Posted by Hihoshi  in Mugen Published??? (Started by Flamekyo January 07, 2010, 03:38:56 am
 Board: M.U.G.E.N Discussion

Why don't you get a notebook, plug in two flash fire joypads and play it hooked up to the tv?  Then it feels like you're playing a console game.
    

Re: Cropping problem in the New Fighter factory

 January 07, 2010, 07:17:54 am View in topic context
 Posted by Hihoshi  in Cropping problem in the New Fighter factory (Started by Hihoshi January 05, 2010, 01:00:12 pm
 Board: M.U.G.E.N Development Help

Thank you, the water is supposed to look like that, there is another animation that goes on top of that one.  Look like i have to use the old fighter factory again.
    

Re: Cropping problem in the New Fighter factory

 January 06, 2010, 11:33:59 am View in topic context
 Posted by Hihoshi  in Cropping problem in the New Fighter factory (Started by Hihoshi January 05, 2010, 01:00:12 pm
 Board: M.U.G.E.N Development Help

    

Cropping problem in the New Fighter factory

 January 05, 2010, 01:00:12 pm View in topic context
 Posted by Hihoshi  in Cropping problem in the New Fighter factory (Started by Hihoshi January 05, 2010, 01:00:12 pm
 Board: M.U.G.E.N Development Help

I need some help, I am experiencing a problem I have never experienced before.  When I try to import a 1024 x 480 or 1920 x 480 image The image comes out automatically cropped as a 100 x 480 image.  When I use the image editor in Fighter factory the problem seems to disappear, but when I close image editor it returns to only showing a 100 x 480 image.  Why is it doing this?

all of the other images are showing up perfectly fine as 640 x 800 images
    

Re: Crystalline Cavern

 December 21, 2009, 07:18:55 am View in topic context
 Posted by Hihoshi  in Crystalline Cavern (Started by Hihoshi December 20, 2009, 09:41:27 pm
 Board: Your Releases, older Mugen

Solution to the problem:

[BG 117]
type = normal
layerno =1
spriteno = 1, 40
start = 74880, 0
delta = 640, 2
mask = 1
trans = add1

[BG 213]
type = normal
layerno =1
spriteno = 1, 72
start = 136320, 0
delta = 640, 2
mask = 1
trans = add1

replace those two, somehow they were missed.
    

Crystalline Cavern

 December 20, 2009, 09:41:27 pm View in topic context
 Posted by Hihoshi  in Crystalline Cavern (Started by Hihoshi December 20, 2009, 09:41:27 pm
 Board: Your Releases, older Mugen

The Glittering Caverns a well known tourist spot is an amazing setting for this duel.



Hires = yes

3D = yes

Colorloss = some, when playing it isn't that noticeable.

Animations = caustics, reflection and refraction.

 



Get it here:  http://www.mediafire.com/?xztiajzze4j
    

Re: Emerald from Sailor Moon

 December 04, 2009, 01:34:55 pm View in topic context
 Posted by Hihoshi  in Emerald from Sailor Moon (Started by poshpsylocke February 22, 2009, 09:05:36 am
 Board: Your Releases, older Mugen

Hell, I love sailor moon (And theres nothing gay about it, unless suddenly, thinking cute high-school girls in short skirts with magical powers, fighting monsters is suddenly gay, If so just don't tell my wife!)

Agreed, but only if we're speaking about the version with the original Japanese voices, the English Dub sucks so badly. Why do i say this?  Sailormoon is supposed to be 14 but she sounds like she's in her 40's!!!!
    

Re: Super Mario Bros. Hr Sprites / RC Stage

 November 23, 2009, 12:29:23 pm View in topic context
 Posted by Hihoshi  in Super Mario Bros. Hr Sprites / RC Stage (Started by Ryon November 21, 2009, 04:15:24 pm
 Board: Projects

i know about the angle off the top. but thats how i intended for it to be.

also the difference between yours and mine is mine are hard drawn, yours are shapes with textures.


I was talking about the ground block at the bottom that block is hand drawn.
    

Re: Green Hill Zone (again)

 November 23, 2009, 08:33:17 am View in topic context
 Posted by Hihoshi  in Green Hill Zone (again) (Started by Nightmare Seth November 22, 2009, 08:23:10 am
 Board: Your Releases, older Mugen

My only crit is that with the angle of the rocks taken into account, in that view you shouldn't see the water or mountains in the distance, you should only see the sky.
    

Re: High res Crystalline Cavern

 November 22, 2009, 06:47:47 pm View in topic context
 Posted by Hihoshi  in High res Crystalline Cavern (Started by Hihoshi November 21, 2009, 10:45:47 pm
 Board: Projects

Yes that part of the stage is currently in production.  The final stage will probably be about 120 megs big as I have to add another 201 sprites for the foreground crystals.
    

Re: Super Mario Bros. Hr Sprites / RC Stage

 November 22, 2009, 05:54:55 pm View in topic context
 Posted by Hihoshi  in Super Mario Bros. Hr Sprites / RC Stage (Started by Ryon November 21, 2009, 04:15:24 pm
 Board: Projects

Well this is unbelievable, I actually did some Mario revamps myself if you would like to clean them up and use them feel free to:







By the way your angled floor piece is not entirely correct you need to angle it with perspective.

Example:

This was done in photoshop.  Simply draw your shape, copy it use free transform scale and distort. then colour and shade it.
    

