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File: 1293334957778.jpg -(152.2 KiB, 850x637) Thumbnail displayed, click image for full size.
155809 No.6387   [Delete]   [Edit

This is the official thread for Dream vs. Dream, the upcoming 2D fighter based off YN and its fangames.

CURRENTLY WORKING ON: Oreko's Moveset

Status: Currently recruiting artists. Having a lot of difficult finding an artist who can offer an affordable price for me to work at. It appears as if my BG artist randomly jumped ship (I didn't pay anything yet, so lucky me!) Placeholder HUD graphics are currently being worked on. Ralren has just been hired as the Misc. Artist and is doing fantastic work, as you can see in the thread. Still looking for a special effects artist. Kipper is helping out with character portraits, they're looking good and we've gotten 2 characters worth done! Scenery Suggester is currently working on special images for locked and unlocked characters; all of them for Yume Nikki are completed! And finally, Mathew is helping out immensely by coding the game with a new engine. This will no longer be made with MUGEN, and thanks to the new engine, there are many things that are now possible that weren't before! Moveset production is still ongoing, with 22/40 characters completed. Also, Aya from Hallucigenia has replaced Inspiration's Alex as a playable character.

-------Character Roster--------

Yume Nikki characters:

Madotsuki (>>7345)
Poniko (>>7478)
Monoko (>>7507)
Monoe (>>7940)
Seccom Masada (>>7614)
Shitai (>>7742)
Tokuto-kun (>>7837)
Pipi (>>7779)
Kyukyu-kun (>>7695)
Mafurako (>>7797)

Yume 2kki characters:

Urotsuki (>>8055)
Aoshiru (>>8081)
Tako Otoko (>>8085)
Kanchou no Musume (>>8283)
Masutaa (>>8318)
Odoriko (>>8231)
Kage-onna (>>8386)
Piero (>>8440)
Shishou (>>8469)
Megusuri-uri (>>8498)

.flow characters:

Sabitsuki (>>8558)
Kaibutsu (>>8652)
Smile (>>8738)
Oreko
Gisoko no Onnanoko
Ochki
Ekibyouko
Yuureiko
Shokubutsu-san
Cleaner

Other Fangame characters:

Usotsuki
Nanashi-shi
Tentaiko
Kyonshi no Tenma
Chie
Fluorette
Aya
Bael
Al Ree

Guest Character:

Grey Man

------------Stage Roster-----------

Yume Nikki stages:

Poniko's Home
White Desert
Masada's Spaceship
Sky Garden
Forest Train
Numbers World
Candle World
Block World
The Sewers
The Wilderness
The Mall

Yume 2kki stages:

Urotsuki's Apartment -Dream World-
Japan Town
The Graveyard
Underwater Carnival
Mushroom Land
Marijuana Goddess World
The Wolf's Beach
The Chaser Club
Megusuri-Uri's Office
Bowling Alley

.flow stages:

Kaibutsu School
Underwater
Sabitsuki's Balcony
Rotting Chamber
The White Chamber
Love Hotel District
Plant Cave
Child's March
Smile's Apartment
Rainbow Cliffs
Wet Prison
The Sugar Bowl
Helltech Lab

Other Fangame stages:

Dark Wastelands (Answered Prayers)
Foggy Streets (Yume Nisshi)
Ghost Aquarium (LcdDem)
Violence District (LSD: Dream Emulator)
Kyoto (LSD: Dream Emulator)

--------Mechanics-------

In this game, you need to work to unlock your special moves (called Effects), your Supers (called Special Effects), and your Ultras (called Dream Enders). At the beginning of a match, you start with only your normals and some command attacks, which are specials that are integral to your character. As you hit and get hit, you build on your Dream Progression meter for the Path you're on. As the meter passes checkpoints on the bar, you unlock moves from the Path you're own.

Paths are sets of three Effects, one Sp.Effect, and one Dream Ender. Each one has a different mode (Aggressive, Defensive, Mobility) and you can switch between them in battle (not during combos) but each one has their own Dream Progression meter.

In addition to this, you've got Guard Breaks and Mind Crushes. Guard Breaks happen when the Guard meter fills up the top and you get attacked. If your guard is broken, you are very temporarily stunned and left wide open. Mind Crushes cost two units of super unit, but they knock enemies back a great distance and can be activated at anytime, even as you are getting comboed. Lifebars in this game are actually three in one, so the battle lasts longer.

Last edited 11/09/22(Thu)21:33.

>> No.6388   [Delete]   [Edit]

While many others use rpg maker to create rpg'esque games, there is this fighting game maker called MUGEN. It could be of some use. For spriting, I think you can just think about it as simply drawing, but in ms paint for example. Spriting pixel after pixel is quite time consuming. If you can draw, then you should have no problem with that. About music, it ain't necessary to be some musical god, or anything. Tbh you could use actally existing remixes of yume nikki bgm's.

>> No.6389   [Delete]   [Edit]

Yeah, I've considered M.U.G.E.N. before. If that's the best option, I suppose I'll go with that, then.

For the music, I was intending on remixing the original BGM, but I'm not sure of which program would be good for actually making the music. Would Fruity Loops work all right? That's pretty much the only thing I can think of.

And my problem with spriting is that I can't draw. I'm seriously awful at drawing. And drawing with pixels on my laptop only makes it worse...

>> No.6393   [Delete]   [Edit]
>>there is this fighting game maker called MUGEN.

Mugen is a pre-defined fighting game with open source for characters. Enterbrain made an /actual/ fighter maker game, but it's retardedly hard to use.

It's not hard to make a fighting game in game maker, but takes quite a bit of programming.

>> No.6394   [Delete]   [Edit]

>>6393

Games done in Mugen let others upload their own characters. I'm talking about an fighting game making engine, called Mugen. It's tricky, because many fighting games are called Mugen, only because they were made with that certain tool. Also have in mind that OP aint skilled with scripts, so it should be something more drag and drop like. While of course Game Maker is to some extend drag and drop like it's not that intuitive. I can't arguee with fact, that Mugen isn't easy to comprehand, but it was made for purpose of creating fighting games.

>> No.6396   [Delete]   [Edit]

>>6393

I used to be a big fan of M.U.G.E.N. a while ago, and did attempt to make characters before, so I have a slight idea of how to do it, but nothing really that extensive outside of a basic character with only attacks; I have no clue how to edit character weight, speed, or any other special effects, which I want to do.

The main reason I was even considering Game Maker is because I thought that it provide more freedom for effects outside of the typical fighting game. I want to include some non-standard gimmick with this that will make it more than just Street Fighter with Yume Nikki content, no offense to Street Fighter.

I don't really care about which is harder to use; effectiveness is more important. If it's harder to use Game Maker, but I could get a better product out of it, I'm more than willing to put in however much time is necessary to learn how to use it.

>> No.6398   [Delete]   [Edit]

There's already something like that. It's a scrolling hack&slash, however.

http://www.atelierizumi.com/yumenikki_hsg/

>> No.6399   [Delete]   [Edit]

I'm aware of it. In fact, that same group did make an actual fighting game. But it was extremely bare-bones, had poor controls, and was broken as hell. It was more like a proof-of-concept than a game. I want to do something bigger and better than that.

And by the way, I've made a decision, I'm going to go ahead and start learning to use MUGEN for this.

>> No.6405   [Delete]   [Edit]
File: 1293867561393.jpg -(329.9 KiB, 800x680) Thumbnail displayed, click image for full size.
337817

OP here.

I've been considering hiring a pixel artist to help with this project since I suck ass at drawing and am pretty much about to rip my hair out in frustration over trying to figure it out how to do it right. Should I hire an artist?

tl;dr: Hiring a pixel artist; yes or no?

>> No.6407   [Delete]   [Edit]

>>6405
If you want to hire an pixel artist, then be aware that you actually need to pay him. Consider if you really have skills and will to finish creating that game first.

>> No.6408   [Delete]   [Edit]

>>6407

The money isn't much of a problem. But I see what you mean regarding ensuring that I have the skill and will to finish it. I hadn't thought of that before... I have the will; I still need the skill.

Thank you, that actually helps shed some light onto what order in which to do everything.

Which brings me to a new point: What sorts of characters do you guys want to see as playable? I have a list of characters (21 characters) already completed, but I'd like to hear some suggestions because it's tricky to gauge how popular some characters are (especially with the fangames).

>> No.6410   [Delete]   [Edit]

>>6408
Shitai, Masada, Monoe, Kyukyu, Tokuto and Pippi!
My life will be complete

>> No.6412   [Delete]   [Edit]

>>6410

I plan to have Shitai, Masada, and Kyukyu playable, Pippi is planned to be a color palette for a playable Toriningen, Monoe might cameo in Monoko's moveset, and Tokuto might cameo in Kyukyu's moveset.

>> No.6414   [Delete]   [Edit]

Hurp, I had that idea a real long time ago, but since I lacked the skills AND I'm still working on my own fangame (NIGHTMARE is still not dead, if anyone's wondering), I kinda dropped it. My idea was to focus on Player Characters from fangames, but yeah.

I think some fangame characters you can't miss are Urotsuki, Sabitsuki, Usotsuki and Alex. Maybe Aya (the one from Hallucigenua)? They're known in Pixiv as the "starter group" (even while Natalie actually came pretty earlier than some of these) of the fangame MCs. You could get Kazaguruma/Jose too, but maybe that's too much of a strech, considering you might want to get some non-main characters from 2kki and .flow. In that case I suggest FUCKING CLOWNS or the shadow ladies for 2kki and at one of the Kaibutsu for .flow. Maybe Tako-Otoko, he's pretty popular on Pixiv too...
That's pretty much all I can help with orz

>> No.6415   [Delete]   [Edit]

>>6414

Alright. I'm sold on Usotsuki then (Yume Nisshi is so awesome!), and I'll check out Inspiration to get a good feel for Alex. Aya also seems like she/he'd make an interesting fighter, so I'll look into that, too. I also have the Kaibutsu listed.

My current list for 2kki includes FUCKING CLOWNS, Tako-Otoko and the Shadow Ladies. I had a lot of trouble picking characters for 2kki (there's so many!). Aside from those three, I've got Odoriko (dancing cyclops girl), Bartender ghost (don't know his real name), and Cripple-tan. I didn't want to overshadow Yume Nikki, so I had to restrict myself to the most popular and important characters.

Thank you, your suggestion was quite helpful.

Last edited 11/01/02(Sun)00:29.

>> No.6425   [Delete]   [Edit]
File: 1294211490980.jpg -(135.4 KiB, 1000x804) Thumbnail displayed, click image for full size.
138618

UPDATE!

I've decided upon the name for the game: "Dream vs. Dream", inspired by this picture. I think it's fitting, considering that everything is taking place in various dreams.

I've also been working on gameplay mechanics and such. It's not going to be extremely complicated (I have to keep within MUGEN's limits) but hopefully it will be interesting enough.

There are three attack buttons; one for melee attacks (weak), one for weapons (medium), and one for special (strong). In addition, two other buttons will allow for special abilities (they'll vary from character to character) that will take out a bit of your Lucidity Bar.

The Lucidity Bar is what powers your special abilities. When full, it will allow for your character to become Lucid, boosting their stats, changing some of their attacks, or even altering their appearance for an amount of time. The Lucidity Bar will only fill when struck (whether you block or not), and it slowly decreases when you aren't.

Also, when the Lucidity Bar is full, and you have less health than the opponent by 15-20% or more, you may perform a Nightmare Attack. Nightmare Attacks will be the most powerful attack in a character's arsenal, and they'll generally be either brutal or disturbing in some way (although it'll be nothing as extreme as say, Mortal Kombat). Nightmare Attacks are activated through a button combination, usually a somewhat tricky one.

Blocking and dodging in this game will be a little different than the standard fare. I'm going to use a Smash Brothers-esque system for blocking and dodging, with some characters being better at it than others.

And of course, like all fighting games, you'll still get the button combinations in order to preform certain special moves.

Now, I'm no fighting game expert (I suck at fighting games so much), so I have no clue if this whole setup is as good as it sounds (to me, at least) so any advice, particularly on how to balance it if it seems unbalanced would be much appreciated.

Last edited 11/01/04(Tue)23:48.

>> No.6429   [Delete]   [Edit]

>>6425
Sounds like the regular controls for a fighting game to me at least.
Also what type of sprites do you think on using?
Cute/Chibi ones like in the Touhou fighting games or a more "mature" style of sprites?

>> No.6430   [Delete]   [Edit]

>>6429

Yeah, chibi-ish style like the Touhou fighting games is what I'd like to go with. I don't particularly want to emulate that style perfectly, but something similar would be best. Yume Nikki always struck me as a creepy/cute sort of game, anyway.

Plus, in the event that I'm going to have to draw on my own, a chibi style might be a little easier for me to do than a realistic style.

Last edited 11/01/05(Wed)15:02.

>> No.6431   [Delete]   [Edit]

holy crap a chainsaw

>> No.6454   [Delete]   [Edit]

OP here, again.

I'm slowly but steadily making progress. I've finished with Madotsuki's moveset. I'm only working on the movesets for the Yume Nikki characters at the moment as Yume Nikki is the only game with a concrete roster. I'm still open to any suggestions for fangame characters. I have some 2kki, .flow characters along with Usotsuki, Alex, and Kazaguruma, but if you have any characters you'd like to see, don't hesitate to ask; you'd be a big help in furthering this along.

In other news, I'm still scouting out software for music production. I have a very clear idea of what I'm doing with the music, but I still need to get software and learn to use it.

>> No.6455   [Delete]   [Edit]

Hey, if you're doing bi-directional sprites, don't forget that Sabitsuki and (if you decide to add her) Chie are left-handed.

>> No.6479   [Delete]   [Edit]

what game is in your topic picture op?

>> No.6481   [Delete]   [Edit]

>>6479

It's just an artist's mock-up of what a YN fighting game might look like. One of those fake screenshot things.

Last edited 11/01/15(Sat)10:51.

>> No.6495   [Delete]   [Edit]

I'm glad you're making progress, OP! I can't wait to see it!

>> No.6499   [Delete]   [Edit]

OP here.

Poniko's moveset has been completed! I'll be moving on Monoko next. Still accepting fangame character suggestions!

In other news, I've settled on Fruity Loops for music creation. It seems like it can get the job done, provided I can learn how to use it. I'm deciding to take a very open and unorthodox direction with the music. Something like the 24 Effects album, but more attuned to a fighting game.

I haven't decided exactly how I'm going to do the opening (all good fighting games have an opening), but I'm wanting to use one of the vocal tracks from the Subliminal album. I believe it's track 4, titled "さかさまのゆめ". I don't know how this'll work exactly; I'm a bit concerned about it, to be honest.

>> No.6517   [Delete]   [Edit]

I can help you with music, if you're interested in breakcore, j-core, ambient or noise.

>> No.6523   [Delete]   [Edit]

>>6517

It'd be very nice if you could help! I could definitely use any help I can get. I can think of a few places where I can use some of the genres of music that you mention.

Could I perhaps hear some stuff you've done before?

>> No.6535   [Delete]   [Edit]

>>6412
You should make Pipi and other characters from fangames characters that you can unlock, just a thought.

>> No.6540   [Delete]   [Edit]

>>6535

Unlockable characters can easily be implemented into MUGEN. Currently, I plan for Madotsuki, Poniko, Monoko, Seccom Masada, Urotsuki, Aoshiru, Tako Otoko, Sabitsuki, and Usotsuki to be the starting characters out of the currently 25 character roster.

Pipi is going to be a palette swap for the Toriningen character, who will have Pipi references throughout it's moveset.

>> No.6563   [Delete]   [Edit]
File: 1296286873998.jpg -(953.1 KiB, 1000x1074) Thumbnail displayed, click image for full size.
975959

OP here with an update. Or, a revision, rather. I changed the mechanics of the game because I was rather unhappy with how everything was turning out.

The new gameplay revolves around the "Dream Progression" system, inspired by how Yume Nikki games usually progress. A match will start out with a "Dream Progression" meter that fills up somewhat quickly. Once filled, you can enter one of two button combinations which will reset the bar.

Depending on which combination you used, your game will progress differently. The Dream Progression meter will begin filling in once more, but much slower this time. As it fills and hits marks on the bar, your special attacks will unlock.

Stage 1 attacks are weak but free, Stage 2 attacks are medium-strength but cost a Focus Point, and Stage 3 attacks are powerful, but cost 2 Focus points. And when the bar fills completely, you unlock your Dream Ender attack.

Both combinations that you enter in the beginning of the match give different special movesets. Figuring out which set of moves is best for your situation is key. But once you make your choice, you're stuck with it for the whole match, as the bars and focus points carry over between rounds.

Focus Points are sort of like a special meter, but they have the added side effect of boosting resistance to attacks. If you use them recklessly, you'll find yourself taking more damage than usual. You get six of them, but they'll slowly recharge when not being used.

And finally, there are effects that you can unlock for your character. Each character gets three effects. Effects are special moves that can be activated with a single button press and don't cost focus points, but they can delay the Dream Progression bar.

I've also made a few relatively unimportant changes to the controls to allow for more moves to be preformed.

Any thoughts? Any feedback would be much appreciated. Thank you very much~

Last edited 11/01/29(Sat)00:41.

>> No.6590   [Delete]   [Edit]

How many fighters do you have total right now? How many fighters do you WANT? I have some characters from fangames, but there's quite a few of em... I'll just pick some of the characters from games actually making progress if you like

>> No.6591   [Delete]   [Edit]

>>6590

Currently, I have 33 characters that I am considering, but I want to ensure that I'm getting all the most popular ones for both the Japanese and English fanbases.

I'm leaning towards a slightly larger roster, something in the range of 25+ characters. More characters means more replay value. But I'm not going to be too picky about the amount.

The way I'm picking characters is going by both their popularity and their importance in the game. If they give an effect or are part of an event, then they're more likely to be considered. If you've got any suggestions, I'd love to hear 'em. I want to cater to the fans with this game, so getting direct feedback is extremely helpful.

If you want, I'll post up the current version of the roster so that you can see some of my ideas.

>> No.6630   [Delete]   [Edit]

Out of curiosity, are Poniko and Uboa both going to be the same person in this one?

>> No.6632   [Delete]   [Edit]
File: 1297395792219.png -(123.4 KiB, 400x640) Thumbnail displayed, click image for full size.
126398

>>6630

Sort of. Poniko will both be able to make parts of herself Uboa-like for some attacks (sort of like the picture), but she'll also be able to summon Uboa for some attacks like how Stands are used in the Jojo's Bizzare Adventures fighting game.

>> No.6649   [Delete]   [Edit]
File: 1297736777612.png -(794 B, 89x63) Thumbnail displayed, click image for full size.
794

I'd like to see a neon fighter based on something in the neon world.

>> No.6650   [Delete]   [Edit]
File: 1297757992029.jpg -(169.1 KiB, 1239x901) Thumbnail displayed, click image for full size.
173192

ALRIGHT! After some serious consideration, I've come up with a roster of characters that I believe is good enough to be the game's actual roster. Feel free to tell what you guys think!

Please note, since some characters didn't have actual names aside from silly nicknames or no name at all, I gave a few of them actual Japanese-y names. I'll change it if it's too crappy.

This includes any unlockable characters, so if you want to keep it a surprise, don't look.

Yume Nikki:

Madotsuki
Poniko
Monoko
Seccom Masada
Kyukyu-kun
Shitai
Pipi
Mufurako
Tokuto-kun
Monoe
Kirage (Jellyfish people)
Kuchisake-onna (Faceless Girls)
Oni
Neon Parrot

Yume 2kki:

Urotsuki
Aoshiru
Tako Otoko
Odoriko
Masutaa (Bartender)
Kage-onna (Shadow Ladies)
Piero (FUCKING CLOWNS)
Kanchou no Musume (Girl near Phone Effect)
Shishou (Kitsune mask guy)
Megusuri-uri (Guy covered in eyes in Eye World)
Warai Musume (Sweets girl)
Sumire-san (Laughing Man)

.flow:

Sabitsuki
Kaibutsu
Oreko
Meido (Mechanical Maid)
Yuureiko (Ghost girl that gives the Watering Can effect)
Gisoko no Onnanoko (Monochrome Girl)
Ekibyouko (Disease Girls)

Yume Nisshi:

Usotsuki

Inspiration:

Alex

Kudaranu mousuou no:

Kazaguruma
Jose

Mochi Nikki:

Mochitsuki

Answered Prayers:

Fluorette
Chimiko

LcdDem:

Chie

Total: 40 characters.
I'm still open to changes, but if you want to make a mark, speak now, otherwise I'm finalizing this.

Last edited 11/02/20(Sun)11:44.

>> No.6652   [Delete]   [Edit]

Aww, no Chie (LcdDem)? Where would this game without an axe-crazy lunatic? :<

>> No.6653   [Delete]   [Edit]

>>6652:

Ah, I completely overlooked LcdDem. Well, it seems to me like Chie and LcdDem have enough popularity here, so I'll go ahead and add Chie to my list! Thanks for the idea!

>> No.6655   [Delete]   [Edit]

[nerd]
Sabitsuki and Chie are left-handed. Don't forget that if you're making bi-directional sprites.
[/nerd]

>> No.7160   [Delete]   [Edit]

Just letting people know that I'm not dead, and this is still going on. So far, I made some re-edits to the roster after examining all of my choices (and after the glorious release of .flow 0.1), and I also spent a bit of time with various fighting games in order to learn about general fighting game basics. After some thought, I decided that the general feel of the game will be somewhat similar to Marvel vs.Capcom. I'm not going to make it quite as fast-paced or air-based as MvC, but the way combos work will be based off of MvC.

Just in case any one is curious, here are my edits to the roster:

Removed: Monoe, Kuchisake-onna, Kirage, Oni, Megusuri-uri, Sumire-san, Jose, Chimiko

New .flow chars: Isha (doctor), Aniki (big brother), Shokubutsu-san (plant guy)

New Yume Nisshi chars: Nanashi (corpse girl)

New Other: Grey Man (LSD), Neftelia (Neftelia player character)

I apologize for being very slow with this project, but I am trying my hardest to make this as excellent as I can. Again, any questions or comments would be wonderful.

