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Hihoshi

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Messages by Hihoshi

    

Re: How do I stop my 3D stages from doing this?

 October 16, 2009, 12:31:08 pm View in topic context
 Posted by Hihoshi  in How do I stop my 3D stages from doing this? Problem Solved (Started by Hihoshi October 16, 2009, 10:22:39 am
 Board: M.U.G.E.N Development Help

    

How do I stop my 3D stages from doing this? Problem Solved

 October 16, 2009, 10:22:39 am View in topic context
 Posted by Hihoshi  in How do I stop my 3D stages from doing this? Problem Solved (Started by Hihoshi October 16, 2009, 10:22:39 am
 Board: M.U.G.E.N Development Help

How do I fix this problem with my stage, someone just reported it and I don't actually know why it is like that or how to fix it.   The picture appears to be halfway up the vertical/Y axis but the text is in the correct position.



i'm sure it is a Def file problem.
    

Re: M.U.G.E.N Screenshots V2

 October 16, 2009, 10:22:09 am View in topic context
 Posted by Hihoshi  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



Okubo Kumi:  .. 5! Teh-heh! You lose!



Ingrid: What was that?!

Ichigo: Ehhh.. Nothing, I swear!


I love playing Team Arcade, especially with Athena supporting.



Usagi-chan: Your breath stinks!


If the Sailor Senshi actually fought like this their battles would be a lot easier.


Sailor Senshi pose!  Ami can't help but look at Venus and Moon in shock.


    

Re: Stage problem

 October 16, 2009, 10:06:36 am View in topic context
 Posted by Hihoshi  in Stage problem (Started by Xinos October 16, 2009, 06:01:03 am
 Board: M.U.G.E.N Development Help

Well firstly you should delete layer no completely, have a look:

[BG 14] ;ºû
type = norm
spriteno = 12,14
delta = 2,2
start = 0,0
trans = add
mask = 1

This is the ground layer on my moonlit wilderness stage.  Any Back ground elements are placed above the ground layer, with layerno = 0
and the furthest background element at the top.
    

Battle on the Bridge

 October 15, 2009, 07:24:05 pm 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

In the middle of the night two fighters challenge each other on a secluded bridge, with Shincha City as a spectacular backdrop how will their battle unfold?

Well, it has been a while but here's my latest stage, Battle on the Bridge.  I felt like doing a bridge stage with a city in the background and actually enjoyed making the buildings, etc in 3dsmax.  There is some colorloss notably on the road surface but given the type of stage and detail I hope it's acceptable.  There is almost no floating on the ground effect this time (if someone could post the 640 increment system used for this type of map, taking into account that each sprite is used three times up to 300 it would be appreciated)  Slow down on the ends of the stage has been eliminated.



Hires = yes
3D = yes
colorloss = a bit

Get it here:

http://www.mediafire.com/?dmwdiitwn0n

To fix the win screen for survival, etc.. Simply change starty= 200 to starty= 0 in the def file, Don't know why i thought the sprites would not look right  :P

Ps: That area that looks funny by the light only seems that way as my preview image is a Jpeg
    

Re: Vanguard Princess: Academy Grounds

 August 20, 2009, 12:24:06 am View in topic context
 Posted by Hihoshi  in Vanguard Princess Stages (update) (Started by DaDonYordel August 15, 2009, 08:48:10 pm
 Board: Your Releases, older Mugen

These stages look amazing, what I can't wait for is for someone to start making those characters I see, they're just so, so, so hires it's unbelievable!
    

Re: School Yard

 August 10, 2009, 08:17:38 am View in topic context
 Posted by Hihoshi  in School Yard (Started by Hihoshi August 09, 2009, 08:30:42 pm
 Board: Your Releases, older Mugen

Thank you for your comments, the only issue that as far as I know I can fix, is the camera slowdown. My problem is that I don't know how to fix it,  It occurs in 3dsmax, for some reason the camera speed is not constant and I have no idea how to make it constant.  Also the shadow issue is another problem that I am unsure of how to correct as it does not seem to disappear when the characters are in the air.

Any tips regarding these problems will be greatly appreciated.
    

School Yard

 August 09, 2009, 08:30:42 pm View in topic context
 Posted by Hihoshi  in School Yard (Started by Hihoshi August 09, 2009, 08:30:42 pm
 Board: Your Releases, older Mugen

The blazing heat of summer bakes the fields, thinning patches in the grass from the exertions of students during the previous semester are still visible in places.  Yet it appears some people don't feel the heat, not when they have a score to settle..





This is my latest release, it takes place in a vacant school yard, there may be some colour-loss in certain areas but it couldn't be helped.  This stage took a whole night to render due to the obscene number of grass blades visible on the field (try 65k x 4)  this level is 3D.

3D = yes

animations = no

hires = yes


get it here: http://www.mediafire.com/download.php?vdyyz2dzreq
    

Re: Hueco Mundo Desert 3d [High-Res]

 August 03, 2009, 03:42:48 pm View in topic context
 Posted by Hihoshi  in Hueco Mundo Desert 3d [High-Res] (Started by Hihoshi August 02, 2009, 09:09:11 pm
 Board: Your Releases, older Mugen

this stage looks great :sugoi:

but theres 1 thing that bothers me...
if you go to the leftside or to the rightside, then it looks if something is slowen your character :S
is this ment to be like that or not?