High res Crystalline Cavern

 November 21, 2009, 10:45:47 pm View in topic context
 Posted by Hihoshi  in High res Crystalline Cavern (Started by Hihoshi November 21, 2009, 10:45:47 pm
 Board: Projects

Well 37 hours of rendering later i can show you the background of this WIP:



I must still add a foreground, but the biggest part is done.  Almost there! Almost there! I have completed rendering and editing imperfections from the foreground images, expect a release on Friday or Saturday.  Next WIP: completion of 3d Tohno Central Garden.
    

Re: ninja val vultures 2009 November 21 updated

 November 21, 2009, 02:31:58 pm View in topic context
 Posted by Hihoshi  in ninja val vultures 2009 Dec 03 updated new portrait added (Started by kakkoii superhero May 07, 2009, 06:13:58 am
 Board: Your Releases, older Mugen


1. I don't get that, why?


Because the portrait size included with her is not big enough for use with Kohaku(Hisui)'s MBAA lifebars or custom portraits for his/her MB Evo screen pack.  I need it at that scale so that I can scale it down otherwise the quality is really bad also portrait number 15 is the one that appeals the most to me as suitable though I cannot find it in your deviantart gallery for her.
    

Re: Sunlit Cave

 November 19, 2009, 04:17:24 pm View in topic context
 Posted by Hihoshi  in Sunlit Cave (Started by Hihoshi November 18, 2009, 10:13:42 am
 Board: Your Releases, older Mugen

As I said this is just a quick one, expect caustics, some light rays shining down etc.. In my wip: Crystalline Cavern.
    

Sunlit Cave

 November 18, 2009, 10:13:42 am View in topic context
 Posted by Hihoshi  in Sunlit Cave (Started by Hihoshi November 18, 2009, 10:13:42 am
 Board: Your Releases, older Mugen

This is only a quick level made while I am making a level entitled Crystalline Cavern.  A sunlit Cave Entrance seen from inside, modeled with 3D studio Max, I have used specular level maps to make the floor shiny and bump maps to give the floor a little more detail. Volumetric lighting was used although the shadows did not come out entirely as I wanted them to  :(.  Music is included. 



Hires = Yes

Colorloss = Some

Specular levels and Bump Mapping = Yes

Animations = No

BGM = Behind Voice (Tsukuyomi Moonphase)

Get it here:  http://www.mediafire.com/?yd2amhoezdy
    

Re: ninja val vultures 2009 October 31 updated

 November 05, 2009, 09:16:51 am View in topic context
 Posted by Hihoshi  in ninja val vultures 2009 Dec 03 updated new portrait added (Started by kakkoii superhero May 07, 2009, 06:13:58 am
 Board: Your Releases, older Mugen

Nice, character, the nudity is not that bad although I still only use 1-6 because I don't see the point of her removing her top when she wins or taunts, my biggest concerns are:

1: I need a bigger ie: 640 x 480+  version of her number 15 picture (the largest picture in your sig)

2:  Her voice is very low and doesn't sound as cheerful and naughty as you say her pesonality is, if you can get a hold of proper voice clips of the voice actress for Shizuru(Mai Otome Japanese) they would sound more like what you were looking for.

Other than those concerns, I think this is a decent character, maybe you should try doing a hires version of her next.
    

Re: Marisa Kirisame released, all other characters updated 10-19-09

 October 22, 2009, 09:13:58 pm View in topic context
 Posted by Hihoshi  in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Magical Girl Amber May 24, 2009, 11:06:44 am
 Board: Your Releases, older Mugen

I tried to resize the Master Spark sprite according to how it is in SWR/UNL. Since mugen can't handle more than 256 colors and the sprites themselves are more than 256 which causes color loss once you convert them to indexed colors, it was inevitable that the Final Spark would look rather pixelated and ugly especially when you resize it 6-8 times their normal size.

Hisui, I could try to create an animation for you so that it doesn't have to be enlarged, I would need to know how big the renders should be so that you need not resize them and I can look at the actual animation so that I know what it looks like. 
    

Re: Battle on the Bridge

 October 18, 2009, 01:20:48 am View in topic context
 Posted by Hihoshi  in Battle on the Bridge (Started by Hihoshi October 15, 2009, 07:24:05 pm
 Board: Your Releases, older Mugen

This stage is quite nice, and must have taken quite some time to do. You've got some nice 3DSMax skills here. :)

Anyway, back to feedback :
- Your stage deosn't seem to be entirely symmetric, even though it's not too noticeable. The line in the middle of the road would have been vertical at the beginning of the round I believe. Looking at the values in the def file makes me sure of that fact.
- The top of the stage is very dark and doesn't bring much to the stage.
- As nice as it is, I think the stage lacks some animations. I know you can't add them easily in a 3D stage, so what I would do is :
    + Separate the bridge from the background buildings.
    + Treat the buildings as a single layer (or maybe up to 3 to give some slight deltas).
    + This would limit the slight flickering occurring on the building lights each time you move.
    + This would greatly reduce the size of the SFF.
    + This would allow you to introduce animations on the buildings easily.

I'll be waiting for more. Good job. ;)

Thank you for the comments, unfortunately if I did that it would not be a 3D stage, symmetrically I didn't have a choice, that was the best way for me to get the road textures to fit on the model, i specifically did not want to put the buildings as flat layers as I want the buildings to move naturally.  if the flickering you are talking about has to do with the gold buildings behind the green building it could be because they are reflecting that building sort of as a type of animation.  The sky is black, I didn't really want to add even more reasons for color usage when I only have 256 colors.  Also it is incredibly time consuming creating the polygons texturing, mapping and rendering a stage like this (800 frames takes about 3 hours to render) so it would be even worse if I had to seperate the bachground from 200 images and still set each one as transparent.