>> No.7164   [Delete]   [Edit]

Been lurking about the site for ages, it's about time I actually made an attempt to contribute something.
I've skimmed through the thread and I've seen someone offer to help out with the music already, but if you need a little extra backup then I'm willing to help out. I'm good at composing in a couple of different genre's, but I'm best at fast-paced, synth heavy breakbeat tracks and weird, semi-ambient-semi-glitchy downtempo tracks.
The best example of my work I have at the moment is this piece here, entirely because the place I usually stick my stuff up is a forum where only members can download shit;
http://www.youtube.com/watch?v=xG6jTEGRSt8

>> No.7168   [Delete]   [Edit]
File: 1305312749949.png -(11.3 KiB, 576x256) Thumbnail displayed, click image for full size.
11521

>>7160
yo. I got a comment. you should add the /p/'s kazenori, as a joke character or a background character. since we're notorious for never getting that game done.

>> No.7188   [Delete]   [Edit]

>>7164

Hey, that's some pretty good sounding stuff. The mood of the song somewhat fits a Yume Nikki-ish mood. I could definitely use your help, especially because I only have a few concrete things relating to the music.

The other person who offered to do music hasn't shown up again,despite me saying that I'd like them to help, so I could certainly use you on board.

>>7168

Well, Aoshiru's stage is going to be a hospital, and from what I understand, Kazenori's "real world" area is a hospital. I'll probably add him as a cameo there since I'm a bit stumped on how to make that stage more lively and interesting.

>> No.7210   [Delete]   [Edit]
File: 1305592105872.png -(16.7 KiB, 102x102) Thumbnail displayed, click image for full size.
17116

>>7188
sweet. I can't wait to play this game.

do you still need some help? my entire area is really talented music-wise, so I could get help from my friends and I'd also take a shot at something.

Also, there's a decently large fighter scene here, so we can help balance the game I suppose. If you really make this, I can guarantee you a spot on the main page of the new side-website, which is a newer thing that pretty much nobody here knows about unless they were on IRC months ago.

>> No.7211   [Delete]   [Edit]

Like maybe after the credits, Kazenori ran up and said, "Did I miss anything?"

>> No.7213   [Delete]   [Edit]

>>7210

Well, if you have any way of helpin' out, I'd be more than grateful. So if you and your friends could do some musical stuff, I'd be simply ecstatic. For the music, I'm trying to remix the original tunes. For example, Madotsuki's stage is the Balcony. On the Balcony, a sort of ambient hum is played in the original YN. I was looking to make a track that is reminiscent of said hum, but make it more...suited for a fighting game. That's the direction I'm hoping to go with the game's music.

A space on a side-site would be really cool. When I'm done with this, I'd be ecstatic to see my creation up there. Also, balancing help would be a godsend. I'm no fighting game pro...

>>7211

Heh, cute. I like it. I think I'll use that, if ya don't mind.

>> No.7225   [Delete]   [Edit]

In which case I'll definately help out any way I can. If you wanna get hold of me and shit, the best way of getting ahold of me is via email; jimmy_the_artist@hotmail.co.uk (gotta love email names you think up when you're 14)
I'm good at doing either original stuff and remixing/expanding tracks, and I'm relativly flexible in terms of genre as I said before, and I'm willing to give anything a go.
Have a couple of mediafire links to some stuff I've done, just for clarities sake, and to give you an idea of the sort of range I can pull off here. Apologies in advance for the linkspam;

http://www.mediafire.com/?h47zbo2pzcqsefw
http://www.mediafire.com/?48tqvue3t6zlruv
http://www.mediafire.com/?nn24noscbgabfuy
http://www.mediafire.com/?1lpfbfcad8l1oq6
http://www.mediafire.com/?du2a8d26jptuz8f

>> No.7236   [Delete]   [Edit]

>>7225

Excellent! I listened to all of them, and they fit the sort of sound I had in my head for the game, eerily enough. The wide variety of instruments used reminded me a lot of Yume Nikki, particularly the first one.

While I am a little busy with RL work currently, if I find time, possibly sometime tomorrow, I'll send ya an email, and I'll go a little more in detail as to what I've got planned, alright? Thank you very much for your contributions. BTW, in case you ever want to contact me, my email is:
YamaofParadise07@Gmail.com

Lookin' forward to workin' with ya, mate.

Last edited 11/05/19(Thu)23:10.

>> No.7237   [Delete]   [Edit]

I'm not surprised the first one reminds you of Yume Nikki the most; it's built around samples of Tasei-san's "theme" and the Block World BGM, hahaha.
Ah, it's really no problem at all; making music is one of my favorite passtimes, and knowing it's just going towards a finished product is reward enough for me, if you'll pardon the semi-sappy bullshit. I'm not the impatient type, either, so feel free to email me when you get some free time. If it helps, I use the same email as my MSN address, and I'm usually logged on if I'm not doing anything deathly important.

>> No.7253   [Delete]   [Edit]

>>6650
Are you sure you want to have that many characters? If you are unfamiliar with fighting games as you hinted you are, then that many will make it hard to give each character a particular role (i.e. the normal fighter, long range fighters, jugglers, tanks etc.) that also brings something interesting to the table. Perhaps if you took some of the more obscure characters and limited them to being special attacks for other characters?

>> No.7255   [Delete]   [Edit]

>>7253

The roster is a little less than that one, it's a bit outdated. Plus, during the space of time between that post and now, I've been studying fighting games and trying out all kinds of fighting games with different styles from Soul Calibur to Marvel vs. Capcom. I'm a little more experienced now than I was then.

Looking through my roster, and what I've written in my notes on how I approximate each character to play, it seems fairly diverse. I have chars that fit each of those archetypes, and I've even got a few oddball characters that fight in strange ways like Masutaa.

For now, I'm keeping it the same. Ultimately, I anticipate that there may be some cut chars, but I don't think I'm gonna have to much of a problem.

>> No.7257   [Delete]   [Edit]

>>7255
In that case you have made me very happy :D

>> No.7283   [Delete]   [Edit]

okay I talked with my guys and they said they were excited about it. any specific song you'd like to hear? also, he said he might be up for some spriting if you haven't already hired some other guy.

I'll send him this thread in case he wants to post here. This is probably the best way to reach me, but my email is in the link if you'd like.

>> No.7287   [Delete]   [Edit]

>>7283

Hey, that's great! Awesome. What sort of music do your guys specialize in? Knowing that will help me divide up jobs between your guys and J-MACHine, who is currently working with me on music.

Also, can your guy who sprites post an example of his work? I'm curious to see what he can do. It would be an enormous help if he could do some of the graphics. In case it helps, I'm going for a more chibi-like style akin to Eternal Fighter Zero or the Touhou fighters.

>> No.7345   [Delete]   [Edit]
File: 1306812592266.gif -(4875 B, 207x219) Thumbnail displayed, click image for full size.
4875

Just a little update!

I've finished Madotsuki's moveset. Here's an overview of her playstyle.

With Madotsuki, your goal is to keep your options open and your opponents guessing. Her many unique abilities allow her to do this, but memorization and execution skill is necessary if you are to play her effectively. Watch out for foes who like to corner you; Madotsuki is much less effective in the corners. Luckily, she has moves to deal with that, if you can pull them off... Stats wise, she's the game's balanced character, more or less. She's a little on the lighter side, but it's not too dramatic. As for vitality... watch out. She's pretty frail. She's like Seth from the Street Fighter series, but not quite as weak.

On another note, how does this sprite style look? I found this on pixiv. This particular art won't be for my game, but I'd like to see what people think of this style.

Last edited 11/05/30(Mon)20:29.

>> No.7366   [Delete]   [Edit]

that style is pretty cool, and if you like that, I'll get him to see what he can do with that style.

I haven't had a chance to talk with them recently, I've been pretty busy elsewhere.

>> No.7368   [Delete]   [Edit]

If I could make a suggestion for a character: The (possibly) nameless(not sure if she has one or not) protagonist of Instead;Ghostsuburb?

>> No.7370   [Delete]   [Edit]

>>7366

Thanks! That would be amazingly helpful. I've been thinking heavily about how I'll deal with graphics once that time comes around, it'd be great to get that taken care of.

>>7368

I'm afraid I'm not too familiar with that game. I don't think I've seen it anywhere before. Is it not on here on /fg/?

Last edited 11/06/01(Wed)15:25.

>> No.7372   [Delete]   [Edit]

>>7368
>>7370
It's kinda buried in the May thread on /fg/, since I made it as a mini game accompanies that game.
quick note: protagonist never really got a name honestly.

>> No.7373   [Delete]   [Edit]

Well, I'll give Instead;Ghostsuburb a look later on. It sounds pretty good, and I WOULD like an extra character to make the roster a full 40 rather than a sort of awkward 39.

>> No.7446   [Delete]   [Edit]

Well, I just finished Instead;Ghostsuburb. It was pretty good. Got me pretty creeped out at the ending part after sacrificing everyone. Those eyes mixed with that horrible noise...agh.

I think Moga's work is excellent, and deserves some representation, so I'm gonna go ahead and add the protagonist from Instead;Ghostsuburb. Either I'll come up with a name, or maybe Moga can, whichever works. Her variety of weapons could make her interesting, and I could definitely think of a few things to work into a moveset for her.

>> No.7475   [Delete]   [Edit]

>>7345
this makes me excited for the actual sprite....

>> No.7478   [Delete]   [Edit]
File: 1307683761751.jpg -(175.7 KiB, 480x640) Thumbnail displayed, click image for full size.
179904

Hello, everybody! I'm back with an update. I've finished up Poniko's moveset. As usual, I'll give you guys an overview of what she'll play like:

Poniko is a keep-away character, but does a few things differently from some more traditional keep-away characters. First off, she hardly relies on projectiles. Her long ranged physical attacks combined with knock-back heavy attacks to keep foes at bay do the job for her. Think something similar to Street Fighter's Dhalsim. And like Dhalsim, her long range attacks can be struck to damage her However, Poniko has a trick up her sleeve: she's a master of counter attacks. She uses counters so effectively that she can use them as offensive mind-game tricks, pushing her from keep-away character to a more aggressive character. The foe will have very little indication of whether or not you are attacking them or merely sending out an invitation to “punish” you. However, her weakness is in her stats. She's not particularly powerful, and she is pretty slow. In addition, her vitality, while not particularly low, is still something to watch out for. When using Poniko, it's best to switch up your long range counters and your normal attacks to keep your foe guessing. Be careful; you won't be able to fight as well if they won't play your counter/attack game.

Also, in other news, J-MACHine and I have made some progress on music. So far, we've gotten a menu song done and we're currently working on Madotsuki's Theme which so far only is in the WIP stages, but is kickass already.

>> No.7502   [Delete]   [Edit]

Lookin' good so far!

I have a question though, what plans do you have for the core mechanics of this game?

>> No.7505   [Delete]   [Edit]
File: 1307910464507.png -(240.3 KiB, 600x450) Thumbnail displayed, click image for full size.
246057

>>7502

Here's what I've got so far for core mechanics.

In this game, each character has three “Dreams”, which are sets of special moves that require classic fighting game inputs. Each character has an Aggressive Dream, a Defensive Dream, and a Mobility Dream. Each of these Dreams give the character all new Effects, Special Dreams, and Dream Enders. Each type of Dream also affects the character's playstyle by adding some extra emphasis on either offense, defense, or mobility. You get to select these as you pick your character, sort of like how you'd pick assist types in the MvC series.

Speaking of assists, you also will get to pick three assist characters from a large pool of assists that hail from different Yume Nikki games, and you can further customize your character's playstyles with these assist characters.

As for controls, it's a simple three button system. Usually the Weak Combo will be a dial-a-combo sort of thing, and then the other two combos will have special properties. You then also have Command Attacks, which involve a button press and a directional input. They serve the purpose of acting as weak versions of Effects, but they often have different properties which allow both to co-exist and still be useful. Effects are your typical special attacks. Special Dreams are like super attacks, and Dream Enders are like Ultras/big finisher moves.

Furthermore, this system isn't overly combo based, but combos can be preformed. It's about as combo intensive as Street Fighter. Some characters can preform bigger combos than other characters; Monoko for instance.

Gameplay mostly revolves around the Dream Progression bar, however. As battle progresses, the DP bar fills up. Hitting others can give slight speed boosts to the bar, but it fills up over time regardless of what's going on. As the bar fills, you unlock your attacks, in this order: Effects, Special Dreams, and Dream Enders at the very end. It forces you to play strategically and make use of a character's regular abilities before you can get to your big attacks. That way, full mastery of the character is encouraged.

Also, as a side note, each round only has one battle in it and the life bar is three bars long.

Sorry about the wall of text, but there's a lot to cover.

>> No.7507   [Delete]   [Edit]
File: 1307925336589.jpg -(159.6 KiB, 500x600) Thumbnail displayed, click image for full size.
163421

Being on break is so great for my motivation. I managed to finish Monoko's moveset. Once more, here's a short overview of Monoko's playstyle:

Monoko is, despite appearances, a slow grappler type. Her battle strategy is fairly simple compared to other characters; get in close, and then mix up the enemy by either using multi-hitting combo attacks or powerful throws. Unfortunately, Monoko is very slow and lacks a “true” projectile. She has a few moves to help her in getting close to her foes, but they can be a bit hard to control and are risky. Projectile users are her worst nightmare, but even then, she has a few techniques for dealing with them. Monoko's damage output is fantastic, but her vitality is only average; dangerous for a character like her.

>> No.7511   [Delete]   [Edit]

>>7505

A suggestion if I may, regarding the names you're giving to your core mechanics. Calling move sets Dreams and special attacks Special Dreams is somewhat confusing, and a bit unnecessarily so. I know YN and related fangames are this game's theme, so the emphasis on dreaming is required, but maybe you change one of the names to something else, like calling a move set Nexus, for example

>> No.7513   [Delete]   [Edit]

The dream overload made me watch this again.

http://www.youtube.com/watch?v=pBVmnBBQzA0

I hope you're happy.

A personal gripe is that I've never been a fan of assists and strikers. (But oh well, this game is trying to include everyone anyway.) Other than that, it sounds...acceptable. MvC crossed with olde Street Fighter with a dash of Ougon Musou Kyoku and a spin on power gauges sounds...fine.

I'm just wondering, on top of 40 characters, you're going to give them all 3 variations, for a total of 120 movesets. Now, that doesn't sound ridiculous, but, my concern is are you going to keep these characters diverse enough so that they all do something different?

I suggest you look at Mortal Kombat. It seems to do a neat-o job at having a ton of characters and keeping them different.

Last edited 11/06/13(Mon)09:12.

>> No.7514   [Delete]   [Edit]

>>7511

Haha, that sort slipped under my radar. Thanks for pointing it out! I'll think up some changes.

>>7513

I am happy, that song is amazing.

The Assist thing may not actually get in. I would like to use it, but it might be hard to do with M.U.G.E.N. The system already has plenty of customization as it is. I'll just have to see.

As for your concerns about the diversity, it's not exactly like there are 120 different movesets. Rather, each character has a core moveset, but the different Paths offer different spins on that moveset. The Aggressive Path gives a certain character a more offensive oriented spin on their moveset, for example. It's not exactly a whole new moveset.

But, I will give Mortal Kombat a look. That's one series I haven't really looked at too much.

>> No.7521   [Delete]   [Edit]

>>7514
Oh. In that case, I got worried over nothing. I probably should continue being polite and not show any skepticism. Any more and I might jinx this project.

Well for starters, block is a button, not a direction. And there's like, what, 8? 9 Scorpions?

>> No.7522   [Delete]   [Edit]

>>7521

There's no need to act nasty and snarky. I'm sorry if this project isn't shaping up exactly how you wish. I try to please as many people as I can, but it can't always happen, as I can plainly see.

Also, I'm not crumpling under skepticism. I'm simply trying to address concerns regarding the game. Even if people were saying this was the worst idea, I'd still wind up doing it.

If I misunderstood your intentions, then I apologize, but as it stands, your sarcastic comments are irritating me.

>> No.7526   [Delete]   [Edit]

>>7522
Part of it is my fault for being terrible with words yesterday. I didn't mean anything sarcastic or otherwise. I actually am rooting for you. Sorry you thought it wasn't true!

>> No.7534   [Delete]   [Edit]

>>7526

Oh. Oops. I'm sorry about that! I tend to be a little paranoid sometimes, so it's my fault.

Oh! And by the way, just as a general update, I changed some of the confusing Dream terminology for the core mechanics.

Movesets = Paths
Special Attacks = Effects
Supers = Special Effects

The only things left with Dream in them are the Dream Progression bar and Dream Enders. Hopefully that's less confusing!

>> No.7535   [Delete]   [Edit]

>>7534

The poor guy really didn't seem sarcastic. Go easy on your supporters

But those 2 names are very fitting. As with all dreams, they progress and reach their conclusion. Calling the bar Dream Progression and the ultimate moves Dream Enders is just about the best naming possible considering the game's theme

>> No.7554   [Delete]   [Edit]

Fuck yeah OP, bump ftgj!

>> No.7614   [Delete]   [Edit]
File: 1308447813161.jpg -(649.8 KiB, 1600x525) Thumbnail displayed, click image for full size.
665357

Hey there, guys! I've made a little progress; I've finished up Seccom Masada's moveset! As usual, here's his gameplay overview:

Seccom Masada is first off, very fragile. His attacks are a little on the weak side, and he can't withstand too many blows thanks to low vitality. However, to make up for this, his attacks usually have excellent range. He particularly specializes in short range disruption type projectiles that don't travel a particularly long distance. For close range situations, he has a few specialized dodging moves to help him stay out of danger. He's not an overly complex character, but actually using him effectively is tricky due to his low stats and unusual gameplay style.

Also, two other things. First off, I'm calling myself Yama now. I figured that giving myself a name would be better than staying unknown if I'm gonna be making these updates.

Second off, I had a neat little idea while I was browsing Pixiv and I saw this picture. I was thinking that I could do the character portraits in this style (not necessarily that art style, though), with the picture of the character with a simple background and what game they come from. Neat, huh?

Last edited 11/06/18(Sat)18:44.

>> No.7630   [Delete]   [Edit]

I'd recommend tripping so you won't be impersonated in the future. It'll prevent a lot of confusion for us and frustration for you. (fyi nobody gives a crap whether or not you're using a tripcode on Uboachan anyway.)

>> No.7632   [Delete]   [Edit]

After playing a few other fighting games (namely Melty Blood and Ougon Musou Kyoku), I've been inspired to make a few changes to the gameplay.

First off, I've decided to give the game a little more combo emphasis. It's not going to be like MvC at all; it'll probably be more like Melty Blood. As a result, I'm revising the movesets a little and fixing a few things up. It's going well, and Mado is already completely revised.

Second, I decided to add SFIII style parrying. It's a really nice addition to the gameplay of SFIII, so I decided to add it here. It'll be called "Superguard" for this game.

Third off, I've decided on the control scheme for the game. This game is designed to be used with a gamepad, and since the Xbox 360 controller is my favorite, I used it as a template.

X: Weak Attack
A: Medium Attack
B: Heavy Attack
Y: Superguard
Start: Pause
Back: Taunt
Control Stick: Movement
Right Bumper: Throw
Left Bumper: EX Move
Triggers (Press both.): Dream Ender

This most likely won't be the final arrangement, but for now, it's what I'm sticking with.

>> No.7634   [Delete]   [Edit]

>>7632

What about the Paths?

>> No.7635   [Delete]   [Edit]

>>7634

You select them when you pick your character. It's sort of like how you pick Assist Types in the MvC series.

>> No.7636   [Delete]   [Edit]

>>7635

Ah, my bad then. I was thinking you'd be able to switch them during the battle

>> No.7654   [Delete]   [Edit]
File: 1308868617659.jpg -(67.6 KiB, 747x1052) Thumbnail displayed, click image for full size.
69246

Just a short little notice. After some thought, I've decided to swap out a character. Warai Musume, the sweets girl is going to be replaced by Megusuri-uri, that doctor dude in the eye world.

I was browsing pixiv for Yume 2kki pictures, and I noticed that there was barely any art for Warai Musume, but tons for Megusuri-uri. So, I figured that he was more popular than her, and decided to switch the two.

>> No.7695   [Delete]   [Edit]
File: 1309327334482.jpg -(143.2 KiB, 600x429) Thumbnail displayed, click image for full size.
146654

Finished Kyukyu-kun's moveset! 5 down, 35 to go, lol. Anyway, here's his playstyle overview:

Kyukyu-kun is all about keeping his enemies of off him. His attacks lack outright power, but they make up for it with knockback ability and the unusual properties that they occasionally have. Kyukyu is probably the slowest character in Dream vs. Dream and also has the most vitality. While you won't be dealing massive damage at the beginning, be patient; Kyukyu's Dream Enders are extremely powerful, and are definitely worth the wait.

>> No.7715   [Delete]   [Edit]
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145583

>>7695

>Kyukyu's Dream Enders are extremely powerful

I think I see what you did there. Also, good call on picking Megusuri-uri over Warai Musume. He's one of my favorite 2kki characters, and would probably be more interesting to see/use. Not to knock the sweets girl, but there's already quite a "little psycho girl" population with the protagonists alone.

Keep up the good work; this looks promising!

>> No.7717   [Delete]   [Edit]

>>7715

Hahaha, it's absolutely no coincidence! I pattern the playstyles of the characters based off of their actions/event in Yume Nikki. Kyukyu is a keep away tower sort of character because A) he doesn't move (so I made him slow), and B) you can't reach him directly because of the steel pole (thus he keeps you away). The powerful Dream Enders do indeed represent the terrifying FACE. But he'll also be making an appearance as one of Kyukyu's Dream Enders as well...

>> No.7721   [Delete]   [Edit]

>>7614

Hey, an artist here, if you need one. I'm terribad at backgrounds but I could probably do portraits at the very least, and I've got a few styles I could use for such. I've also got a bit of spriting experience under my belt.

>> No.7723   [Delete]   [Edit]

>>7721

I've got no one concrete lined up for art stuffs at the moment, and it'd be awesome if you could help out. Of course, I would like to see a little bit of what you're capable of in regards to sprites and portraits.

>> No.7726   [Delete]   [Edit]
File: 1309719666093.png -(657.9 KiB, 1080x1080) Thumbnail displayed, click image for full size.
673686

>>7723

My art style varies a lot, mainly in that I could do different styles than anything. Anime style(Though, I really have a hard time going into WATERY EYES DESU fully), and marginally realistic, though I'm willing to experiment, and probably will considering the nature of the source material for this game.