Yes, I render the stage using a camera moving for 200 frames from left to right.  The slowdown is caused at the point that the camera starts moving and slows down towards where the camera stops.  I would have to render about 400 frames in order to cut out the beginning and end point, which will take too long.
    

Hueco Mundo Desert 3d [High-Res]

 August 02, 2009, 09:09:11 pm View in topic context
 Posted by Hihoshi  in Hueco Mundo Desert 3d [High-Res] (Started by Hihoshi August 02, 2009, 09:09:11 pm
 Board: Your Releases, older Mugen

This is my rendition of the Hueco Mundo desert from Bleach.  It does suffer from some colorloss (I don't understand how a black and white stage suffers from it but anyway..) specifically in the sky.  Regardless of said colorloss I believe this level does itself justice.



Anims:  no but I can add a fog effect if desired.

3D: yes

This level was modelled in 3D studio max.

get it here: http://www.mediafire.com/download.php?nunjyjmtzhu
    

Re: MGS5SunnyField [Hi/LowRes], CherryBlossominMagicalView [LowRes] SURE [Hi/Low

 July 17, 2009, 11:32:35 pm View in topic context

FlaminRedHead, your sunny field stage looks nice but if you cut along some of the foreground grass you could create a 2 layer stage which would look a lot better.
    

Re: Ethereal Forest

 July 07, 2009, 10:38:20 am View in topic context
 Posted by Hihoshi  in Ethereal Forest (Started by GT June 23, 2009, 09:46:45 pm
 Board: Your Releases, older Mugen

(.........don't ask why I know about that book.)   :-\
 Well I won't, though I must say it's good to see that you know a classic series of books.  CS Lewis wrote about the most interesting things.  You should feel proud, not embarrassed.
    

Re: Yuri and Ryo edits

 July 07, 2009, 10:14:55 am View in topic context
 Posted by Hihoshi  in Yuri and Ryo edits (Started by marrz50 July 05, 2009, 04:43:46 am
 Board: Edits & Add-ons

Small portrait must share palettes with character sprites, there's nothing else to it but that. It will share palettes, no matter where it is and it will look messed up if it isn't correctly palette'd to match other sprites.

I disagree, if you, like many, use lifebars that make use of custom portraits then this rule need not apply.



QED
    

Re: (STAGE) Frozen In a Time of Horror (STAGE)

 July 02, 2009, 09:44:11 am View in topic context
 Posted by Hihoshi  in Frozen In a Time of Horror (Started by Ragnaroc444 July 02, 2009, 07:08:35 am
 Board: Your Releases, older Mugen

hmmm..  You know this stage is supposed to be frozen in time,  is it supposed to be in Antarctica or not?  If it is you cold have used falling snow but unanimated, with differing deltas to the area the fighters fight in.  Just because it's frozen in time doesn't mean there won't be any depth, deltas help to create depth, you should work on the background a bit.  You need to do a little more work on this stage.
    

Re: Seravy is updated to 4.2! (2009-06-24)

 July 01, 2009, 04:15:14 pm View in topic context
 Posted by Hihoshi  in Seravy is updated to 4.3! (2009-06-29) (Started by Seravy June 24, 2009, 04:51:19 pm
 Board: Your Releases, older Mugen

Before you do anything, let me show you proof on how broken you character Seravy is:


Face the truth: All your characters & edits suck and you either need to improve or just give up.

Actually I think your comments suck, I love Seravy's Vanilla character, fighting her is always a challenge and she is definitely not broken.
    

Re: [Hi-res] Flowery field

 June 24, 2009, 04:10:09 pm View in topic context
 Posted by Hihoshi  in [Hi-res] Flowery field final update (Started by Hihoshi June 24, 2009, 03:27:07 pm
 Board: Your Releases, older Mugen

    

[Hi-res] Flowery field final update

 June 24, 2009, 03:27:07 pm View in topic context
 Posted by Hihoshi  in [Hi-res] Flowery field final update (Started by Hihoshi June 24, 2009, 03:27:07 pm
 Board: Your Releases, older Mugen

    

Re: E's Laf - Serena's Stage (Greentale)

 June 17, 2009, 09:27:31 pm View in topic context
 Posted by Hihoshi  in E's Laf - Serena's Stage (Greentale) (Started by Davod Sirloin June 17, 2009, 10:06:55 am
 Board: Your Releases, older Mugen

Why can't you make a particle system and render the animation as pngs?   That's how I did a rain effect and it doesn't slow the stage down at all.
    

Low res rain Animation

 May 14, 2009, 09:18:49 pm View in topic context
 Posted by Hihoshi  in Low res rain Animation (Started by Hihoshi May 14, 2009, 09:18:49 pm
 Board: Resource Releases

    

Re: The Tonberry

 May 10, 2009, 06:12:28 pm View in topic context
 Posted by Hihoshi  in The Tonberry (Started by zigg4d May 04, 2009, 10:00:31 pm
 Board: Your Releases, older Mugen

Still, I don't see the point of an attack that is so imbalanced that it has to be impossible to land. 

I think you can think of it as the Critical Finish attack in Soul Calibur 4, regardless of health the person is defeated (though this 1 only leaves one health.) I see the point and wish many characters had a completely unique attack that played special epic music when a person performs it,  it would be excellent.  I picture it as being a move that is difficult to land and has many criteria to fulfill before it is available.