Here's one of the at most marginally realistic ones.

For spriting, I'm more of an editor and nitpicker than anything. I'd work better in conjunction with a spriter or drawing up simple sketches of poses and whatnot.

>> No.7728   [Delete]   [Edit]

>>7726

Ooh, that's really nice, I like what I see here. Because I don't have that much of a concrete style in mind for the portraits, feel free to experiment with stuff, especially since YN is so artsy.

Simple pose sketches might be really helpful. Once I save up a decent amount of cash, I'm going to see about hiring this really good spriter that I found. I'm guessing that just my descriptions of the moves and pictures of the characters off pixiv might not be good enough as far as references go.

Welcome aboard, Mirelurker! Looking forward to working with ya and seeing what you draw up!

Last edited 11/07/03(Sun)15:07.

>> No.7729   [Delete]   [Edit]

>>7728

Glad to be of assistance. My only slight problem is I haven't played a few of those fangames listed; I'll try to seek out some time for those, or at least some good images for whoever is involved. I mean, I've only finished the original and am making my way through .flow now...

This, amusingly, gives me a good excuse to screw with textures, brushes and photoshop effects, if I feel like attempting the backgrounds. I mainly work with SAI.

... Now I had this silly thought that Monoko's thumbnail in the select screen would be how she is normally, but selecting would cue her being how she usually is. Something far later on, though.

>> No.7730   [Delete]   [Edit]

>>7729

A few characters like the main character from Instead;ghostsuburb or the Grey Man from LSD don't really have much in the way of art, so that'll make things a little more difficult. Most everyone else has some art at least, and if you'd like, I can find some pictures that I think are good.

Also, I'm loving that Monoko idea! I'm totally writing that down.

>> No.7731   [Delete]   [Edit]
File: 1309746906778.png -(66 KiB, 360x720) Thumbnail displayed, click image for full size.
67549

>>7730

Either the art or the sprites would work. I'm not a stranger of making designs from such, though art would be preferred since they're probably what the main consensus sees for their design, after all.

As it is, I'm probably going to do .flow stuff first. Blame me playing that at the moment, though I may suddenly be inspired to do others.

Speaking on that, enjoy a quick crappy Sabi sketch.

>> No.7732   [Delete]   [Edit]

I can assist in supplying the visual details for Bael of Instead;Ghost Suburb whenever you need me to. (Finally gave her a name.) I've got some drawings and coloring notes around for her.

>> No.7733   [Delete]   [Edit]
File: 1309748329391.png -(1.2 MiB, 700x1148) Thumbnail displayed, click image for full size.
1274161

>>7731

If you're doing .flow first, this group picture is a pretty good reference for the designs of the less drawn characters. Although I would like to note that Ekibyouko (cancer girl, she's on top, to the left) won't show any part of her face, unlike in the picture.

>>7732

Bael? Great! Whenever you feel posting stuff, go ahead! Chances are, I won't be getting around to Bael for a while, so feel free to post stuff whenever.

>> No.7735   [Delete]   [Edit]

Also, minor thought, but I'd certainly say it might be a better idea to use Smile over Yuureiko. He's becoming quite the popular character, apparently, and I've seen more mention of him than her.

>> No.7736   [Delete]   [Edit]

>>7735

Over? They're both playable. I guess I didn't update my roster. Here's my current line-up for .flow:

Sabitsuki
Kaibutsu
Oreko
Yuureiko
Gisoko no Onnanoko (machine limbs girl)
Ekibyouko
Meido
Isha (that doctor guy)
Smile
Shokubutsu-san (that guy with the plants)

I wanted .flow to be properly represented since it's probably the best fangame out now, so I had to stretch a bit with characters, especially since that aren't that many well recognized characters compared to YN or 2kki.

>> No.7740   [Delete]   [Edit]

I cheer up for you. I'd love to play as Kaibutsu

>> No.7741   [Delete]   [Edit]

I want this to happen.
Oh god yes.

also I could have a go at spriting some things. I'm not an absolute spriting god but I consider myself okay.

>> No.7742   [Delete]   [Edit]
File: 1309827774856.jpg -(77.8 KiB, 700x863) Thumbnail displayed, click image for full size.
79630

>>7741

I'm open to anyone who wants to help! Just post some of your work, and if I deem it quality enough for this game, then you can join our little team here!

You know, if you don't think that you're up for doing character spriting (it'll be demanding) you could do miscellaneous stuff such as lifebars and miscellaneous menu stuff. It's not super glamorous, but I do need to get it done at some point, especially if I ever want to even think about releasing demos in the future.

Oh, and just a little update; Shitai's moveset is done! Here's le overview:

Shitai-san is completely based around getting his foes close to him, and then walloping them with hard-hitting attacks and vitality crushing grabs. He's really strong, especially at point blank range, and he can really take a punch, but he's plagued by dreadful mobility. To keep him from being zoned out by long range fighters like Seccom Masada, he has ways to bring his opponent to him. In addition, he has a few useful defensive techniques to protect himself against characters who can out-maneuver or zone him out.

>> No.7743   [Delete]   [Edit]

To anyone doing art for this game, please, for the love of Mado, keep the dreamers' eyes shut (the only exception being during a shocked/surprised expression), keep their noses miniscule, get the handedness right, don't give them ginormous tits, and don't miss any of their distinct details. Please, please please.

Last edited 11/07/04(Mon)23:14.

>> No.7744   [Delete]   [Edit]

>>7743

Hahaha, don't worry so much about the designs for the dreamers. I have what I want to do for them in mind. The only thing I may disagree with you on is the constant closed eyes deal.

For some characters, I'd say that never opening their eyes fits them perfectly. I think Madotsuki looks best with her eyes closed and I wouldn't have it any other way. But some characters honestly look more "in character" with their eyes open. Urotsuki, for example. She seems more lively than Madotsuki in my eyes, and I think that open eyes would suit that liveliness better. Plus, I think that giving all the dreamers the same facial design with no nose, closed eyes and such would look sort of cheap, and that's a big thing that I'd like to avoid.

tl;dr: Not gonna butcher the designs, bro. It won't be 100% game accurate, but it'll come out looking just fine.

>> No.7745   [Delete]   [Edit]

>>7743

I was already planning to avoid the big tits thing. Don't worry, I do dislike people ruining designs for the sake of sex appeal, plus watching that would be painful to me. Ugh.

For eyes, I planned for at least some to have them maybe slightly opened; Sabitsuki with a slight glare, Urotsuki being more awake(As noted by Yama, haha), not sure for the rest.

>> No.7750   [Delete]   [Edit]

>>7733
As for Mado references, I would recommend taking a look at Blue Sky's work when drawing her. He may do a lot of guro, but he is the best Mado artist ever, hands-down (and the only one I've seen who can give her open eyes while maintaining her distinct look).

>> No.7769   [Delete]   [Edit]

Yama, as much as I'd like to help out with your project, I cannot. I haven't really kept in contact with Josh about it, although he never did check in on it himself when I mentioned it to him the first time.

That said, I'm sure we can still help balance it out. I'll keep a good eye on your project like I always have. Much love.

>> No.7771   [Delete]   [Edit]

>>7769

That's perfectly alright. Just supporting me on this is helping out a great deal, and helping with balance later on will also be really nice.

Also, a little update. I've been looking at my roster, and I decided to remove Kazaguruma. I didn't have that many interesting or unique ideas for her at all, and to be honest, kudaranu musou no (I can't remember the name exactly) wasn't that great. So with her removal, that brings our roster down to 38.

>> No.7774   [Delete]   [Edit]

>>7771
I have a few more surprises up my sleeve for the coming months, so you might get something out of me after all.
Life is stressful, but it can't get in the way of making awesome projects!

>> No.7779   [Delete]   [Edit]
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>>7774

I'm excited to see whatever these surprises in your sleeves are! Whatever you can do will be great.

Oh, and I'm updating again! I've finished another character moveset; it's Pipi this time! Here's Pipi's playstyle overview:

Pipi is a bit of a strange character. Everything about her screams rushdown character, but she's not exactly a pure rushdown character. If you play her as a normal one, you'll have a hard time winning fights due to her normally subpar stats. However, she has various power-up drink attacks that give her extra boosts in different areas so that she can become even more powerful for a short amount of time. Finding time to chug down a drink is imperative, but luckily for Pipi, she's awfully fast and can dash in all 8 directions, so distancing herself from the opponent isn't too hard. Be cautious with Pipi, however; she's not good at taking too many hits.

BTW; In case anyone's wondering, I was going to use a normal Toriningen, but Pipi's got so much more moveset potential and personality than the normal Toriningen that I couldn't pass her up, even if she isn't from the game itself.

>> No.7780   [Delete]   [Edit]

Please anon I'm looking forward to this. Do your best to pull through on this game!

>> No.7782   [Delete]   [Edit]

>>7736
Oh my fucking god. Please tell me you're going to use ALL the kaibutsu and make them all like different costumes of each other, or randomly selected, that would be so cool. I suggest that Sabitsuki and the Kaibutsu play somewhat similar though, since Sabitsuke likely becomes a kaibutsu in her game and there's a kaibutsu OF her you can encounter as well.

>> No.7783   [Delete]   [Edit]
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>>7733
Oh and one other thing-- lol drew a picture of Smile and the tattoos on his eyes are perfectly shaped + plus signs. I'm basically saying this cuz I selfishly hope the finished game doesn't have his eyes spikey like in that group shot. Here's my favorite fanart of Smile, although he's not in his school uniform :O

>> No.7784   [Delete]   [Edit]
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>>7782
>>7783

The Kaibutsu alternate outfit thing is a maybe. Editing sprites to make alternate costumes requires making a whole other sprite sheet, which might be costly, depending on how expensive my pixel artist is. It may be a possibility, but for now it's a low priority.

And thanks for the heads up about Smile's eye tattoos. I wasn't aware of that they were that way in his official art. I'm not that up-to-date on .flow considering that my lazy ass hasn't even played the new 0.1 version...

>> No.7797   [Delete]   [Edit]
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78712

Hey guys, I've gotten another moveset down. It's Mafurako this time! Here's the usual overview:

Mafurako is a character whose main goal is safety over slaughtering the competition. Her scarf helps her stay a good distance from the opponent, and her scarf throw moves help her keep foes at a good distance for her to use some of her ice Effects. Invisibility also helps her as a last resort when opponents begin to close in by helping her evade damage temporarily. Overall, she can't hit too hard and doesn't take damage that well, but her numerous safe attacks and ways to keep enemies outside of her “bubble” make up for her poor stats.

Also, I've organized plans for making demo versions at different milestones in development. Namely, one demo when the YN characters have finished movesets, one when the 2kki characters are done, and one when the .flow characters are done. Once I'm done with the YN characters, I'm going to contact a pixel artist (I have one in mind) and then start figuring out Fighter Maker stuff.

...I can't believe that I've gotten as far as I have, honestly. I feel like an actor getting ready to preform now that the time for me to start more serious work on the game is drawing near...

>> No.7800   [Delete]   [Edit]

>>7797

I'm part of what I'm sure is a vast audience who very regularly checks up on /fg/ for updates on your game's development. Rest assured, even if you're not getting many replies when you post about an update, you are certainly getting a lot of readers

On a separate note, I have a couple of questions for you. Firstly, have you already thought about how Sabitsuki's moveset will be? Even if it's just a preliminary idea, it's something I'm really curious about, as she's a fascinating protagonist

And secondly, are you planning on completing Yume 2kki's characters' movesets before .flow's?

Also, I've read you haven't played the latest version of .flow yet. While I'd recommend you to do so before making any final decisions regarding .flow characters, I do realise you might just not have the time or will to do so, being busy as you are with this game's development

As such, if you want a quick run-down on what's new to aid you in making decisions for your game, I wouldn't mind listing this version's changes and additions. Of course, the downside is this list couldn't possibly be totally spoiler-free, so if you enjoy .flow as much as I do then you probably should pass up on this

I wish you the best of luck Yama, and keep up the good work

>> No.7801   [Delete]   [Edit]

>>7800

Sabitsuki's playstyle? I base the dreamer's playstyles off of their weapons, and out of the big 3 (Mado, Uro, and Sabi), Sabitsuki's the most balanced. So she'll probably wind up being the game's token balanced character. I honestly can't wait to start designing her moveset; she's got some really neat effects that I could definitely find battle uses for. I know for sure she'll use the gun effect and gothic outfit combined based off of one of my favorite pics of Sabi.

To answer your second question, yes, 2kki chars are coming before .flow chars. Not by personal preference, but just because I'm not completely up-to-date on .flow yet. I do know a good percentage of stuff, but I haven't really explored the game myself in ages. I'll hopefully get around to that soon.

For my character choices for .flow, I wanted .flow to be able to be up with 2kki and YN in terms of representation just because it's probably the best fan game out there now. So, I had to take some characters that at least gave an effect or were linked to an event. If you'd like to look over my current picks for .flow, it's this post:

>>7736

I did give some the characters who lacked names some Japanese names. Ekibyouko is one of the cancer girls. I just realized I forgot to add that note there. Also, Meido's name is now Cleaner after I saw lol's artwork where she was named Cleaner.

Thanks for your support!

Last edited 11/07/15(Fri)02:48.

>> No.7806   [Delete]   [Edit]

>>7801

I see... I'll have to admit that isn't the answer I was hoping to hear. Not the Yume 2kki / .flow character development order, that's a very wise decision to make. I mean Sabitsuki getting a balanced moveset

Seeing as there are real-world occurences depicting her deteriorating physical condition, I was hoping for her to be that one character whose techniques inflict harm on herself in order to cause an inordinate amount of damage

Oh well, who knows if you'll change your mind when you play the new version and see the new events that unfold? One can dream... Also, I'll retract my offer. I'm sure spoilers is something you're not fond of seeing as you appear to truly like .flow

I'm sorry, as I didn't explain myself correctly in my previous post. What I meant was not characters, but yes character movesets, as the character lineup you picked already had just about as many characters as one could possibly take from .flow

You see, with this new version a few characters' roles (or should I say the feeling they give off?) changed dramatically, chief among them Sabitsuki and the maid/Cleaner. And while you seem to know about the Cleaner already, regarding Sabitsuki I'll just say that it was rather surprising to see her role rise from an unknown girl with an unknown, life-threatening ailment to something far darker

On a side.note, isn't it great to see lol making all these character drawings? It'll help you make this game's characters look that much closer to the original creator's vision of them, and that's just awesome, especially when considering how little you have to go by other than your imagination for the 2 other major games

Well then, once again, best of luck in your endeavours Yama. I'll be watching this thread closely

>> No.7807   [Delete]   [Edit]

>>7806

Actually, I honestly hadn't thought of Sabitsuki's physical deterioration when doing random brainstorms of what she'd be like in battle. Perhaps one of her Paths (Aggressive Path, probably) can be centered around moves like that. I sort of like that idea, actually.

>> No.7809   [Delete]   [Edit]

>>7807
I think the guy is sort of trying to be as ambiguous as possible. You'll know exactly what he's talking about when you've gotten .flow's final ending (which isn't too hard actually). He's not kidding when he says you need to play .flow to get a good feel on just how you're supposed to feel about our darlin' Sabi.

Do not jump to conclusions on that, but rest assured it IS major :O

>> No.7814   [Delete]   [Edit]

>>7801

>Cancer girls

Please don't call them that ingame. There's a big theory that has emerged since the latest release of .flow that the black-haired girls represent the exact opposite of cancer and those little red bastards are the problem, considering what happens regarding both of them during the Rust chapter, I'm sure you can see why.

>> No.7816   [Delete]   [Edit]

>>7814

Nope. Not gonna do that. I gave them a Japanese name; Ekibyouko. It means "infectious disease girl". I only called them cancer girls up there because I didn't think anyone would get who I was talking about if I used a name I gave them from the get go.

>> No.7819   [Delete]   [Edit]

>>7807

Really? Then I have a feeling you'll really like the new version, too. Do have a go at it when you get the chance

>>7809

I had to be, right? It wouldn't do to say something concrete and spoil his fun, after all. I mean, the twists that game has taken are pretty amazing

>>7814

We've been talking about that ever since 0.09, actually. And I never did get to understand why people called them cancer girls anyway...

>> No.7820   [Delete]   [Edit]

>>7819
the original idea before we had our little red buddies was that since the black haired girls appear en masse before the dying girl event it was thought as analogous for cancer, since they appear in sudden great numbers after being rather scarce. Yes I think that was what was the original idea.

I frankly am not sure what the current idea is, but I've heard that the big girl was called mother, and one of those girls also appears in a hospital bed in the children's hospital/testing facility :O

>> No.7837   [Delete]   [Edit]
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7722

Got a few things for you guys this time around. First up, I've finished Tokuto-kun. Here's his overview:

Tokuto-kun's most obvious and yet defining feature is his size. He's the smallest character in Dream vs. Dream, rivaled only by Neon Parrot. His size is his greatest weapon; it's very difficult to hit him, and he compliments this with moves that allow him to move around with ease and lure enemies into traps. Due to Tokuto's abysmal vitality and weak attack power, Tokuto players will need to have patience in wearing down the enemy and avoiding/blocking attacks.

However, I have a bit of a dilemma on my hands. I came to the consensus that perhaps Tokuto wasn't that great of a character choice AFTER finishing him. I thought of replacements and I immediately though of Oni, the guy who gives you the Demon effect in YN. My reasoning for Oni is that his moveset might be more unique than Tokuto. Poniko already uses blood-related moves, Oni would use mushrooms, lightning, and plain ol' fisticuffs. Also, Oni represents the 8-bit area, a very notable area in YN. Tokuto represents the Mall, which isn't quite as noted.

So this leaves the question; what would you guys like better? Should I keep Tokuto-kun in, or should I scrap him and use Oni instead? Whichever I see the most support for is what I'm gonna do, so speak up if you've got an opinion!

Regarding spriting; I found this Monoe sprite on pixiv, and I rather liked the style of it, so I'm posting it here to see what your opinions are. Would you like a look like >>7345 (a more pixel-like style that will be a bit like a combination of the Melty Blood style and the Touhou fighting game style) or more like my pic here (reminiscent of games like Guilty Gear or Ougon Musou Kyoku). Again, opinions are valued, my first priority is the fans!

Also, two little miscellaneous things. First off, I've decided to remove the Assists. I decided that they were completely unnecessary, and would only be more work than they'd be worth to the game.

And second, after playing .flow in the new version, I'm definitely stoked to work on the .flow content simply because it has rather grown on me, and I daresay that it rivals YN in terms of brilliance. After seeing a good 90% of the game (I'm pretty certain I've seen everything in the first section of the game, now I have to find those empty boxes) I've got tons of inspiration for the music themes, character movesets, and stage designs. Thank you guys for recommending that I play it. Especially after viewing the 0.15 version of the school chase; completely changed my perception of the Kaibutsu in an epic way, for lack of a better word.

>> No.7843   [Delete]   [Edit]

Dude, you gotta keep Tokuto-kun in! I've been looking forward to playing with him since this project began! As for the sprite style, I think that the Melty Blood-y style really fits better with the games, but I would be happy with either choice. Keep up the good work!

>> No.7845   [Delete]   [Edit]

>>7820

I see. Not that it's a brilliant thing to come up with, they ARE dying after all, so that'd make the girls event a happy-end one

I've also heard that event being referred to as Mother before, but the person in question didn't know where he heard it either. Seeing as nothing in the game files or map/event names says Mother anywhere, I'd sooner guess it's just a misleading fan-name (by the way, the event's name is Ghost, according to game files)

>>7837

From where I see it, Tokuto-kun is a fad along the lines of Shitai, though not as much since Tokuto-kun actually DOES something. So, he has no real importance

That being said, Oni hasn't ever achieved even that. And he's quite a meaningless character too, seeing as the effect he gives isn't even useful for anything (Shitai's at least let's us interact with Monoko and, to a lesser degree, a whole lot of other things)

All of this doesn't matter if you're trying not to let character popularity affect your game. If this is the case and you think Oni would be a better choice over Tokuto-kun in terms of uniqueness, then by all means, Oni is the way to go. If not, then you might want to keep Tokuto-kun. For God knows what reason, he seems to be quite popular

As far as sprites go, that one. Definitely. And it probably won't do much harm if some sprites have a different style than others; it might even fit better depending on the character

So you've seen both the regular and the Rust school chase scenes already? The first time I completely missed that all those Kaibutsus were Sabitsuki. If you liked those you're gonna love the true ending (I'm guessing you saw the other 2 already), so look forward to it

Last edited 11/07/18(Mon)11:05.

>> No.7849   [Delete]   [Edit]

Well then, it looks like Tokuto-kun will stay then. If any concerns arise about him being not unique enough when I release the 1st demo, I'll just make changes to him. As for Oni, I suppose characters like him that didn't quite make the final cut can be added in patches in the future when the game has had time to available to the public and become balanced out and bug-free.

I imagined the game in my mind with both the sprite styles that I mentioned, and I decided to go with the more detailed Monoe one for the game. I think a style like that could easily incorporate the weird, colorful, and disturbing things in the dream worlds.

And I actually got to see the ending to .flow just last night. I've actually got a bit of a theory about Sabitsuki being the bad guy here, and it involves the Sabitsuki who we control in the real world and the Sabitsuki we control in the .flow world being different entities. That endgame scene of you beating the shit out of that Sabitsuki in that chamber like that combined with the game's ending makes me think that Sabitsuki isn't herself at the end of the game, that she's been possessed by the .flow world Sabitsuki. That, and the fact that at the very end, when you see possessed Sabitsuki and you are required to press Z to continue to the end credits, the fact that you hear that distinct Kaibutsu laughter makes me think that this game's ending is quite obviously supposed to be a bad end no matter how you spin it.

But all together, I enjoyed it immensely. Thanks again for getting me to get up off my butt and actually play .flow, it's been a really great experience.

>> No.7850   [Delete]   [Edit]

>>7849

A bad end, for sure. Though after so much of what we see in her dream world is proven to be true by that true ending, I know not how a good end could have come to happen

And regarding Sabitsuki, you're pretty much spot-on. Everything points to her becoming a Kaibutsu in the end. If you take a look at the true ending again you'll notice she'll get that signature smile we've seen on the other Sabitsuki-Kaibutsus during the Corrupted School chase. You'll also hear a Kaibutsu cackle just as she's beginning to charge at the maid, which you probably didn't hear since the running chainsaw muffles it

As for her .flow world Sabitsuki, as you've put it, its name is Rust. Sabitsuki's name actually changes to Rust as soon as you give up on your effects, along with her getting a darker character sprite when she's in her dream world. Considering her dream world-self is how she perceives herself to be, if we put this together with the name change it's a pretty dead giveaway that Rust is a separate entity/personality from our beloved Sabitsuki

In other words, Rust is, psychologically speaking, the Kaibutsu personality that's been slowly taking over. I'd say you have Dream Ender material right here, if you hadn't thought of one yet

So, the answer to your Tokuto-kun dilemma is simple. Out with Tokuto-kun, in with Rust! Just kidding (do it. you know you want to)

>> No.7851   [Delete]   [Edit]

>>7850

My theory was a little different than that. Even before the Rust scenario, you're not playing as Sabitsuki while flowing. When you flow, you play as Rust, an embodiment of some form of disease that Sabitsuki is infected with. The menu screen lists Rust as Sabitsuki, but that's only because Rust is assuming Sabitsuki's form and name to better infiltrate Sabitsuki's mind and body without tripping her defenses, the red demon baby things. Taking the effects is symbolic for taking away pieces of Sabitsuki's memories and personality. When you dump them at the beginning of the Rust scenario, the virus has eliminated them, and Sabitsuki at this point is losing her mind and the defense mechanisms of her mind are activated. These demons appear to kill Rust and eliminate it from Sabitsuki to minimize the damage done. Note that in the chase scene, even the Kaibutsu are destroyed and turned into demons; after all, they essentially are what Rust is. However, Rust managed to succeed in spreading the corruption and makes her way to the center of Sabitsuki's mind and destroys the last scrap of her permanently, allowing for Rust to completely take over.

Essentially, you're destroying Sabitsuki in this game. Through exploring her mind, you come to learn many things about the past of the girl you're slowly and systematically murdering, and judging by some of the other theories, the game becomes a huge kick the dog moment for Sabitsuki. If you think of it this way, Sabitsuki's story is way more miserable and sad than Mado's. Well, it's just a little theory that popped into mind while I was playing through the last section of the end game, anyway. It's probably a bit flawed.

Oh, and how many people honestly want the Neon Parrot as a playable character representing the Neon World? I'm having a little difficulty in coming up with stuff for it, so I want to make sure that people really want to see him in before I put much serious work into his moveset. I'm heavily considering either Oni or Monoe as replacements in case replacements are necessary.

>> No.7857   [Delete]   [Edit]

>>7851

Why don't you jump on /flow/ to discuss that sometime? I'd feel like we're hijacking this thread if we continued discussing it

In my opinion the neon world is anything but notable. Quite frankly, it's a place which doesn't bear the slightest bit of relevance in my eyes, and so the need to see it represented by making the Neon Parrot a playable character is null

EDIT: Monoe isn't on the current character line-up? How come?

Last edited 11/07/19(Tue)06:14.

>> No.7861   [Delete]   [Edit]

>>7857

Hahaha, yeah, kinda got off track. Oh well. I really ought to have posted that theory on /t/ rather than here, honestly. Maybe I'll do that later on.

I hadn't added Monoe mostly because of that fact that she looked really similar to Monoko (this isn't as big of a problem to me anymore), and her stage wouldn't be unique (Monoko already has the Monochrome Desert) and she doesn't have much going for her in terms of music aside from that ambient noise that plays in the Monochrome Desert; at least Monoko has that rhythm that plays during her full-screen event, and I already planned to mix that rhythm and that ambient noise for Monoko's theme.

But I'd really like to add Monoe because I feel that she could both bring a different playstyle and set of moves to the mix and is important to Yume Nikki. So if anyone could help figure what to do for Monoe in terms of stages and music, I'd have no troubles adding her.

Last edited 11/07/19(Tue)14:19.

>> No.7864   [Delete]   [Edit]

>>7861

She's pretty damn important though, right? And it should certainly be easier to make a moveset for her, she's got that whole teleport feeling surrounding her

As far as Monoe's stage and music are concerned...

Seeing as Monoko and Monoe are usually depicted as sisters, perhaps you could give Monoe a different version of Monoko's music. She's a bit more mysterious than Monoko, so maybe you can add a few dark undertones, or even change the main instrument to a pipe organ? Well, either way you get the general idea

About the stage, you could go with a minimalistic approach and emulate her actual map, as I think nothing really defines Monoe as well as the darkness that's surrounding her. Just make a black stage, with the entrance visible further away. Every few seconds Dave Spector could sneak a peek through it, since he's Monoe's "guardian", after all. Having said that, I do not know whether or not you're planning on having animated backgrounds. If not, then disregard the Dave Spector bit

You could post it on /t/, but for some reason the .flow theories thread was moved to /flow/. Maybe to help increase traffic on the newly created board

>> No.7870   [Delete]   [Edit]

>>7864

I hadn't thought about that for her theme. It sounds fine, I guess I'll go with that, then.

I had thought of that as Monoe's stage, but I felt that it seemed a little...cheap. But I guess if seems like a viable idea to you guys, then I'll go with it.

Well then, there we have it; I'm replacing Neon Parrot with Monoe. If feels like a better choice, to be honest.

>> No.7872   [Delete]   [Edit]

>>7870

If that stage doesn't fit with the game you're trying to make then by all means, wait for a day or 2 and I'm sure someone will come up with an idea that will fit your ideal game better

I'll admit though, it WOULD have been fun to see that puny parrot fighting a mean, demonic Kaibutsu

>> No.7873   [Delete]   [Edit]
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>>7872

I've got an idea! Since Monoko's stage is the Monochrome Desert's main area, I could make Monoe's stage be a different notable Monochrome Desert location. This place seems pretty good. And since I'm doing animated stages, I could make that water move, or the tentacles wiggle around. Maybe the eyes could blink periodically?

>> No.7876   [Delete]   [Edit]

>>7873

That area isn't all that bad, but maybe you should save it for Monoko? Those tentacles are also susceptible to the stoplight effect, you see. Or maybe you could use the area with The Thing with the Quivering Jaw, as that one is a bit more notable and is also stoplight-vulnerable, so to speak

Alternatively, if you're willing to use more than one part of the monochrome desert, then you could also give Monoe the area you get to by entering the other side of Monoe's tunnel, the one which has heads spinning in the sky when you enter a house at the very end

>> No.7877   [Delete]   [Edit]

>>7876

Oho, I like your thinking good sir! I've got it all sorted out! Monoko's stage will be that tentacle place, and Monoe gets that road to the house of heads! I would use the Quivering Jaw Thing's place for a stage, but he's in a Dream Ender of Monoko's.

>> No.7878   [Delete]   [Edit]

>>7877

Glad to have been of assistance then Yama. I'm very much looking forward to seeing this game completed, and Monoe is most definitely a worthy addition to it

>> No.7887   [Delete]   [Edit]
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2360939

Not to disrespect OP's efforts, but I think I should throw in a similar idea. The game would be the same as OP's, only the playable characters would only be the main girls of each game and the more hazardous enemies (Toriningen, Kaibutsu, etc.), as well as some more popular NPCs like Monoko, the gas-mask maid, etc. The other characters could be used as some sort of "summoned unit" (kinda like Sanae's summons in Hisoutensoku), utilising the "Lucidity" gauge OP described. Maybe some of the candidates will be left out of character selection that way, but they can still be thrown in somehow (part of an attack or of the background). Also, the basic attacks of the "main girl" characters could just be their trademark weapons, while the "enemy" characters would have two different "stances", a calm and a crazed one, adding a bit of flavor to the gameplay. The idea behind this is that, while characters like KyuuKyuu and Shitaisan would be cool to play as, they don't seem like ones who would have an interesting and diverse moveset on their own. KyuuKyuu, on the other hand, seems to me would make part of an excellent special attack (you know, kinda like this http://www.youtube.com/watch?v=-voKDfLawD4 , the enemy touches him and gets the FACE for unblockable damage).
That's just an idea, I certainly do not have the physical or mental resources to make it happen myself and I'm not trying to project it on you guys. I just thought I should share it, since you're already working on this.

>> No.7888   [Delete]   [Edit]

>>7887

It sounds pretty nice, but that would mean that game play completely revolves around strikers. So it would turn out a lot like the MvC series, and that's not what I really wanted to do. Still, I'd definitely play your game, and I'd probably love it to death.

I originally planned to have some kind of assists involving some the lower level NPCs, but I decided against it after a while because I figured it wasn't worth the extra work.

Besides, adding characters like Kyukyu-kun and Shitai-san can be unique if you spin it right. Since the YN games have such colorful characters, there's plenty of room for weirdos like Kyukyu-kun and more stable and normal characters like Shitai-san.

>> No.7896   [Delete]   [Edit]
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246724

>>7888
I see your reasoning. Still, I'd suggest you focus the basic moveset of the main girls to their trademark weapon. I mean, I think it would be pretty lame if Urotsuki mainly punched and kicked like a maniac instead of combo-chainsawing shit to death like a maniac. (I have a feeling you might have taken care of that problem already, though)

Ah, who am I kidding, I'm looking forward to your work either way!

>> No.7897   [Delete]   [Edit]

>>7896

Hahaha, of course you'll be able to go wild and and wreck chainsaw havoc on your foes! It'd be a terrible waste of a great idea! I don't even think that there has ever been a chainsaw wielding character ever, not that I mention it...

The dreamers always have their weapon drawn and use them for their primary attacks. When it comes to special moves involving effects, they transform seamlessly from normal form, to attacking with their effect, and then back to normal. You'll see how it works when the first demo comes out, as it'll have Madotsuki in it.

>> No.7898   [Delete]   [Edit]
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111454

>>7897
I see, I think I got how it will work. You could also add the little circular animation it does in the games when you activate an effect, you know, as a shout-out.

Moving away from this, now I'm really intrigued to see how the moveset of the minor characters is gonna play out.

Oh, by the way, how many of the sequels do you plan on "including"?

>> No.7899   [Delete]   [Edit]

>>7879

Yep, that little circle animation shows when they transform, and it's different for each dreamer depending on what it looked like in the original game!

Minor character movesets are going to be incredibly varied. You're going to have strange and off the wall characters, and then some that are little more basic for those of you who like playing as more simple characters.

Here's what fangames currently have represented content in game.

Yume Nikki (10 characters, and most other stuff like lifebars and menus are Yume Nikki themed)
Yume 2kki (10 characters)
.flow (10 characters)
Yume Nisshi (2 characters)
LcdDem (1 character)
Mochi Nikki (1 character)
Inspiration (1 character)
Answered Prayers (! character)
Instead;Ghostsuburb (1 character)
LSD: Dream Emulator (1 character)

>> No.7912   [Delete]   [Edit]

I've been meaning to ask this question for a while, but I never quite got around to it.

What's your feelings about having dialogue and story in this game? I've been debating it with myself for a while, so I'm going to see what people want.

I only ask because giving the characters actual dialogue such as win quotes and story mode stuff might not ring top well with everyone given the fact that no one speaks in YN games with a very small number of exceptions (Smile talks, and I think Alex talks a little, too). And since no one even has personality traits past what sorts of attributes the fans give them, I don't want to give a character a certain personality and then get people saying that I ruined their favorite character by making them act a certain way.

That said, if I do pull it off and do it well, I think that adding such things would make the game significantly more appealing all around. I have no qualms with writing a story myself (I actually am a writer, but only as a minor pastime) and writing win quotes and all that would actually be a little fun.

So please give me your input, guys! Since I'm going to be nearly wrapping up character batch No.1 and starting work on the first demo, I need to know whether or not this sounds good!

>> No.7914   [Delete]   [Edit]

I'd say stay away from dialogue, for the reasons you mentioned, and because I think the game doesn't necessarily need it.

As a possible alternative, you could give each character a few short win animations. For instance, almost any main character (but Madotsuki in particular) could pinch themselves and then fade out. Masada could get picked up by his spaceship and fly off, Fluorette could sit down and pray, Tokuto-kun could just fall over and drip...

In terms of a story mode, that's going to be hard to pull off, dialogue or no...it's something you probably want give some thought to and leave for last (unless you have an idea what the story could be already...I certainly don't.)

>> No.7920   [Delete]   [Edit]

>>7912
I think I'll chime in as a person who wouldn't care to see dialogue in this game. Even if one got past the whole "OMG SHE/HE/IT WOULDN'T SAY THAT" reactions, there's the question of which characters are capable of speech and which ones are inclined to. F'rinstance, although Masada vocalizes when you interact with him in YN - he's even capable of expressing emotions as the ship goes down and after it crashes - would that translate to an understandable language in a game with dialogue, or would he still be speaking spaceman beeps? For other characters who could ostensibly speak, the fact that they don't is part of their appeal, like with Poniko (who conspicuously ignores Madotsuki) and Monoe (who flashes a smile and is gone). A normal, sane toriningen would probably be able to carry on a conversation, but I would think a lunatic one would be reduced to meaningless screeches and squawks. Base Monoko would probably sound normal, if a bit shy, while in my head the Stoplight-altered one sounds alarmed and distorted. I think the question to ask here would be "if I added dialogue, how can I maintain the integrity of the characters and retain believability among the characters whose only means of communication seem to be buzzes, hisses, and roars?" Unfortunately, "integrity" and "believability" are intensely subjective with fans, and it doesn't help that it's all taking place in the world of dreams. (Although one would be able to write dialogue for Pipi with reasonable accuracy...)

As for a story, it depends on what format it would take. Would there be one huge, central story featuring all the characters coming together? If so, how would you marriage some of the contradictions, such as the characters getting there? For example, almost everybody gets into their respective dreamworlds by falling asleep, except Sabitsuki. She sits at her computer and drifts into a questionable mental state and it's uncertain how she experiences what she does or if it's a dream at all. Then once everybody's together, what do they do? Alternatively, does each character have an individual story in which they move around and conduct their own business? If that's the case, each character might only fight against other characters in his/her/its own game/dreamworld. Usotsuki and Alex wouldn't ever meet, for example. Tokuto's story would only consist of fighting other Nikki characters.

tl;dr stay away from dialogue, a story mode'd be really hard to get right. Keep up the good work!

>> No.7924   [Delete]   [Edit]

Hahaha, okay, that's a pretty clear NO on the dialogue. Gotcha. Less work for me, so I'm good, ihihi!

As for story mode, I've gotta think it over. I've been daydreaming a little of what I can do with that, and I was thinking of making this universe where all of these characters could conceivably meet. I was thinking of, for the sake of this game, creating an alternate reality where these characters all live in the same town. Perhaps they know each other, maybe not. I'll select theories (or come up with my own) to be the official background for the characters for this alternate reality.

Alright; here's my little idea I came up with. In this town (I'll name it later), there's an ancient shrine which houses a god (dunno what to call the god yet). It's an old forgotten shrine, and the god is old and forgotten as well, so this budding software company (will I name it? maybe.) has no trouble in acquiring rights to that land and demolishing the shrine to make way for their new building.

Now, let's sort of fast forward to Urotsuki's apartment. She's looking up stuff relating to lucid dreaming and is generally getting really fed-up with hearing the same old advice that has NEVER worked for her. But while she's dicking around on the internet, she happens to come across a program (made by that new software company) that can absorb the brainwaves of other dreamers and put them into Urotsuki's dreams. She "buys" it instantly and sets it on its job and waits for it to be full of lovely dreams for her to wander around in.

Unfortunately, it's not quite so great. The god of the shrine that was bulldozed wasn't very happy when his shrine became a pile of rubble, and he's been looking for a way to get revenge in some way, but since he's not a very powerful god due to the lack of belief in him, he couldn't really physically harm anyone who was working at the company as he wanted to. But when he notices Urotsuki trying this program out, he decides to jump right into the program in order to send his influence out across the entire town so that he can make people believe in him in order to regain his true power and lay waste to the software company responsible for wrecking his shrine.

So when Urotsuki and the rest dream/flow/whatever, they find that something is different. Something is different in their subconscious worlds now, and everything's gone to trippy hell (i.e. this is what caused the different character's dream worlds to become nightmare fuel-laden mindfucks in the first place in this reality) because of the disturbance in their minds caused by this event. Things that weren't previously there are suddenly showing up, and even people that they know from the real world are showing up, and eventually after calming down, work out that somehow their dream worlds have melded. They are all dreaming, but not separately. Immediately as they figure this out, the god shows up and sarcastically congratulates them, and tells them that this little incident won't end (i.e. they'll never wake up) until he gains the faith of all of the dreamers. He promptly vanishes, leaving the dreamers extremely pissed off at this guy for messing with their heads and rather than give him their faith, they decide to beat the shit out of him. So they split up to look for him. The god is displeased, and decides to have a little fun and periodically posses various creatures and even the other dreamers in an attempt to stop them from reaching him.

That's what I had in mind for story mode after thinking about it for a while. Of course, it'd all be in backstory since I'm not having dialogue, but perhaps this god might have a bit of dialogue?

>> No.7926   [Delete]   [Edit]

If all the dreamers worlds collide because of Sabitsuki's program, how did the gray man get in, did he kill the LSD dreamer? Is he the angered god?

>> No.7928   [Delete]   [Edit]

>>7924
I vote you keep it simple. If we're going to throw in supernatural elements into the "daytime", then I suggest you go with the simplest--astral projection. I don't know much about metaphysics but people who claim to astral project say they can meet each other occassionally in the astral plane, which is kind of a dream-like place in and of itself except you are lucid.

If the game is to have a plot at all, and if individual characters (particularly and probably just the main characters), then something that goes off of the endings for those games would probably work.

For example, in Mado's plotline she could be in her dream world and try to wake up, only to find that, for once, she can't (because she killed herself). Then the plotline revolves around her discovering that she is in fact dead and her continued dream-state is a phenomena caused by her being a ghost. In metaphysics it is said that spirits typically get stuck in the past and refuse to move on, either repeating their deaths or often times not realizing their dead at all, so they try to continue out their "lives".

I haven't played any of the other games aside from .flow, so I couldn't suggest anything for them. As for .flow whatever meta-plot you put together that occurs for every storyline could probably have Sabi wanting to help people (in dark and moody) ways, appearing antisocial and reclusive but otherwise altruistic, and slowly Rust takes over and we get a "bad" ending or climax for her as when you complete a storyline with a villain character in fighting games. I am somewhat unfamiliar with the genre myself but I remember Soul Calibur II and how surprised I was when Raphael, whose intentions were creepy but arguably good, ended up becoming a villainous ending! Something like that for Sabi would be quite suiting I think.

So yeah, keeping it as simple as possible with the characters just happening upon each others dream worlds in the astral plane would be far more simple, and it adds relatively little to the "mythos" of these games.

As for storytelling I would recommend symbolism and implied meanings, exactly like how Smash Brothers worked. You won't need dialogue and you won't have to worry about keeping characters in character since them not talking IS kinda in character! Plus it allows you to be creative with how you tell the story, which is the whole purpose of these games in the first place. In fact, the less we know about the story and the more we have to theorize, the better your project will be.

Which, in conclusion, is another reason I think you should adopt the astral plane idea--you can do whatever the hell you want and be sneaky as shit about everything. We'll want to play the game again JUST to try and figure out what's going on :D

>> No.7929   [Delete]   [Edit]

>>7926

Actually, it was Uro's program.

But anyway, the Grey Man. I'm not too sure what to do with him. Considering that he's very mysterious and actually a common dream symbol, I could have him just have him very enigmatically show up. No allegiance to anyone, and strangely not able to be possessed by the god. In LSD, he pops up randomly like that and then stalks you relentlessly, so I'm figuring that it's pretty acceptable for him to just show up. Since there isn't really an LSD dreamer (as far as I know, it's left vague so that you can put yourself in that position easier) and he most definitely isn't an angry god (that really wouldn't make sense at all), this is all I can think of for now.

Either that, or he just will be left out of the storyline considering that he's a guest character of sorts. His story mode would wind up playing similarly to plain old Arcade Mode except with the final boss being the god.

>> No.7931   [Delete]   [Edit]

Guess I got here a bit late, but I had a suggestion for this story mode

You could, instead of making up a story and having to connect all of the characters some way or another, do a linear, plot-less story mode

This is how it would work:

Story Mode would only be playable by protagonists of games that had at least 2 characters

In this mode, the protagonist in question would simply jump from one battle to another. But, unlike arcade mode, he would find the characters that populate his dream world as he explores it, and fight them. The point of this would be to emulate a playthrough of that particular game; we explore the dream world unencumbered by a plot, and interact with characters as they appear. Hell, you may even make it so only the protagonists are unlocked at first, and the other characters have to be fought against in Story Mode before they're unlocked

Also, unlike arcade mode, we'd have a small scene at the beginning of the battle, and directly related to it. As an example, this is a possibility for one such scene:

  • Madotsuki comes from outside the screen and approaches Monoko, in her regular form
  • Madotsuki starts cycling through 3/4 effects and activating them. Monoko idly watches her
  • Madotsuki activates the Stoplight effect and switches to Red. Monoko changes to her mangled form
  • Madotsuki displays a "HOLY SHIT THAT SCARED THE CRAP OUT OF ME" reaction as she switches back to normal (or just looks surprised, depending on whether you're going for a comic reaction or not)
  • Both assume battle stances
  • HEAVEN OR HELL
  • FIGHT

This is just an idea, but I really think a Story Mode along these lines would fit a game like this

Also, and I swear I'm not mocking the plot you came up with, but the idea of an angry god seeking vengeance on a software company seems straight out of an Excel Saga episode to me. I can't possibly think about that scenario without getting a smile on my face

Last edited 11/07/22(Fri)20:08.

>> No.7933   [Delete]   [Edit]

>>7931

That's...perfect! Especially with an unlocking system. Perhaps what you do during battle dictates what paths you take, and what characters you meet and therefore, unlock. There would be a YN map, a 2kki map, and a .flow map...

Scratch the other thing (it was total bullshit anyway), I like this better. I'm already having fun imagining what sorts of little scenes I can create...

>> No.7934   [Delete]   [Edit]

>>7933

I'm really glad you liked it mate. Had a feeling you would, but I saw you so into that god story I thought you had made up your mind already

>> No.7935   [Delete]   [Edit]

>>7931
>>7933
>>7934
Oh wow, that is a marvelous idea! And quite simple! It will be a bit disappointing not to see Mado encounter Sabi in a storymode just for the fun of it, but at the same time the guy's idea is so logical and straight forward that it would be very simple to put together and would allow a beta to get out sooner.

>> No.7936   [Delete]   [Edit]

>>7935

Heheheh, don't discount special intros! Remember how in some fighting games, matching up certain characters would make a special animation play? I particularly remember a SF game where picking Ryu vs. Ken would make them do a brofist right before battle. Maybe Sabi and Mado could have some sort of special animation. I like little touches like that, so you can nearly count on it to happen.

>> No.7937   [Delete]   [Edit]
File: 1311399634510.jpg -(86.9 KiB, 480x477) Thumbnail displayed, click image for full size.
88970

>>7936
That would be pretty awesome, maybe they could strike a pose like the image in >>6425 (Urotsuki could raise the chainsaw too) or any other pose you like, really. Hell, you could make that same kind of pose happen when two protagonists get to fight each other. I mean, there's not much else to do anyway.

You could also make Urotsuki start up her chainsaw before each battle.

>> No.7938   [Delete]   [Edit]

>>7936

Guess between the story mode animations and the regular pre-battle poses we'll have a lot to see, then. Good to know

>> No.7939   [Delete]   [Edit]

>>7936
Oh gosh, that sounds awesome! I can't wait to see Sabi and a kaibutsu fight :D

>> No.7940   [Delete]   [Edit]
File: 1311408582817.png -(1.4 MiB, 1000x861) Thumbnail displayed, click image for full size.
1480647

Phew... And there we go. Monoe's moveset is finished with. I admit, it was fun making her, she's definitely a little different from the others thus far. Anyway, overview:

Monoe is practically the definition of hit and run fighter. Her low attack power combined with her average movement speed force her to use teleportation moves and paralyzing stare moves to escape injury from opponents. You need to outwit opponents with Monoe; you're not going to win many matches by employing a simple rushdown strategy. Monoe, like her sister, is also quite good at combos, so developing combos to maximize your damage output is very important.

And with that, all of the YN characters have completed movesets!! ...Which also means that the time to begin spriting work and coding for a demo release is near. I'll probably contact my pixel artist tomorrow, and I'll set that motion in progress. Providing he wants to work with me, that is.

Also, if you are working on something for this project, this is now the time to start seriously working if you aren't already. If you are already, keep up the awesome work! If not, no problem, but now is go time. The longer it takes for me to get my resources for the game, the longer it'll take me to get to coding these things in.

I want to thank all of you guys for your support thus far. To be honest, I probably never would have gotten as far as I have if it wasn't for your enthusiasm for the project. I also thank those of you who have contributed ideas when I couldn't think of anything. You can play the game knowing that you made a change in it, and that's pretty damn neat. And for those of you who have offered to make music or art for this game... Thank you very, very much. Dream vs. Dream would literally be dead in the water without your assistance.

Look forward to more movesets in the future (next up are the 2kki characters! Chainsaws!), although it will probably slow down a little as I put finishing touches and final decisions on everything and attempt to learn to use Fighter Maker.

>> No.7945   [Delete]   [Edit]

>>7940

I'm not exactly dropping from the project, but certainly not going to be providing as much as I wish I could.

Summer decided to hit my health with a baseball bat, combined with only getting tablet access during every other week(Amusingly, the weeks I'm healthy) thanks to my parents, so... crap.

>> No.7946   [Delete]   [Edit]

>>7945

For now, that's fine. It's going to take a very long time for the sprites to be finished, so chances are that I'm probably not going to be waiting on anyone for anything. I only say, "hurry up!" because I really don't want to have to deal with that scenario of having to wait on people to give me resources when everything else is done.

For now, don't worry about that and just do what you can. After all, I can't expect anyone to do more than they can!

>> No.7947   [Delete]   [Edit]

>>7945

I hope you get well soon Mirelurker, regardless of what health complications you may be dealing with

>>7940

Paralysing stare? Damn, I sure hope you're planning on giving skills like those a cooldown Yama, or fighting against Monoe won't be much fun at all

And thank you for having the determination to bring your project this far. I for one can say I'm really happy with the direction it's going up up until this moment, and am very much looking forward to seeing the first demo version

Last edited 11/07/23(Sat)22:52.

>> No.7948   [Delete]   [Edit]

>>7947

Of course there will be a cooldown on a move like that! Besides, it's not as much of a threat as you probably perceive it. To compare to another game, her staring attacks are a lot like Mewtwo's Disable move from Melee now that I think of it. Very, very little damage and range, but can paralyze the enemy leaving them wide open which can be invaluable in a more traditional fighter like this.

Also, little bit of news. I've sent an email to the pixel artist offering them a place on the team. Hopefully, I'll get a response soon. It's a bit nervewracking, to be honest...

>> No.7949   [Delete]   [Edit]

>>7948

Ah, great then. Will it hit even if the opponent is facing away from her?

Also, seeing as there are cooldowns, are you planning on adding a visible timer?

>> No.7950   [Delete]   [Edit]

>>7949

Hahaha! Since this is a 2D fighter, Monoe and her opponent will generally be facing each other. If they aren't, then there's no way the move would be able to hit anyway.

I hadn't really thought on using a visible timer for that. I would say yeah, but I think having a timer would be sort of annoying. Besides, mastering the timing of when you can and can't use the move increases the challenge in mastering Monoe. And considering her moves, it'd definitely be worth it in the end.

>> No.7951   [Delete]   [Edit]
File: 1311494155752.png -(294.4 KiB, 642x240) Thumbnail displayed, click image for full size.
301513

>>7950

Yeah, you're right. I didn't even think about that one, just kinda popped up in my mind... last fighting game I played was Soul Calibur 4, you see. Was used to its mechanics and didn't remember how it was on Guilty Gear and similar games

Thank the lord then. Visible timers would ruin the game's feel so much it wouldn't even be funny

Well then, best of luck, and do keep us posted on any news regarding the game's development

>> No.7952   [Delete]   [Edit]

>>7950
Could go for something sutble and easy to do. Such as a glint in Monoe's eyes when the move is "primed" and her eyes are flat and bland when the move is cooling off.

>> No.7953   [Delete]   [Edit]

>>7952

Ooh, that's a good idea. I kinda like that. It'll need to be somewhat subtle to keep it from being annoying, but it definitely is better than no indication at all. Even though it adds some challenge, it's more dickish than anything else. Thanks, I'll jot that down in my notes for Monoe.

>> No.7957   [Delete]   [Edit]

Errr, quick question about 2kki. What do Urotsuki's Cube and Bat Wings effects do? I'd like to know so that I can possibly use them for Urotsuki's moveset. I'd go and find out myself, but I don't know where to look, and I'd rather not spoil myself too much by going on /tkki/.

>> No.7958   [Delete]   [Edit]
File: 1311590316704.png -(6807 B, 288x256) Thumbnail displayed, click image for full size.
6807

>>7957
Cube: Changes Urotsuki into this.
Bat: Seems to be cosmetic.

>> No.7960   [Delete]   [Edit]

>>7957
This video shows the Cube effect in action:
http://www.youtube.com/watch?v=PaQ59KRbsR8#t=1m59s

>> No.7962   [Delete]   [Edit]

>>7958
>>7960

Thanks guys! That's just what I needed.

One thing I've gotta ask everyone. At what point should I give up on waiting for a response from the pixel artist and move on to look for someone else? It's been three days now, and I've gotten nothing back from him. I want to get going on work for the project, but at the same time I don't want to go strike a deal with someone else and then later on have my first guy accept the offer. So what should the cutoff time be?

>> No.7963   [Delete]   [Edit]

>>7962
Give this guy two more days to reply- then send him a apology that you do not require his services anymore.

>> No.7970   [Delete]   [Edit]

>>7962
I'd give it a couple more days. If you have a general idea of what size the sprites would have to be for the game to work right, though, you could always start by using caricatures of the characters. One of my friends did that with a shmup game, which I understand is different by a large degree but it did let him get some work done before doing spriting. Probably smarter to get to work using the real sprites you'll use, of course, but if you have trouble finding another spriter you could do that I guess. I mean the important point is where the hitboxes are for your alpha project right?

>> No.7987   [Delete]   [Edit]

Ugh, I'm raging so hard right now because I am having one HELL of a time trying to find spriters who could feasibly pull off an HD-like style like the one I want to use. I've checked everywhere and began to dig into Google results that have absolutely nothing to do with pixel artists at all. There are very few artists out there who seem to be able to do a spriting style that would work with the game because it either looks like shit, or it looks far too Western (not dissing Western style art; it's just that I'm trying to make this game be like a Japanese doujin fighting game, like how Ougon Musou Kyoku is to Umineko.)

...I'm probably asking too much, then. In that case, does anyone have any ideas for a less demanding style that I could use? I'm tearing my hair out here.

>> No.7989   [Delete]   [Edit]

Less demanding? Try it like Touhou fighting games, not HD, pixel-like.

>> No.7994   [Delete]   [Edit]

>>7989
This. The Touhou fighters have, like, the perfect sprites. They are badass adorable.

>> No.7996   [Delete]   [Edit]

>>7994
Seconded. Or thirded or whatever. The Touhou fighting games have awesome sprites.

>> No.7997   [Delete]   [Edit]

Well, well, it looks we have a clear choice here! Touhou fighting games style it is, then! Of course, I'm not going to outright copy the style, but rather make it look similar to that style.

Now, I'm having a few concerns about hiring an artist. It's...honestly really intimidating. I take this project seriously, but most of the artists seem to be serious on a whole other level. I'm going into this looking for someone to do it as a paid favor, but I see people seemingly looking for a full-time job. And the thing is, many of them are older than I am, and I'm awfully uncomfortable hiring people that have a good 4-5 years on me. And let's not even mention legalities. I don't even know what "contract work" necessarily entails. Am I just over thinking things? Gah, this part is a lot more tricky than I thought it'd be.

That said, I've found an artist who has some nice spriting going on, and I'd like to hire him (he's even got some good feedback from some people) but again, I'm trying to get over my apprehensions.

Last edited 11/07/27(Wed)17:20.

>> No.8001   [Delete]   [Edit]

>>7997

Don't be hasty. You're the one making the game, after all, so if you want the other style maybe you should wait for a while longer

Alternatively, accepting a style you don't like as much to use in the meantime might not be such a bad idea. Just so you'll have something to work with during the development of the demos

>> No.8007   [Delete]   [Edit]

>>7997
If you don't really care who at the moment does some work on the spriting, I could help out by making some mockups and stuff if I was provided with what sort of styles you were looking for.

I don't really have experience in hi-res sprites as I am a minimalist but I could maybe provide some help while a more full-time sprite-constructor is found.
You're making this with MUGEN, right?

oh! touhou style- roger.

Last edited 11/07/27(Wed)18:44.

>> No.8008   [Delete]   [Edit]

>>8007

Yeah, mock-ups would be really helpful. I'm pretty sure if I showed a possible pixel artist for the game some mock-ups of what everything would generally look like, they'd be more open to accepting the task. If you could do that, it'd be really awesome. Since I've been writing down what I want to do for everyone's every movement, there won't be any guesswork involved.

And yeah, this is currently being made in MUGEN after I decided that Fighter Maker didn't have quite the flexibility needed.

>> No.8009   [Delete]   [Edit]
File: 1311820856963.png -(123.6 KiB, 512x512) Thumbnail displayed, click image for full size.
126557

>>7997
rather than using Chibi character whose attack are mainly Projectile as reference. . . .
why don't we make it like epic just normal Character with good moveset and features

i prefer you take reference for sprite and style from Melty Blood Actress Again (There is an original author from MBAA (i think) who creating those character with awesome features and style, almost similiar to the games and with some adding and he's the real genius (if you at least have tried it) ) i'm just thinking about fast melee combo and features like shileding, dodge and Blood Heat, you can add the moves and special based on several effects from Yume Nikki and you can also add projectiles and long-range attack to make it more crazy. . . .and just think about some awesome finishing move, it'll be badass yet cute character

but i know it'll gonna be some hard work and i already saw some character take this reference but not as good as i think

Last edited 11/07/27(Wed)19:43.

>> No.8010   [Delete]   [Edit]
File: 1311823550941.png -(1980 B, 49x97) Thumbnail displayed, click image for full size.
1980

I made a sketch of the .flow heroine in the style of the Touhou Hitsensoku pc fighting game over the last hour as a gameplay sprite- is this similar to what you're looking for?

Last edited 11/07/27(Wed)20:26.

>> No.8011   [Delete]   [Edit]

>>8009

I went with the Touhou sprite style most because I feel that "cute" has always been an element of YN games. The character sprites are all chibi, there's usually some token cute effects or worlds. Of course, the Touhou character sprites aren't completely chibi; they still function perfectly well as fighting game character sprites. The gameplay of the game is a bit like as you describe. I do enjoy Melty Blood and it has had some influence on the direction of the game. While I am taking a sort of "let's see how it turns out" approach, if I do everything right, you'll be able to pull off Melty-esque combos. ...Just don't expect MvC levels of combo madness. Long-range is a go, as well. We've got plenty of distance fighters so far. And don't worry about awesome finishing moves. That's one of my big goals, since I love crazy super moves.

>>8010

Good, good. This'll be an excellent starting point! That style is exactly what I was talking about.

In the end, the plan is that I'll take whatever mock-ups you give me (you shouldn't need to to draw everyone's each individual frame, just single sprites of the characters and perhaps any changes that they go through or items they use, like Mado's effects or the Cleaner's chainsaw) to a pixel artist who can then draw the full range of motions and animations from your mock-ups.

If you're interested in doing this, it'd be a godsend. I'd be able to more easily convince a pixel artist to work for me since it'll be an exponentially easier job. On the other hand, I understand that you've got projects you're currently working on, and it'd probably just slow those down...

>> No.8012   [Delete]   [Edit]

>>8011
If you wouldn't mind, I'll work on it as I get spare time between my current projects and other doings.
For now I'll use the most current roster list I can find in the thread and work from that, and update when I get some more done.
If you have any specific recommendations for poses and such, then it'd probably be prudent to say them before I get started on more sprites tomorrow.

>> No.8013   [Delete]   [Edit]

>>8011

yeah, i also enjoy Touhou character especially from Author Kohaku because of they're had fast melee combo and also long-range and good special moveset, togh what i see from the sprite there is little different, but i guess it'll be fit

i guess just what important is the feature like long-shielding and counter attack, dodge and heat-explode 'cause it's proven to give very advantage and to counter some of cheating character nowadays

and for finishing moves if possible you can trigger it from Shielding like Last-Arc from Melty Blood, it's very effective since many character AI is always attacking like crazy so it'll be a huge surprise, and if you eager to make some awesome finishing move you can make it two, that came from shielding in the ground and one in aerial. . . .i wondering why there's no other character with such features except Melty Blood mybe it's a hard-making one

>>8010
>>8012

so you're starting with Sabitsuki? using Steel pipe as her primary weapon and special moves using several effects like Machine, Plant, and Handgun you any costum effect like Black Hood, Dress, Corpse, etc as palettes while the rest of accesories effect mybe you can add it randomly while taunting, i'll come up with more ideas later

i still have many ideas so please just let me utter all of it here. . . .d

Last edited 11/07/27(Wed)22:59.

>> No.8014   [Delete]   [Edit]

>>8012

The last roster I posted here isn't all that up-to-date. It's pretty ancient. YN content is what I'm currently focusing on so that I can move further towards a functional demo, so it'd be good if you did that. Here's the YN characters.

Madotsuki, Poniko, Monoko, Monoe, Masada, Kyukyu-kun, Shitai-san, Pipi, Tokuto-kun, and Mafurako.

For specific things on poses, Madotsuki carries her knife in one hand and her diary in the other. Poniko's shadow is actually Uboa, and a little version of him sticks out of the shadow. Masada has a light blue-tinted translucent piano around him, and he rests his hands on it. Kyukyu-kun pools on the ground a bit (just a little, though).

Thank you very much for your help! It's much appreciated!

>> No.8016   [Delete]   [Edit]

>>8013

The way I have super moves (Dream Enders) set up is as basic ultra-combo type abilities. This game's matches generally last longer than normal fighting game matches due to the larger lifebars. To combat overly aggressive opponents, there are both Guard Breaks (a meter that fills up as a character guards and when it fills, the attack stuns them and breaks their guard) and Mind Crashes (a technique similar to the bombs from the Touhou fighters, but can be done whenever, even in the middle of an opponent's combo at the cost of two units of super meter). Together, these two things prevent nigh-inescapable combos and such. Forces button mashers to, at the very least, play strategically. As for counters, some characters have them and others don't. I've got enough things going to punish the overtly offensive and the overtly defensive to null the necessity of a guard activated super attack, unless a certain character has it specifically for them.

I assure you, I'm very interested in making this game very balanced and potentially competitive game in which every character is a viable pick against any other character. If anything bugs me about fighters, it's not being able to play as the character I like best simply because they happen to suck against all the other characters.

If you want to state your ideas, go ahead. You could manage to give me an idea that I hadn't thought of before. But keep in mind that I do a lot of planning for the game on my spare time, and a lot of things have already been decided.

>> No.8021   [Delete]   [Edit]

>>8016
I love you and I want to have your mutant babies.

>> No.8029   [Delete]   [Edit]

>>8016
so i guess the style is the one that've been decided, for the first i though it was for Mugen so i come up to make it complicated, but if it's for new FanGames i guess just anything is fine
i still spill some idea whenever you take it or not, it's up to you

maybe i just've to give idea about the moves, and looks like we agreed to add character from throughout the dream world like Sabi, Uro, etc
and don't forces some character that don't have any comes up moves

i tell some idea if you've start about the moves

>> No.8030   [Delete]   [Edit]

>>8029

Nihihi, don't worry about movesets. I've made sure that everyone gets decent and interesting moves. Some characters may use things that reference things around them, like Shitai-san. I have him doing things like laying down traffic cones as obstacles (remember the traffic cones around him?) and opening manholes to bring forth red tentacles (referencing the manhole that led to the red creature that was near Shitai). Of course, he's got normal fighting moves (in his case, I gave him plenty of zombie-like moves). Sure it's gimmicky, but it's all in good fun.

Some characters also have abilities that were given to them in "fanon", so to speak. Like Poniko being able to transform parts of herself into Uboa for attacks and whatnot. Or Madotsuki's diary being like an artifact of evil.

The movesets are my duty. You can suggest things, but I need to work on them since they are one of the few things I can do (since I cannot sprite or compose). Otherwise, I'd be no different from the people who ask for everyone to do everything for them, heh heh heh!

>> No.8031   [Delete]   [Edit]
File: 1311903342583.png -(3436 B, 146x133) Thumbnail displayed, click image for full size.
3436

quick sketches of madotsuki and poniko i did inbetween work

>> No.8033   [Delete]   [Edit]

>>8030

good!

using things around them is a good idea, but i'm still wondering how Kyukyu-kun and Tokuto-kun will do it

this is my idea, just use it as refernce since i'm still thinking about it and some maybe change later on. . . .

Madotsuki : using Knife as primary weapon, using for normal moves and dual knife for special moves, several effect can be used as special moves like cat (suck the opponent) Medaumade (Teleport) Demon (attack with Lightning) and Yuki-Onna (attack with Snow), then u can use Frog as jumping attack or maybe Fat to flat the opponent from the air, use Witch to dash in the Air and Bicycle to Dash in the ground or mybe special moves
super moves also using several effect with higher damage
while Finishing Moves. . . . maybe using her Diary to summon bunch of NPC plus scenery of scary background whenever it is. . . .i'm still thinking

Poniko : mybe using her Hair as her weapon as seen in FanGames Smash Dreams and shadow as well
for the finishing move is like defensive one, if she get hit she turn into Uboa with "aaaaaaAAAA" then the Scenery change into white sea and the big monster attack the opponent with streaming blood then end the scene with red-blood in Fullscreen

Masada : Using notes as his atacks, he carry a piano, with Finishig Moves summon the UFO to crash the opponent

Monoko : maybe you can just make her Grapple-type character. . . . much like Yumiduka Satsuki with just normal meele attacks, her fullscreen maybe good for the scenery of her finishing moves
actually she's the hard one to think about. . . .

Monoe : she can control Sand of Monochrome to attack, she also can teleport if hit or intentionally with her face in fullscreen just like in the game

Shitai : just as you said, and maybe he can control his blood to attack

that's my idea, i still have some especially for Sabitsuki but that's for later, as for Masada, Monoe and Shitai you still've to add close-melee attack as basic attack just to make it more natural and make it fast one

Last edited 11/07/28(Thu)19:43.

>> No.8034   [Delete]   [Edit]

>>8031

Great! I'm loving Poniko's stance, and Mado's looking good! Keep up the good work, sir!

>>8033

Err, I've already written the movesets for the YN characters, motions and all.

Madotsuki is as you describe, although the Dream Enders are different and she also uses her diary as a weapon. Black hands can come out of her diary, since some fanart depicts Mado's diary as having some eerie power.

Poniko uses a combination of sheer brute force, transforming parts of her into Uboa for stretchy attacks, and blood magic (referencing the bleeding creatures in Uboaland).

Masada doesn't carry a piano, a blue translucent one surrounds him. He sends piano keys at enemies and plays notes to send music notes at them. His piano can also become a scythe made of piano keys and a keytar. He can also summon Tasei in a few attacks.

Monoko has five-hand fisticuffs and some wrestling moves. She's seen doing grappling moves in some fanart and in a MUGEN character of her, so that's where it comes from. She also does a lot of spinning moves.

Monoe is mostly plain fisticuffs with teleporting and paralyzing stare moves. Lots of mindgames here.

>> No.8037   [Delete]   [Edit]

>>8034

oh. . .

you already write it. . . .i guess i just've to wait to see the results and i guess i've just end my long thought-tell

your works looks great, though. . . .i can't wait to see them

but i'll still giving some little reference, if you need it

Last edited 11/07/28(Thu)20:20.

>> No.8038   [Delete]   [Edit]

>>8037

If anything crosses your mind in terms of ideas or you have any questions, feel free to ask! It's helpful when people give me little suggestions (I try to please the fans as much as I can with this), and I love answering people's questions about the project.

>> No.8051   [Delete]   [Edit]
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61622

Whether you guys go with the touhou style or not, this might help

>> No.8055   [Delete]   [Edit]
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593104

My ol' sleeping problems are kicking in again, so I decided to get up and finish Urotsuki's moveset. Not to sound cocky, but I think it's pretty damn awesome. It's got chainsaw craziness (dual chainsaw wielding super!), her trademark effects, and her supers are mostly inspired by events in the game like the one with the shadow creatures and the bath house in Japantown. It was a blast to make. Here's the official overview:

Urotsuki is absolutely pure aggression. Almost every move of hers is geared towards directly dealing damage in some way. Even her defensive moves wind up being ways to harm the enemy as well as protect her. She can hit really hard, but she's not quite the most hard hitting character in the game. Her mobility lacks a little, and she's not all that great at a distance (she's got a grand total of one projectile attack, and even that has poor range). However, when you rev up her chainsaw, the temporary power boost puts her up there with the strongest characters!

>> No.8060   [Delete]   [Edit]

>>8055

Anything planned for when she goes head-to-head with a Cleaner?

>> No.8061   [Delete]   [Edit]

>>8060

I was thinking that Urotsuki would take out her chainsaw and flash a grin at the Cleaner, only for the Cleaner to pull out her chainsaw. Urotsuki initially looks surprised, but quickly gains a more, "oho, this'll be fun" sort of expression as the two of them rev their chainsaws up.

>> No.8062   [Delete]   [Edit]

Oh, and one thing I nearly forgot to add. I've been thinking about the core gameplay and took a serious look at the current setup with the Paths and decided that it'd be near impossible to do in MUGEN. I've never seen that sort of thing before. I also thought that current setup was a little limiting once I really examined it.

So rather than picking a Path as you pick your character, your character can switch between them in battle. It's not a super quick change (so no switching Paths in the middle of a combo) but it's fast enough so that you can do it safely as long as your opponent isn't too close to you. The only catch is that each Path has a separate Dream Progression meter for unlocking the attacks. And even with the battles as long as they are, you won't be able to completely fill all of them, making you figure out what your game plan. You could just get all of a character's effects, but none of the super moves. Or maybe you want everything that one Path has to offer rather than grab anything else from the other paths. Those are just the extremes. You could build your character's moveset as you like, essentially. What combos and setups you can do are up to you.

Better? I certainly think so. It makes the gameplay a lot more robust and strategic in my opinion.

>> No.8063   [Delete]   [Edit]

>>8061

Quite good. What does she do as a standard battle start animation then? It'd be nice if that surprised look "flowed" from what is usually her standard animation

I thought that was how those paths were planned already. Oh well, it's definitely better than the previous idea in that case

>> No.8064   [Delete]   [Edit]

>>8063

Her standard battle entrance? Here's word by word what I have in my notes.

Urotsuki sits typing at a laptop which is playing 2kki, but she immediately closes it causing it to vanish, she gets up, and then activates her chainsaw effect.

I'm not quite getting what you mean having her normal battle entrance flow from her surprised look, though. Because she starts a vs. Cleaner match by showing her chainsaw off in an attempt to intimidate the Cleaner.

>> No.8065   [Delete]   [Edit]

Sabi's path could be the areas that you find the Black boxes in to unlock the true ending. School (Fight with Smile)>Womb>Oreko's lab (or switch the lab and womb whatever) and toss in a few stages in-between to liven it up a little, maybe randomly chosen.

The final stage could be you having to survive waves of Red demons until you get to the last room, in which you- Well, let's not spoil that for the people that haven't played yet.

>> No.8066   [Delete]   [Edit]

>>8064

It's the other way around. I'll clarify: at the start she would take the Cleaner as another random opponent, and as such do her standard battle entrance (apparently). Then when the Cleaner takes out her chainsaw as well she'd do as you described from the surprised look bit onwards. I find that kind of twist amusing. Of course, it's just a suggestion

>> No.8067   [Delete]   [Edit]

>>8065

That sounds pretty good. Although I'd probably put a few more minor characters (Yuureiko or Isha) in before Smile because simply of how major he is. Then you'd have a stage or two before fighting Ekibyouko in the Womb room, and finally a semi-final duel with Oreko in her lab. And of course, the final boss for Sabi's path would be SPOILERS. You could walk down that path killing demons as they appear, and then when you get to SPOILERS you get to fight a short final boss battle against SPOILERS. But maybe this time, we can have a good end!

>>8066

Ohh, okay, I get it now. Yeah, I like that. The thought of Uro turning around from her game of 2kki to see a chainsaw-wielding maid challenging her to a duel much to her surprise sounds absolutely hilarious.

>> No.8069   [Delete]   [Edit]

>>8067

Yeah, I bet she's seen a lot judging by the game. but one thing she won't see coming is for her chainsaw brandishing to be answered with another. "Haha, I've got you n..... the fuck?!"

By the way, shouldn't she be playing YN? That's what's on her computer screen, at any rate

>> No.8070   [Delete]   [Edit]

>>8069

I would have her playing YN because she actually has YN on her computer, but then it'd make a bit of an awkward situation when she fights Mado considering that the two of are kind of being portrayed as friendly rivals in the game. Uro playing 2kki sort of minimizes that, imo.

>> No.8071   [Delete]   [Edit]

>>8070

Oh, I didn't know that. I see, it's a very good solution then. Plus, a shout-out to YN is pretty much redundant for someone who's playing this game

Last edited 11/07/31(Sun)21:34.

>> No.8081   [Delete]   [Edit]
File: 1312429796631.jpg -(363 KiB, 1439x2082) Thumbnail displayed, click image for full size.
371682

UPDATE! Aoshiru is done. I'm honestly not that fond of how it came out, but then again, I'm not that fond of the character, so eh... Anyway, here's his overview.

Aoshiru specializes in poisonous damage over time attacks combined with long reaching normals to slowly eat away at the enemy. Combining this with trap attacks that temporarily incapacitate the enemy, and Aoshiru's toxins can sap high amounts of damage over long courses of time. Unfortunately, he isn't very strong in straight-up offense or defense, and he can't move very quickly, so he relies very heavily on his poisoning game. It takes plenty of patience and an iron will to play effectively as Aoshiru.

Just a small note, as well. I'm coming off break pretty soon, and I won't have nearly as much time to work on things. So, expect updates to slow a little, unfortunately. I'll try to get Tako Otoko (and possibly Odoriko) finished before I have to go back, but we'll see what happens.

>> No.8085   [Delete]   [Edit]
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179841

Tako Otoko is finished! Here's a quick overview for him.

Tako Otoko is a very technical character. He can combo extraordinarily well, and some of his moves allow him to control the enemy's hit state with relative ease, doing things like pulling the enemy back in to extend his combos. His downsides are that he harbors almost no tricks, traps, or projectiles. He also moves strangely, with slow, floaty jumps as if he were moving in water.

He's not really my kind of character type, so it was hard to design him, but hopefully it'll turn out all right.

>> No.8086   [Delete]   [Edit]

>>8085
So in essence, he moves like an octopus and attacks like an octopus, minus pinning you down and eating out your skull with the often-forgotten beak they have under their tentacles

>> No.8088   [Delete]   [Edit]

>>8085
that's what the beta will be for.

>> No.8090   [Delete]   [Edit]

Hey OP, I just discovered this thread so I don't know if this has been asked before - but will you make it have online compatibility so we can fight other real people instead of just the computer?

>> No.8092   [Delete]   [Edit]

>>8090

I really, really want to do that because that would make it that much more legit of an actual game and all that. Unfortunately, I've recently discovered that M.U.G.E.N. doesn't support online play (well, it sort of does, but it's really quite shitty).

It's possible I could do it with Fighter Maker (I'm just guessing here), but it seems like it doesn't have support for other important things like Training Mode or anything... So I've got a little bit of a dilemma here.

I'll see what can be done about it, but unless I can find a good solution to this, it looks like multiplayer will be restricted to offline only, sadly.

>> No.8094   [Delete]   [Edit]

>>8092
You could whip something up in Game Maker

Last edited 11/08/07(Sun)02:01.

>> No.8095   [Delete]   [Edit]
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764757

I'm so excited for this game I added it to my Fightan Gaem mains

>> No.8096   [Delete]   [Edit]

I think Leg Vomit Shit Bean Man should be a mid-boss or something.

Also, Kyu needs a FACE super attack or something.

>> No.8098   [Delete]   [Edit]

>>8092
Fighting games exist to be multiplayer. The replay value of your game will be decided by your multiplayer. Everyone wants it to be multiplayer. No one wants it to not be multiplayer.

Your generosity cannot be ignored either way, but we're talking about the exclusion of the life-blood of fighting games here. Even that My Little Pony fighting game in the works is going to have online play. Are you going to be second fiddle to My Little Pony Yama? Are you?

After trying to get games like .flow and 2kki to work few of us should be unable to figure out how to get the online to work if we have to use hamachi or something, but at the very least, you should have online play. I advise that to you over all else. You could cut out all the characters outside of yume nikki (and I am a .flow maniac here!) and it would still be better if it at least has online play.

>>8096
Kyu is confirmed to have best special in the game. Guess what it already is :V

Last edited 11/08/07(Sun)13:12.

>> No.8099   [Delete]   [Edit]

>>8095

Ha ha ha, that's great! It's neat to see my humble little project in there with big names like SF and MvC. Really makes this whole thing feel more solid than it actually is, aha ha ha.

>>8096

I hadn't thought of midbosses before. But Leg Vomit Bean Shit Man would be really awkward to animate just because of how fucked up he is. Perhaps I can do midbosses for characters that most definitely will never be made into additional playable characters in any future patches like Big Red or something.

>>8098

I fully understand that online play is extremely important to the game; I know that it'd be a much lesser game without it.

In that case, I'm going to have to use Game Maker even though it'll be significantly harder to use. The plus side is that I'll be able to do essentially whatever the fuck I want with game with zero restrictions unlike MUGEN and Fighter Maker. I could definitely do some cooler tricks and effects, and perhaps even add modes of play that MUGEN wouldn't be able to support normally. Stuff like a proper tag team mode, or a Tournament mode a la Smash Bros.

That said, I will NOT let some fucking pony game have a leg up on this game. I hate My Little Pony. It spreads to everything like Touhou does, but with less cute lolis and more bestiality.

>> No.8108   [Delete]   [Edit]

>>8099

>That said, I will NOT let some fucking pony game have a leg up on this game

THAT'S the fucking spirit Yama!

>> No.8111   [Delete]   [Edit]

Is it too late to make character suggestions? If so, disregard this.

>> No.8112   [Delete]   [Edit]

>>8111

Feel free to suggest characters. Since the game is in a pretty fluid state right now, if I like a particular idea, I might add it in. It's also good to know what characters people want to see so that I can keep it in mind for character patches in the future.

>> No.8113   [Delete]   [Edit]

>>8112
Incidentally, how far along are you in creating the game?

>> No.8114   [Delete]   [Edit]

>>8113

Not extremely far along. Most of the planning is done, and all that remains is for me to actually physically make the game. I've still got a quite a ways to go, unfortunately. But I do some work related to the game every single day, so progress is always being made, albeit slowly.

>> No.8115   [Delete]   [Edit]

>>8099

>That said, I will NOT let some fucking pony game have a leg up on this game. I hate My Little Pony.

I support this movement, and as such, shall continually create ideas.
Incidentally, there are many tutorials for Fighter Factory on the internet. I, personally, cannot use it worth shit, but it seems like the only way to create MUGEN characters.

http://www.freewarefiles.com/Fighter-Factory_program_19675.html

Also, if you open one of the files in the char folder (CNS, I think.) You can tweak small things like how high a character jumps, how fast his power gauge rises, and some other things.

Maybe a dev or two will help you out in the MugenInfantry Forums or something. They're a nice community.

Though this is all with the MUGEN engine. You did say you haven't made anything yet.

>> No.8116   [Delete]   [Edit]

>>6425
Also, if this is called "Dream vs. Dream", you could extend it to .flow, and maybe even 2kki. Yeah, it'd take longer, but rushing never made a good game.

>> No.8117   [Delete]   [Edit]

>>8115
>>8116

Yes, I have heard of Fighter Factory. I haven't used it, but I have a little idea of what goes into making a character for MUGEN. However, since everyone really wants online, I may not use MUGEN because the only online MUGEN thing is extremely laggy and allows the other user to control your computer. ...It's shit, basically. If someone could figure out a way that I could make a MUGEN game play online without the problems of the current MUGEN online, that'd be incredibly helpful because I'm so much more familiar with MUGEN than any other form of game creation.

And yes, I do have content from other games. We've got original Yume Nikki, Yume 2kki, .flow, Yume Nisshi, LcdDem, Inspiration, Answered Prayers, whatever Mochitsuki is from, Instead;ghostsuburb, and a guest character from LSD: Dream Emulator. Plenty of stuff to go around, and I feel like I covered all of the best YN-related games that I know of.

>> No.8123   [Delete]   [Edit]

Bookmarked this page, will be watching.

I can't really prove this, but I'm pretty much the best MvC and Street Fighter player in my area. Nothing like the guys at evo, but I'm still way better than the average joe.

Having said that, I'll try to be of assistance in balancing/tuning when you have any of the characters playable.

I have experiencing messing with MUGEN (mostly just importing characters) so once you've got a character good to go, I can import him/her and start finding broken (cheap) stuff =P

Last edited 11/08/09(Tue)02:04.

>> No.8124   [Delete]   [Edit]

>>8117

If you want to finish the project in a reasonable amount of time, I highly advise you to forget about online play. Frankly, most online systems aren't very good for any 2-D PC fighters unless you use GGPO which is a whole new set of things to figure out.

Plus, using MUGEN will cut down on a huge amount of time spent coding.

>> No.8125   [Delete]   [Edit]

>>8123
>>8124

Glad to hear that we've got more people ready to help with balancing. Having someone a little more experienced with fighting games will really help out. Ironically enough, I'm pretty bad at fighters, except maybe for MvC3 and Ougon. Decent at best, I'd said. So I'm just hoping that the stuff I'm designing won't wind up too shitty, heh heh heh! Anyway, it's glad to have you aboard. I'll be posting up the characters on this thread as they finish, although it's probably going to take a while before the first character is released.

And about online, it's not currently a huge priority. It's something that will be added hopefully shortly after the game's first official release. I want the game to be successful on a certain level, and I feel that without a proper online mode, it'll be difficult for it to reach that level of success and recognition. I can't think of any good fighters that don't have online support right now. Name me one worthwhile fighter out there now that doesn't have netplay or a way to add netplay to it. I honestly don't think are any. I mean, even Ougon has netplay, and I think that's partially why some people still pay any attention to it, aside from the fact that it's an Umineko fighter.

>> No.8126   [Delete]   [Edit]
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9566

>>8112
Oh well, how about adding Al Ree to the game? A male will do good for a change. Hell, who wouldn't wanna play as a boy who can kill his cat, mom and dad by just having a bad dream about them?

>> No.8131   [Delete]   [Edit]

>>8126
That sounds like a good super attack. Also, a male character would be nice.

Oh, and don't hype the whole chan up for something you can't deliver. Some fucks put a certain Dwarf Fortress animation project on hold in favour of webcomics or something. None survived.

>> No.8134   [Delete]   [Edit]

>>8126

Al Ree? I haven't played the game he's from, but it seems pretty unique. I'll have to check it out some time.

>>8131

Psh, puh-lease. I don't roll that way. I'm hellbent on doing this through whatever means. It's more than just a random project for me, it's also me trying to prove to myself that I have what it takes to see things through to the end. So there's no way I can not deliver! Plus, I've seen the rage of hyped and disappointed fans. COUGHLEGENDS3COUGH

Also,

>A male will do good for a change.
>Also, a male character would be nice.

Actually, we have 15 male characters. Sure, that's out of 38, but it's still a decent ratio.

Last edited 11/08/09(Tue)17:34.

>> No.8141   [Delete]   [Edit]
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802637
>15 male characters.

I should've watched gifrelated 15 times more frequently.

>> No.8142   [Delete]   [Edit]
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121873

>>8134
So, what are the current characters? This project is becoming more and more interesting.

>> No.8143   [Delete]   [Edit]

>>8142

I've posted rosters in here a few times, but I suppose some changes have been made since those (and no one seems to be able to find them since they're further back in the thread), so I'll post what will be the final roster.

Yume Nikki Characters:

Madotsuki
Poniko
Monoko
Monoe
Seccom Masada
Kyukyu-kun
Tokuto-kun
Shitai-san
Pipi
Mafurako

Yume 2kki Characters:

Urotsuki
Aoshiru
Tako Otoko
Kanchou no Musume
Masutaa
Odoriko
Kage-onna (Shadow Ladies)
Piero (Clowns)
Shishou (Kitsune mask guy)
Megusuri-uri

.flow Characters:

Sabitsuki
Kaibutsu (I'm using the main male Kaibutsu since there are more girls and he's the most popular one.)
Smile
Oreko
Gisoko no Onnanoko (monochrome girl with machine limbs)
Isha (the doctor in the hospital)
Ekibyouko (the disease girls)
Yuureiko (ghost girl who gives you the watering can)
Shokubutsu-san (man attached to plants in the caves)
Cleaner

Other Miscellaneous Games:

Usotsuki (Yume Nisshi)
Nanashi (Yume Nisshi; she's the white haired corpse girl)
Chie (LcdDem)
Fluorette (Answered Prayers)
Alex (Inspiration)
Bael (Instead;ghostsuburb)
Mochitsuki (Mochi Nikki (?) )

Guest Character:

Grey Man (LSD: Dream Emulator)

Total of 38 characters.

>> No.8144   [Delete]   [Edit]
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64168

>>8143
Thank you! That sounds awesome, I'm definitely looking forward to the first demo.

>> No.8153   [Delete]   [Edit]

Y'know, I didn't even think of this until just now. I'm guessing you're planning on adding blood, right? After all, YN and the majority of it's fangames are full of blood (blood and gore for .flow, of course). If so, what are you going to do about the weird characters? (I do think grey man should be bleeding grey stuff, kyukyu should be bleeding rainbow sludge, and Gisoko should be bleeding both blood and oil, but I can't think of any others.)

Also, taunts?

>> No.8155   [Delete]   [Edit]

Ooh! Ooh! If you want to make someone else who is related to this, (A final boss/alternate ending/secret character, perhaps?)
Try Vaermina.

http://www.uesp.net/wiki/Lore:Vaermina

Just read that. I think summoning shit from a dream world would be pretty neat.

>> No.8157   [Delete]   [Edit]

>>8155
If you add Vaermina and then ask Distortion if we can use Dormilia, we've got an even roster of 40 characters. :3

>> No.8158   [Delete]   [Edit]

>>8153

Yeah, of course there will be blood because there is in YN games, but it's not going to be of Mortal Kombat-esque proportions like you seem to be implying. I kinda look down on games that use blood and gore as a gimmick. It's the lowest form of entertainment, and it's really only ever passable in horror games. And even then... But about the different colors of blood, I'll see. I'm pretty sure everything has red blood in YN games, though.

>>8155

As neat as Elder Scrolls is, this happens to be a YN fighter, not just a "characters who relate to dreams" fighting game. The only non-YN related character is Grey Man, but I firmly believe that LSD is relevant because it was the first of these "trippy exploration" games, and that I also think it inspired Kikiyama to make YN. ...That, and I had to add Grey Man because he would such a neat character to play as and is badass as hell.

>>8157

Sorry, but similar to what I said to Polymorph, Dormilia isn't from a YN game, she's (from what I read from glancing over the thread once or twice) from someone's dreams. Now, if Distortion made a good YN-style game with Dormilia in it, then I'd reconsider. As it stands, Spider-Man is just as relevant. ...Even though it would make me die laughing to see Spider-Man fight YN people.

>> No.8159   [Delete]   [Edit]

>>8158

>it's really only ever passable in horror games

lol? So .flow isn't a horror game, now?

Nah, I wasn't trying to imply rivers of blood. Blood and gore works the same way as coarse language. It has more of an impact when used rarely and effectively rather than frequently.

>Even though it would make me die laughing to see Spider-Man fight YN people

Coming from an engine of which I've seen the likes of Homer Simpson, Vegeta, Haruhi Suzumiya and Fred Flinstone in the same battle, I guarantee this will happen in less than a week of your demo release if you're still making it in MUGEN, lol.

>> No.8160   [Delete]   [Edit]

>>8159
The appeal of .flow is probably not blood for most of us, but rather the dread atmosphere and the heightened sense of danger that the came comes with. I rather doubt Yama's comment was a put down on .flow in any sense.

Rather I think he was putting down the same mindset that goes into exploitation films and the like, where the blood and gore is literally the selling point, whereas most of us got into games like yume nikki and .flow from uboa and the kaibutsu respectively

I think its more of the difference between the new Splatterhouse game and Resident Evil 4--both of them are "horror" games and both are violent and get bloody, but one is a terrible game with lots of gore and blood as a reward, while Resident Evil 4 sort of uses gore as a punishment for screwing up--normally you want to be clean and efficient.

In this same way Yama probably wants to emphasise that the blood will be present but will be something we generally aren't paying attention to, "tasteful" if you will.

>> No.8161   [Delete]   [Edit]

>>8159

Eh? I do consider .flow to be a horror game. And really, the gore isn't the focus of .flow. There's other stuff going on, and it has an interesting "story", so to speak. When gore is the focus of a game, it's usually underwhelming. But I get what you mean. Now that I think of it, a lot of stuff in my game has lots of blood in it. We've got Poniko and Tokuto-kun who both attack with blood, and the gory stages of .flow. ...Eh.

Speaking of stages, I've been thinking a little more about them these days, and made a decision about them. Previously, I had it where everyone had a stage, and that stage was where they were found in the game. Poniko had the Pastel Shoal, for example. However, I recently began thinking about other famous locations in these games that were getting overlooked, and then decided not to limit the stages to character locations like that.

So now, I'm going to do something a little fun. I want you guys to post screenshots of your favorite locations in any YN game along with a name for the stage and any specifics that you'd like in it, be it music, stuff in the background, or whatever. You don't need to add names or specifics, though. Hell, if it's a relatively well known area, you don't even need to post a picture.

I will accept any location you post (there will be some exceptions because not every location is cut out to be a good stage) and add it to the game as a stage, up to a certain point. But since I like lots of stages in my fighting games, that number will be somewhere in the 40s-50s. Since YN games are all about exploration and atmosphere, I figure that everyone has areas that they especially like that they'd like to be able to battle on or redrawn with slightly more detail and a different perspective. Or maybe there's a BGM that plays there that you guys would like remixed.

>>8160

You've hit the nail on the head, my good friend. Blood effects in the game will be more akin to the blood in the Darkstalkers games, or something like that. The worst gore in the game may come from .flow stages. Depending on which locations are chosen, it could get pretty nasty...

Last edited 11/08/12(Fri)00:56.

>> No.8169   [Delete]   [Edit]

Some ideas for scenery: Poniko's House should be a place with small light flickering... sometimes could change into UBOAROOM slightly, and back into normal. An illusionary room, if you understand me.

Urotsuki Dream Apartment: Same thing with the TV and chasers everywhere. All with that static effect of the TV as the room might get conrolled by the TV on real game. ^^

.Flow: I think that a major landmark of the game would be the Kaibutsu School. A normal school that from times to times gets cluttered with Kaibutsu wielding pipes and bloody drawings. Don't forget the Big Mouth on the wall!

>> No.8170   [Delete]   [Edit]

>>8161
Fighting in front of Oreko's computer/machine from .flow would be kinda cool.

>> No.8171   [Delete]   [Edit]

i think areas that would be good for a fighting game

Sky Garden (Yume Nikki) http://farm6.static.flickr.com/5100/5454486587_7f8c5f4b58.jpg

Japan Town (Yume 2kki) http://images.wikia.com/yume2kki/images/f/fc/Japan.png

Underwater (.flow)

>> No.8177   [Delete]   [Edit]

>>8171
Don't forget to include MJs ghost on the bench if you're doing Japan town. :P

Hey, I don't remember if you said whether or not you were planning on including bosses/overpowered, non-playable characters. It would be an awesome addition to story mode, imo. At least it gives you an excuse to add Rust to the game without actually adding her to the roster. I was thinking she could use viscera-ish attacks instead of a pipe and go through phases where both fighters' HP bars refill at the beginning of each, each phase she gets more beaten up and her smile starts forming getting wider and creepier with each phase.

>> No.8178   [Delete]   [Edit]

>>8169

Okay, so for Poniko's House, you want the room to change into the Uboaroom every once and a while? Heh heh heh, what an evil trick. I like it! Unsuspecting players will be surprised by the sudden change, just like the original game. Excellent. Maybe I should make it be a 1/64th chance every 10 seconds or so. Accepted!

Uro's Dream Apartment can work, too and is a good area for a stage. Accepted!

For the Kaibutsu school, I'll make it take place in a hallway, and some Kaibutsu might be chasing students around. They could enter and leave through the doors. Accepted!

>>8170

The only issue with using Oreko's machine is that she's going to use it in her moveset, most likely in some Dream Enders. It'd be a little weird for two of them to show up.

>>8171

Sky Garden is a perfect stage for this game! I like that idea very much. Accepted!

Japan Town is also a wonderful stage. I want to make it be nice and big to encompass the entire street. Accepted!

.flow's Underwater area also makes for a nice stage. That big "cardboard castle" thing could be in the background. Accepted!

>>8177

Not adding the MJ Ghost in the background of the Japan Town stage? That'd be pretty...[spoiler]Bad.[/spoiler]

And I actually have been thinking about having endbosses for each of the story modes. Madotsuki's story mode boss is her ghost, and Sabitsuki's is Rust. No clue about Uro, though. Perhaps the masked killer from that game she has...?

>> No.8179   [Delete]   [Edit]
File: 1313190446155.png -(452.7 KiB, 1920x1440) Thumbnail displayed, click image for full size.
463550

>>8161

Well then, this is a good opportunity to contribute. I have no idea how many extra stages you're thinking about making, but just in case I've enumerated a few. Also, I have no idea if the backgrounds are merely images/animated images, or are controlled by scripts, so I'll just dump a few ideas for the stages in case they're scripted

1 - The game ends here, so we needed a school rooftop stage. Why this one over the other? The amazing sky. No particular animations I can think of for this one, except for the sky, and maybe the Cleaner peeking out of the entrance (in case she's not in the fight)

2 - The girls could all form a crowd and cheer the fighters on. At the end of the match's final round, they would all get torn apart (not in an exceedingly gory way, just like in .flow)

3 - This one would be tricky. Depending on the number of matches we'd need to win, the girls would get torn apart progressively, like in the event. Upon starting what is possibly the last round (for either side, or both of them), only the giant girl would remain. Of course, as soon as the match ended she'd erupt in the usual manner. The soundtrack for this stage would of course be heartbeat-related. I'd suggest something that progressed kind of like this BGM http://www.youtube.com/watch?v=Aca3f9OYcXs, but keeping the beating sound audible at all times

4 - This is iconic enough to be a stage, but at the same time I feel it's a bit too bland compared to other locations. Might be ok as a last resort

5 - The love hotel district is a perfect stage for a fighting game. The animations we can think of here are too many to count, but just to name a few: the little guys advertising the hotels, creepy black creatures surrounding a pink alien, a blue alien and pink alien couple strolling around, the weird two-colored alien (or maybe a couple going on with their business?) looking from atop the roof from time to time.... All this in a pleasant background composed mostly of pink and blue lines

6 - Not overly iconic but it's well-known enough. It's also most likely the place that you can add the most animations out of the plant past world. Maybe you can throw in a few kids in there too. Of course, the Gardener would be absent from the background if he was fighting at the time

7 - It's one of those stages that grows on us, or at least it did on me. The background itself isn't bad at all, and a mass of Kaibutsu kids moving in unison would provide for a good animation

8 - Very iconic, and would also be quite fun if there animations are scripted. On regular matches Sister can be crouched by the bed, trembling a bit. When Smile is fighting she would still be crouched but not trembling. If Smile won, she'd stand up and smile gently with teary eyes ( or just a glint if the detail doesn't allow it). If Smile lost she'd run away while crying. On a side note, if the battle start animations can also depend on which stage the characters are playing at, you can have add a subset of animations for Smile, in which he'd make a comforting gesture directed at Sister before (or after) doing whatever animation his opponent would cause him to do. Would definitely take a bit of work, but it'd be a nice touch in my opinion

9 - Because the game needed a token abstract stage, and FUCK marijuana goddess. If Yuureiko was present, then the background wouldn't be cycling at the start. She'd then cause a bit of rain to fall which started the cycle

There, that's about it. I do have a question for you though mate. What stages have you already decided to include? Or is everything still out in the open? I'm asking because, even though we talked a good bit about Monoe's and Monoko's stages a few posts ago, you never made an actual list of confirmed character -> stage pairings. It'd probably be easier for us if you found the time to do that, so we wouldn't make suggestions you were already going to include. It'd also be better this way, since we could suggest BGMs and animations for the places that were already confirmed

Last edited 11/08/12(Fri)16:17.

>> No.8180   [Delete]   [Edit]

>>8161

From Yume Nikki itself, the Sewers could be a good area. There's lots of characters to incorporate in the background, like the Alley Demon and the Nopperabou ghost, not to mention the drawings. Pirori could also go through the water every once in a while.

The Train on the way to the witch effect might be good too. You could have it stop occasionally to change which set of passengers are on it.

Last edited 11/08/12(Fri)16:56.

>> No.8181   [Delete]   [Edit]

>>8179

#1 is a nice choice. Since that's where the game ends, the BGM could be a mix of the ending theme. #2 sounds nice as well. #3 might be hard to code, but it would be a neat stage. #4 is a bit bland, honestly. I like #5, if only because it reminds me so much of Moonside. #6 is also a great stage since there's a lot going on in the plant caves. #7 sounds pretty cool, and was a pretty notable (and creepy) location. I'm loving #8 and the whole Sister interaction idea. #9 doesn't seem all that good. I mean, if I recall right, that was used as a jump scare thing in a Rainbow World section. Plus, the stage that really defines Yuureiko in my opinion is that one area that has that grey tick-like thing in the background. 1, 2, 3, 5, 6, 7, and 8 are accepted! ...Also, what's with the Marijuana Goddess hate? I like that place, it has nice music.

For stage choice up until now, I only had vague ideas. I paired characters with stages, but I wasn't too attached to all that many of my choices. I've kinda decided to nix the whole "every character has a stage" thing in favor of more varied and memorable locations. I do have my own ideas about what locations would make good stages, but my plan for now is to just roll with whatever people give me, and then fill in anything that I feel should have gotten in that was missed. My selections will depend on how many selections I get from you guys. If you want, I can post a few of my ideas and you can suggest BGMs and animations.

>>8180

The Sewers are a good idea. That's a pretty popular area, and it has some neat stuff it in. Accepted!

The Train's passengers could perhaps include the Faceless Girls, or maybe some cameos of things from YN that didn't make it anywhere else in the game... Sounds good! Accepted!

Last edited 11/08/12(Fri)17:25.

>> No.8183   [Delete]   [Edit]

Hey, it's me again. I've thought a little stream earlier, right? In addition to Poniko's Room, Urotsuki Room and Kaibutsu School(respectively, for Poniko, Urotsuki and Kaibutsu), I'd like to suggest... The Graveyard. Aojiru needs a place too, right? As effects... that creatures running around, clubs that vomit from times to times... it's all sickly like Aojiru itself, don't you think? =) And... If he's not fighting, he would be fine watching everything in his chair.

>> No.8184   [Delete]   [Edit]

More .flow places.

How about the place full of Kaibutsu with the black grating over the orange glowy-clouds?

Also, the cliffside section of the psychedellic world has a really cool parallax.

>> No.8185   [Delete]   [Edit]

>>8183

Hm... Are you wanting the stage as it was back then, or crazy and insane as it is now? I agree that the stage is a good choice (although we don't necessarily need a stage for every character, as you seem to be doing), but because of how nuts it is, it'd be very difficult to figure out. I'm accepting it for now, but if making a decent stage out of it proves too difficult, I won't be able to do it.

Also guys, if you have any places you like from, say, Yume Nisshi or Answered Prayers or any other fangame (even ones without playable characters) you can go ahead and do that. I'm not restricting it to the Big 3, heh heh heh.

>>8184

That place full of Kaibutsu is VERY similar to Oreko's lab. It also has the same music. I'd rather add that place then that area since they are so similar.

I'm a little confused about what you're talking about with the second suggestion. Are you saying you want the cliffside rainbow area? Because that place would make an excellent stage.

Last edited 11/08/12(Fri)19:54.

>> No.8187   [Delete]   [Edit]

>>8185

>Are you saying you want the cliffside rainbow area?

Yeah. It would be neat if those little flying guys flew around in the background. It would also be cool to see the glow flowers and the white cat make an appearance.

>> No.8188   [Delete]   [Edit]

>>8187

Yeah, the Rainbow Cliffs were one of my favorite areas in .flow. It'll definitely make a great stage, and I can remix the music from the Witch event that occurs in that area, as well. Accepted!

>> No.8189   [Delete]   [Edit]

>>8177
If Rust was an uberboss she should decrease her opponent's health with her mere presence. That always ups the ante and fits in with the disease aspect.

>> No.8190   [Delete]   [Edit]

>>8181
You are not going to use the White Room? One of the msot haunting events from the entire game? Get creative! Say for example that a character hits off the floor or walls and we get the blood static effect from when you try to go through the door, and you could have the demons pool up from the blood on the floor, wiggle around like they love to do, have a kaibutsu Sabi or something similar approach the doorway while in the background before having the infamous death animation... Even without anything crazy like that though its the WHITE ROOM D':

>> No.8191   [Delete]   [Edit]

>>8189

...Hm. It depends. It might make the boss a little too hard, and I think any KoF fans here know about how rage-inducing difficult fighting game boss is.

>>8190

I could make it work, and that event was incredibly disturbing (I don't even want to guess at what Sabi saw in there that caused that to happen to her), but when we come down to it, it IS just a white box with blood all over it. I could make the blood wiggle and have demons come out of it...but it'd still be a White Box...

Oh what the hell, why not? I could use some of those effects that you're talking about for the stage, and it would find up alright. To people who don't know .flow, it'd be fun to see the reactions to such a twisted stage.

Currently, our stage count rests at 18, with 11 .flow locations, 4 YN locations, and 3 2kki locations. ...I'm actually a little surprised at .flow's popularity here. ...I think after a few more .flow stages (I'm thinking 4 more), I'm going to have to close the window for .flow stages. As awesome as .flow is, I can't have it completely dominating the game's stage roster. So if you have any ideas for .flow stages that you haven't posted yet, speak up before someone else takes one of the last four stage spots, heh heh heh.

>> No.8192   [Delete]   [Edit]

>>8189
I only said it would be a good idea to refill both HP bars because going through a boss phase is essentially fighting an entirely new battle. Now that I think about it, though, it would be much more like a final boss if you only get one HP bar and she goes through several. Hard as hell, yeah, but that's the way a final boss should be.

>>8190
He's got a point there, Yama.
EDIT: olol you already responded.

Last edited 11/08/13(Sat)00:24.

>> No.8193   [Delete]   [Edit]

>>8191
Ouch... yeah as much as I love .flow Yume Nikki needs to have a significant advantage in stages over the other games. They are fan games afterall, so Yume Nikki needs to get the spotlight in every aspect.

>> No.8194   [Delete]   [Edit]

>>8191
How about the alley behind the hospital with the handgun in the garbage? Also the wet prison, that would be a cool one with the figures in the cells and the creepy silhouette guy occasionally popping out from behind pillars and the reapers next to the guillotine.

>> No.8195   [Delete]   [Edit]

>>8194

The alleyway would be a little boring, but I'm all for the prisons. That was a neat little area in the game, and I'm surprised that people don't seem to pay much attention to it for theories and stuff, it seems important in my opinion. So yes, the Wet Prison is accepted!

>> No.8201   [Delete]   [Edit]

Violence City from LSDem would be good. I think you could take various parts of the city for different stages.

Come to think of it, you could take a fuckton of different stages from that game.

>> No.8202   [Delete]   [Edit]

>>8201

Yeah, LSD is perfect for stages because of all of the really weird shit you can see in there. But the Violence District is really perfect, especially since the Grey Man shows up there a lot; it's pretty much his place. Accepted.

>> No.8204   [Delete]   [Edit]

...Yama, excuse me but... do you have some news around the characters? =) This game looks promising, so I'll continue here to see what's going on. ^^

>> No.8205   [Delete]   [Edit]

>>8190

Good suggestions there. It was an iconic enough stage, but it just seemed too bland. Those animations are sure to make it better

>>8191

Alright, 8/9 is awesome

Got to admit though, that last one was just added to see if you told me to fuck off. It'd be a really stupid stage. Having said that, Marijuana Goddess still sucks. Sure, the music isn't bad, but seriously, that thing is a fullscreen event which instantly appears, with the BGM turned on at 100%. Not even FACE did that, and it was supposed to be scary, disturbing event. As an "acid trip" (or should I say weed) event, MG sucks donkey balls

Other than that:

>To people who don't know .flow, it'd be fun to see the reactions to such a twisted stage

Yeah, I bet those three guys will be really surprised

>I think after a few more .flow stages (I'm thinking 4 more), I'm going to have to close the window for .flow stages

You single-handedly managed to make the .flow loving contributors hate me

>As awesome as .flow is, I can't have it completely domin-

YES YOU CAN

And mate, would those bosses, like Rust, not be playable? If so I can already see an altered version of your game circling around with those characters enabled...

Last edited 11/08/13(Sat)18:04.

>> No.8206   [Delete]   [Edit]

>>8204

News on the characters? What sort of news are you looking to hear? Are you talking about those little overviews of the character's playstyles that I've been posting? ...Currently, I'm working on Odoriko. She's got her overview and motions done, and more than half of her normals done.

>>8205

Well, it's actually like 7/9. I was typing up little blurbs about the stages in my notes, and I noticed that 2 and 3 were very similar. I was thinking of combining elements of both. Having the girls cheer for the players, but as you suggested for 3, having them decompose as the fight goes on.

Hey, hey. I'm pretty sure your suggestions covered nearly all the best spots in .flow, and combined with the others, we've got a great lineup that could very well be a stage roster for a full fighting game on it's own. Now, if I added EVERY great location from any of the games, A) it'd slow down progress, and B) there would be no fun unannounced things to add in as patches in the future!

As for the bosses, they won't be playable, mostly because they'd be very poorly suited to be characters anyway. For example, Big Red or Rust as she appears in the endgame (that part at the very end of the long hallway). I think only a few bosses would be suitable as characters, and even then they'd be seriously overpowered. If someone goes and mods the game to make the bosses playable or something, I don't really care.

Last edited 11/08/13(Sat)18:52.

>> No.8207   [Delete]   [Edit]

>>8202

Not sure if you’re planning on having more than one LSD stage, but if so, Kyoto would be another good choice. There’s so many odd things there that almost any part of it would work.

The Underwater Carnival from 2kki also has potential to be a good area. Maybe the stage could be on the road leading up to the dungeon (http://images.wikia.com/yume2kki/images/1/11/Damnclowns.jpg). You could have clowns in the background leading kids inside.

As for Yume Nikki, some part of the White Desert would be nice, since it’s so iconic. Masada’s ship would be fun too. If you can have the animations change based on who’s in the battle, he could be at his piano when not fighting. There could also be a random chance of the ship crashing at some point in the match.

>> No.8208   [Delete]   [Edit]

>>8207

I wouldn't mind adding more than one LSD stage, and the Kyoto area is home to some of the game's weirder events (I was watching one of MikeNnemonic's videos of LSD, and I'm pretty sure one of the later ones had him being ambushed by a weird face). Accepted!

The Underwater Carnival is a great pick! It's like the clown's homebase, and since one of the clowns is a character, it'd make since to have it, The BGM here is very remixable as well. Accepted!

A White Desert stage and Masada's Ship are also unforgettable locations from YN, and I've got characters from both playable. Accepted!

>> No.8209   [Delete]   [Edit]

>>8206
I doubt anyone would want to mod the game with the bosses playable anyway, they'd just add the bosses to their own Mugen rosters to fight Spiderman, etc.

>> No.8212   [Delete]   [Edit]

Bosses if playable certainly shouldn't be playable for multiplayer, but setting up a custom game against a boss could be fun. The thing about bots is that they're only as entertaining as the bells and whistles you can throw on them occassionally.

I hope Big Red doesn't end up being the "final" boss for Mado. He's really not that impressive in the game itself. Unfortunately nothing really would make sense outside of Uboa or FACE as psycho bosses detached from their already present rolls within Poniko and Kyukyukun

>> No.8213   [Delete]   [Edit]

>>8212

Nah, Big Red isn't the final boss. That position will go to either the Aztec Rave Monkey or Mado's Ghost. I'm trying to diversify the story mode and make branching paths with various things like challenges involving, say, defeating the Monochrome Sisters together. Or, on Sabi's route, beating up a few demons before she decomposes.

A thing I've seen on MUGEN bosses before is that you can select them, but the AI takes control of them, preventing them from being controlled by a player. So I could have them somewhere off to the side in the character select screen, but a player wouldn't be able to control them if they were selected. That way, you could fight any boss you've already beaten, any time. You'd also be able to fight them with characters you normally couldn't.

>> No.8216   [Delete]   [Edit]

Some stage suggestions of 2kki for you: Mushroom Land(that area could turn from times to times for "White" mushroom land, that bloody sub-area), the Shrine(Maiko effect girl and Odoriko could be there), Marijuana Goddess World should be a good place too.

and for Nikki, I would like to point out Candle and Block Worlds. Candle World has that all-mysterious tone, and has some landmarks as the pyramid to Floating Tiles World and... that midget could be rounning around. Block World is the home of Mafurako and could have the main door leading to Mono Desert visible. My idea is that the fighters are on the path to Monochrome Desert and viewing a panoramic vision of the other buildings.

Number World should appear as well, it's a rather uncommon world, only copied in 2kki.

And just suggesting... I've played "N'Oubliez Jamais". Think that Al-Ree, the protagonist, could be fine as a kind-of boss... To think, he controls reality through his dreams.

Last edited 11/08/14(Sun)09:48.

>> No.8220   [Delete]   [Edit]

>>8216

Mushroom Land is pretty nice. I like that place, and it has nice music in it. Accepted! Marijuana Goddess World is also a insta-yes because I love that place and its music. ...Do you want the Shrine stage to take place outside the shrine? Because I think that the snowy woods in front of the Shrine would make an excellent stage.

Candle World sounds nice. We could have that little ghost with the freaked out face roaming around as well as the midget and some of those things that look like candles with legs. Maybe a super fast Toriningen could run around as well? Accepted! And Block World is definitely a yes. I think Block World is a really iconic place in YN, so it definitely deserves inclusion.

And because we have Kyukyu, Numbers World would be a great stage. Perhaps it could be near the static lake with Steve "Leif" Kareha in it.

And it looks like I'm going to have to go play N'Oubliez Jamais. Although if the game is as unique as I think it is, and there was enough material for moves, I think that I could even add Al Ree as a character. If I found one other miscellaneous character to add, then it'd balance it out to 40. In the event that Al Ree does show promising moveset potential, I'll need someone else to add. ...Is there anyone from the recent version of Yume Nisshi that would make an interesting moveset? I find that Yume Nisshi is REALLY hard to find stuff in, so I haven't found much in the game.

>> No.8222   [Delete]   [Edit]

http://loda.jp/yume2kki_5/?id=8

Here it is. I didn't find that so funny, but the game itself deserves a shot. It has five "ends". See if you can get 'em.

>> No.8223   [Delete]   [Edit]

>>8213
Haha! I was going to suggest Mado's ghost as the final boss for Mado, but i thought you might find the idea stupid! Can't wait to see what Mado's ghost can do. Like I said earlier I have ideas but they'd probably be kind of hard to impliment because the only really cool idea (to me at least) would be to make it a kind of multi-tiered fight.

>> No.8226   [Delete]   [Edit]

well, Yama, to unzip "N'oubliez Jamais" you should rename what comes out of the link. and take a separate folder...

>> No.8227   [Delete]   [Edit]
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937947

hmm, some more good areas could be
The Beach (2kki) where you get the wolf effect, though i guess it's kinda bland

The Club (2kki) This areas fun, it has a lot of enemies in there so you could mess with them like having them in the background doing various things, there's a band which you could arrange music that fits to what instrument their playing

The Bar (.flow) you see various characters drinking in the background, (the kaibutsu, the cleaner, the hung over black thing)

The Desert (Yume Nikki) have weeds moving and maybe have the torningen having the party cheering the fighters on

The Clocktower (Lcd Dem) Have a big ticking clock in the background, have the tv guy hanging out in the background, maybe the stage could turn to day to night?

>> No.8229   [Delete]   [Edit]

>>8227

>The Bar

The Sugar Hole, and I was going to suggest that one until I realized how small it was... but maybe it could work as a stage if it was extended into the table rooms and the hallway with the broken elevator. I'd also love to hear a remix of The Sugar Hole theme. (keep it gloomy)

Sort of related, this is the single most active thread on Uboachan since the early days of the masturbation thread. This should be sticky.

Last edited 11/08/14(Sun)15:15.

>> No.8230   [Delete]   [Edit]

>>8229
the area itself doesn't need to be "small" either. It can be represented as a larger space. Afterall fighting game stages are all about backgrounds :O

>> No.8231   [Delete]   [Edit]
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107148

I sat down and got about an hour or so of uninterrupted time to work on movesets, and I got some good stuff. Odoriko was finished, and her moveset is pretty neat. I also got about halfway though Kanchou no Musume, and she's shaping up to be one of those hard to learn, yet deadly characters. Lots of move choice and variety. Here's Odoriko's overview:

Odoriko is a very precise fighter. Her slightly lower health and defense stats make it hard for her to just rush in and attack recklessly. But at the same time, she lacks the range to fight from very far away. So she must stay within a certain range of the enemy and avoid attacks and wait for openings for attacks. She's great at capitalizing on errors and rushing in from a slight distance to set up a combo. Her rabbit helpers also allow her to set up combos and provide for a little extra distance if necessary, but they aren't always available.

>>8222

Thanks! I'll play it when I manage to get some spare time to sit down and enjoy it.

>>8223

For Mado's Ghost, I plan on making her sort of like Madotsuki's psycho half; a representation of her darker side. She can use Mado's effects, but in a way more suited to a endboss. Stuff like bringing down lightning where the player is with the Demon effect, or a series of rapid knife slashes, for example.

>>8227

The Beach is fine. Not every stage needs to have a a million things happening at once. A beach stage with the little wolf guy making his sand castle and rolling waves sounds like a nice little stage. Accepted.

The Club is also nice since we have all the chasers as characters. I think that the stage could have various cameos on it. It'd be a nice addition. Accepted.

The Sugar Hole is also a pretty recognizable .flow location, and since the Cleaner is in, it makes a lot of sense to add. Maybe the Kaibutsu there could club another Kaibutsu that tries sitting near him or something as reference to that event. Accepted.

The Desert is okay, but since the Toriningen Picnic is in the desert, perhaps we could make the desert area be the Toriningen Picnic? The picnic music could be remixed, and the other Toriningen could be having a party in the background.

The Clocktower...I'm not so sure about. I like the giant clock and all, but the clock tower area in the picture seems a little bland. Even if I added the TV man, it'd be a little dull. I played through LcdDem, and there doesn't seem like there's much else in the area to use to make it more interesting, as well...

>>8229

Yeah, as >>8230 said, it wouldn't matter, I could make the stage seem big enough. I'll be sure to keep your suggestion about the remix in mind.

>this is the single most active thread on Uboachan since the early days of the masturbation thread

Damn, that's crazy. Didn't think that it was THAT popular. Sweet.

>> No.8232   [Delete]   [Edit]

>>8231
maybe I would have to read the thread again but if I recall correctly you've made a lot of characters with "slightly lower health and defense." It looks like we're going to have that be a standard health at this rate. Who are our tanks so far? Other than Kyukyukun?

>> No.8233   [Delete]   [Edit]

>>8232

I say slightly lower and health and defense, but in reality, it probably won't be that drastic. I have to seriously compare every character once all the movesets are done and then do some comparisons to even out the stats a little more.

But I do have an idea of who the tank characters are. Aside from Kyukyu-kun, the characters that fit the big heavy tank role are Masutaa and the Grey Man. Now, I do have some characters who aren't necessarily big, but are otherwise tank-like. Those would be Monoko, Shitai-san, Urotsuki, Shokubutsu-san, Usotsuki, Chie, and Bael. So that's about...ten tank characters. They've all got different things about them, some play like tank-rushdown hybrids, others like tank-zoning hybrids, and others just as pure tanks. I wanted there to be a decent amount of different character types so that tank users have options, so rushdown users have options, and so zoning users have options, just to name a few. Nothing gets me in a fighting game more than not finding any characters that I like to play and having to settle for someone else.

>> No.8234   [Delete]   [Edit]

About the Sugar Bowl from .flow, if the area's too small, you could make the characters tiny or something, and have them fight on the counter. On the sides, you can have patrons such as the kaibutsu, Sabitsuki, or the black thing (if Sabisuki is fighting) sitting and having a drink. Behind the counter, the cleaners could be walking back forth as they work.

"The Underwater Carnival from 2kki also has potential to be a good area. Maybe the stage could be on the road leading up to the dungeon . You could have clowns in the background leading kids inside." -Anonymous
Additionally, with the Underwater Carnival from Yume 2kki, the background could feature the kids getting stamped after being led by the clowns.

I haven't looked at much of LcdDem, but if finding one stage is difficult, you could try having the background change periodically to a different stage, sorta like the Castle Siege stage from Super Smash Bros. Brawl.

Another stage that could be in this game could be the backroom in Megusuri-uri's office, where Box-chan lives (http://uboachan.net/tkki/src/1281406516903.jpg). She could pop up from time to time during a fight, and the red eyes in the cabinet could stare at one of characters and blink.

P.S. Sorry if this post's crap. I typed this at 2 A.M.

Last edited 11/08/14(Sun)23:45.

>> No.8235   [Delete]   [Edit]

>>8234

Minus the being super tiny thing, your ideas about the Sugar Bowl would be neat. I like the idea of the Cleaners being busy serving up drinks, makes it seem a little more lively.

The kid-smashing pillars idea sounds pretty good, too. It would allow players to see easily exactly what the clowns were really up to.

That's actually a pretty good idea, because that Clock Tower area is like a milestone that you need to find to complete the game, and there are many similar areas. It could cycle between them... Alternatively, if I were to pick any one LcdDem stage, I'd pick the fields where you get the flowerpot effect. Lovely music there, and it's just very nostalgic and peaceful feeling.

Megusuri's office would make a good stage, especially considering that he's a playable character. Maybe it could change into the nightmare version on round two? It sounds good to me. Accepted.

Currently, our stage counts rests at 10 Yume Nikki stages, 9 Yume 2kki stages, 12 .flow stages, and 2 LSD stages, leaving us at a grand total of 33 stages.

>> No.8239   [Delete]   [Edit]

"Could be the shrine stage outside the shrine?"

That's exactly what I've thought of ^^

Anyway, some overlooked creepy areas from the games. The path to Stoplight Event, with the blob-like things. They could be watching the fighters along with some faceless eyes.

In 2kki, a remarkably creepy area is Zalgo Event zone, where there is a grey face on the background.On each round it could be more and more distorted, as the floor would be covered in blood.

In Answered Prayers, the room could be that abandoned playground where you does get the "shadow" effect. that shadow guy should be watching the whole fight.

On LCDDEM, the "point" rooms are slightly usable. I recommend Ghost Aquarium(room with dark fishes popping up everywhere).

.flow, the area "inside the computer" is not creepy, but could be a nice addiction.

Finishing up, the "Desert" background of Yume Nikki, sometimes it could show up the "Aztec Rave Monkey" if possible, on the end of fights.

Hope my suggestions today were even a little helpful. Have a nice day!

Last edited 11/08/15(Mon)04:39.

>> No.8242   [Delete]   [Edit]

And to think, how about Urotsuki's Final Boss being that blob Urotsuki turns into on Japan Town Hotel? The blobs are called "Broken Geishas". Good name for a potential boss. Don't you think? Controlled by that spooky laughing maiko from the lobby...

>> No.8243   [Delete]   [Edit]

>>8235

Mate come on, just pick a few of your favourites already! I've been seeing you restraining yourself so much these last few posts, and then someone finally mentions a stage you were thinking about and you go "HALLELUJAH fuck yes I love that stage!". It's your game mate, no one deserves to choose a few stages more than you

How about making Megusuri's stage change only when he's fighting, and after his first loss (round loss, not match)? Personally, I feel little "easter eggs" like this are quite fun to look out for. Plus, much like the feeling we get when exploring these games, it would give us the impression that there's always something we still haven't seen in your game

>> No.8244   [Delete]   [Edit]

>>8239

You're talking about the "uterus monster road"? It might be okay, but if we were going to add a stage from that area, I'd perfer to use the actual forest. Also, one of Shitai-san's Dream Enders involves this area, so it'd be awkward if it was a stage.

Zalgo Event area is really fucking creepy, but aside from the blood, there isn't much of a floor, so it would be a little strange, I think.

The Shadow Playground from Answered Prayers is pretty good, but I'd have to find a way to make it work since it has a very definite style to it that might look a little strange as a fighting game stage. I want to add this, but I have to think of how to make it work... Accepted for now.

LcdDem's ghost aquarium is a perfect stage suggestion, I'd definitely like to see it. Accepted!

The computer area is...alright, I guess. There are only a few slots left for .flow stages, though, and I don't feel that it's quite good enough to deserve one of the final spots.

Aztec Rave Monkey is definitely going to be a boss character, so I may not have him pop up like that. Perhaps he could be seen inside of the crate ever so slightly? Might be neat.

>>8242

The Geisha and the blobs would make an excellent normal boss, I think. I definitely would like to add that in. I feel that the endboss should have more significance to Urotsuki or have something to do with the chasers.

>>8243

It's not really a problem! The stages I really want are going to get in for sure anyway (I'm choosing locations along with the ones you guys pick) so don't be concerned that I'm holding myself back on the stages. I'm already ecstatic that we've got this nice huge stage roster, and the fact that people are going to get some satisfaction that their ideas and favorite locations are in the game is good enough for me.

I plan to include all kinds of little easter eggs and secrets in the game for fun. Hidden references, secret stage elements... I may take things you guys suggest, but I also may come up with a host of my own surprises that I won't talk about...

>> No.8247   [Delete]   [Edit]
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233564

>>8234

>Sugar Bowl

>>8235

>Sugar Bowl

Actually it's The Sugar Hole. I'd hate for the name to be wrong ingame so yeah...

>> No.8248   [Delete]   [Edit]

I don't think Yume Nisshi has had any stages suggested yet, so how about the Foggy Street? It's definitely a memorable area. You could have those chaser women and shadow guys in the background, plus the stage could sometimes change to the redder version, like where the Pyramid Head effect is. The iron maiden thing could be included too (http://uboachan.net/fg/src/1312929144303.png).

>> No.8253   [Delete]   [Edit]

a little suggestion for music: How about the "main menu" theme being that all-known remix of youtube, "Subconsciousness"?

http://www.youtube.com/watch?v=v1PW_DSHS6w&feature=related

Here's the link, enjoy ^^

>> No.8256   [Delete]   [Edit]

>>8249

Yeah, that place would be an excellent stage for Nisshi! ...But I didn't know the Pyramid Head effect was there. FUCK ME, I quit that area thinking there was nothing theeerrrreee!!! But yeah, accepted.

>>8253

I have a song lined up for the menu theme. Me and J-MACHine from a few posts back have been working on music. It's a little slow going at the moment, but work is being done. Perhaps subconsciousness could be the character select theme. ...I'd like to do as much as I can without taking anymore music, though... We'll see.

>> No.8260   [Delete]   [Edit]

The Sugar Hole isn't a bar, it's a diner. (Well, technically it's both)

You have a lot to work with with that map, whether it be adding a door (because THE DEVELOPERS CAN JUST SAY NOPE when it's convenient) to the diner area, or just making the bar area bigger than it really is.

And let's not forget the rust world painting, or whatever you wanna call it.

>> No.8273   [Delete]   [Edit]

Something I've thought of. Have you noted that the SAME character is in both Yume Nikki, .Flow and Yume 2kki? for "Same character" I mean that entity known as "Sewers UBOA". He appears on the Dark Tunnels(between cardboard castle and the entrance for the wet prison, I think) on .flow, in t he Broken Faces Area on Yume 2kki and in the sewers before Big Red on Yume Nikki. He should appear as a boss, don't you think?

And for a remarkable scenery, why not Sky Kingdom(2kki)? We should not forget Dogboa, that little thing running on a secluded space deserves attention too.

>> No.8274   [Delete]   [Edit]

>>8273

The only really well known incarnation of that thing is Alley Demon in the sewers from YN. The others are a little more obscure, even for these games. Plus, he looks a lot like Uboa, and Uboa as a boss takes precedence over Alley Demon thing. He'll make a cameo in the Sewers stage for sure, though.

And Sky Kingdom seems like a nice area. I've always liked brighter stages in fighting games, and Sky Kingdom seems like a neat area. Accepted!

Also, as a general note, I apologize for the slowness in updates right now. I'm pretty busy with real life stuff, and it just DRAINS my energy. I'll try my hardest to get Kanchou no Musume out soon (I gave her an interesting twist to her moveset that I thought was pretty cool), probably by the weekend at latest.

Last edited 11/08/18(Thu)15:38.

>> No.8282   [Delete]   [Edit]

>>8274
Cool, looking forward to it when you get the time.

As for stages, the Mall from Yume Nikki would be good, especially since Tokuto is playable. Maybe the stage could be in that waiting room area, plus the mall people could make appearances.

The Bowling Alley from 2kki could be fun too. The bowling ball and pin guys could be running around or even fighting in the background.

>> No.8283   [Delete]   [Edit]
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539457

>>8282

Well, wait no longer, good sir! I pushed myself and really set aside some time to do it, and managed to finish her up. I'm curious to see what you guys think of the mini-mechanic I gave her. Here's the usual overview:

Kanchou is a character that needs to keep her distance. But, she's a little more complex than that. Kanchou utilizes elemental spellbooks in her fighting style. Each spellbook offers her extra moves within her existing moves. For example, an Effect that shoots a fireball under her Flame Book will instead create a spike of ground under her Earth Book. Also, spellbooks can also alter certain move traits, or even her stats. If played flawlessly, a Kanchou player can keep an enemy at bay in a way that no other character in Dream vs. Dream can, and the fact that her moves are tricky to read doesn't help. However, she is fragile, and an ineffective player will be torn to shreds. Comparing this to Street Fighter, she's like the Gen of this game in how difficult she is to truly be effective with.

Oh, and the Mall stage is a good idea. The waiting room with the crazed Toriningen and O-man seems like a great idea.

And the 2kki bowling area, despite how I loathe going there, would make an excellent stage. The BGM there would be easy to remix as well. Both of these ideas are accepted!

>> No.8285   [Delete]   [Edit]

I DON'T KNOW IF IT WAS POSTED ALREADY

BUT YOU MUST

ABSOLUTELY MUST

HAVE THE HELL AREA IN .FLOW

WHERE YOU FIND THE TEST TUBE WITH A CHILD IN IT AS A STAGE

YEAH THAT ONE

>> No.8287   [Delete]   [Edit]
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25386

>>8285
Was Oreko's Helltech lab suggested yet? I forgot.

>> No.8288   [Delete]   [Edit]
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54868

Oh yeah, I suggested it

>> No.8289   [Delete]   [Edit]

What about the actual hell area? The one after Sabi gets her head chopped off?

>> No.8290   [Delete]   [Edit]

>>8283

Sounds touhou-ish, and very interesting. Hard-to-master characters are always the most fun to play

I'd like to make a suggestion though, seeing as so many people do not know what has and hasn't been suggested/decided yet. Seeing as you probably can't edit your original post, you could post (with a password you can remember) a complete list of game mechanics, characters and stages. For characters whose move sets are already decided, you could add the redirect to the post where you announced said moveset in front of their name. Then you could simply put the redirect address to that main post on your Link field whenever you post in this thread (the same way I did). Just so people would find it easily, seeing as the thread is growing by the day and searching for things is getting harder

To give an example, maybe something like this -

----------Character Lineup----------

Yume Nikki Characters:

Madotsuki >>7345
Poniko>>7478
Monoko >>7507
Seccom Masada >>7614
(etc.)

----------Stages----------

Poniko's House (Yume Nikki)
Dream Apartment (Yume 2kki)
School (.flow)
(etc.)

----------Game Mechanics----------

Dream Progression >>6563
(etc.)

>> No.8294   [Delete]   [Edit]

>>8289

I'll have to check the current amount of .flow stages I've got. I remember saying that I'd add only a few more; I'd have to see how how many I've got.

>>8290

Actually, I can still edit my original post, apparently. I like that idea; I'll definitely get right on that.

>> No.8296   [Delete]   [Edit]

So, are the levels going to be high res or low res? Meaning, "Can we slap something together in ms paint granted it doesn't look like shit"

>> No.8297   [Delete]   [Edit]

>>8296

It's gonna be hi-res. As I have said many times, I want the game to be high quality, as if it were produced by a legit doujin producer, and I will go to any length to ensure that that happens.

So no, slapping something together in MS Paint won't quite cut it unless you're godly with Paint. If you'd like to create little rough drafts made in MS Paint that can be used as future references, that'd help a lot, actually.

>> No.8299   [Delete]   [Edit]

Hey, Yama... I've been playing .Flow 0.15... on the Kaibutsu School arena, there could be a special event where the Kaibutsu are corrupted turning into red blood cells, like on the Corrupted Chase. What do you think? Could be on VS. Disease Girls, or VS. Smile.

P. S.: You've also forgotten Ghost Aquarium from LCDDEM as scenery.

Last edited 11/08/19(Fri)18:48.

>> No.8300   [Delete]   [Edit]

>>8299

Yeah, I suppose that's a good idea. Sure, why not?

And thanks for pointing out the missing Ghost Aquarium.

>> No.8318   [Delete]   [Edit]
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101629

I finished up Masutaa's moveset. ...I've gotta say, he was fun to work on. Making a moveset around serving up drinks and setting up a bar is definitely one of the weirdest concepts for a fighting game character that I've ever heard of. It was fun to make that work, and I'm anxious to see how it'll all play out when it comes to actually creating him. Here's the usual playstyle overview:

Masutaa is probably one of, if the strangest character in Dream vs. Dream. His playstyle completely revolves around setting up a bar and using that as his “base of operations” that serves as a shield against attacks, as well as a necessary set up for some his of most important attacks. As for the nature of his attacks, most of them favor crippling status effects and meter draining instead of pure damage. Masutaa can't fight well directly, but because of his excellent defensive techniques, he can keep foes at bay very well. His best opportunities for damage come when the enemy is under a status condition and is impaired; at this point, Masutaa can actually rack up damage. ...He fits the role of “usable joke character” well for this game.

Last edited 11/08/21(Sun)03:27.

>> No.8319   [Delete]   [Edit]
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22852

>>8290
Are you sure a weeaboo character who reminds you of touhou is more related to this project to the Daedric lord of Dreams?

>> No.8320   [Delete]   [Edit]
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319982

I remember 2 people being unable to finish a 3-4 minute animation. What makes you think you can complete 40-odd characters, with a ton of animated/static (read: shitty) stages when you have IRL issues?

Each character will probably be around a thousand frames each.
Since tiny YN sprites never appealed to anyone, all those frames must be hand drawn and animated for the most part.

cough about 38,000 hand drawings cough

You'd need to figure out Fighter Factory/C++/Game maker to actually put everything together.

Not to mention custom voice files and soundtrack. Even if the characters are mute, having no voice would make the game pretty uninteresting.

Imagine going insane to the same repeated, stock sound affects of punching, layered over by touhou/YN OST on a constant loop.

Have fun with that one.

>> No.8321   [Delete]   [Edit]

>>8320
this guy is a major fag don't listen to him

Last edited 11/08/21(Sun)07:29.

>> No.8322   [Delete]   [Edit]

>>8321
I've heard of escapism, but that's pretty ridiculous.

>> No.8323   [Delete]   [Edit]

http://www.youtube.com/watch?v=zUFVLJ6ASmU
JC Denton - poly
Gilbert Renton - OP's dreams
Sandra Renton - Me
Jojo - The Working Class

>> No.8324   [Delete]   [Edit]

>>8323
What a shame.

>> No.8326   [Delete]   [Edit]
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248561

>>8320

Do you really think that I wouldn't have previously thought about how hard this would be? I looked at this project from every angle and STILL decided to go through with it. Makes me a hell of a lot braver than you. Had it been you with the idea, it seems like you'd have kept to yourself and never attempted to make it a reality. ...What a shame, eh?

2/10, you actually got me to make a mid-sized response! I'm not usually that easily trolled; that's what I get for not sleeping the night before.

>> No.8327   [Delete]   [Edit]

poly you got dominated admit it fag

>> No.8328   [Delete]   [Edit]
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>>8326
Braver? Nope, just proves you've got a hell of a lot more spare time on your hands. Enough spare time to do around 38,000 sprites.

If you complete this, I'd certainly be impressed, and would play the shit out of it until my thumb bones were worn right the way through.

I was merely taking an overview of what the creation of such a game would entail. If you've thought about it, and are positive that you aren't going to shelve the project half way through development (which is more than I can say for a lot of people who plan on making something awesome. ahem, Boatmurdered The Animation), that's all fine and dandy.

>> No.8329   [Delete]   [Edit]

>>8319

>weeaboo character
>all characters are from japanese-style exploration games

On a separate note, other than contributing with a few ideas I'm not related to the project in any way, so I'm probably the wrong person to complain to

>>8320

Psshh look at all the hate

Last edited 11/08/21(Sun)22:56.

>> No.8330   [Delete]   [Edit]

>>8328

Well then, I apologize for misunderstanding your intentions. I've seen attempts at projects like this before many, many times, and seen most of them miserably fail, and I'm absolutely determined for that not to happen to this.

But, you could have chosen your words a little bit better so that you could not have come off as a troll.

>>8319

I am sure a unrelated character from the Elder Scrolls series is less related to this project than a character from Yume 2kki.

Last edited 11/08/21(Sun)13:14.

>> No.8338   [Delete]   [Edit]

Heya. I've been out for a while... any news?

>> No.8340   [Delete]   [Edit]

>>8338

The most major thing is the renovation of the main post. It links to every character overview, lists all the approved stages, and gives a short overview of the game mechanics.

Two characters, Kanchou no Musume and Masutaa were finished as well. Kage-onna is currently being worked on.

>> No.8343   [Delete]   [Edit]

>>8340
What about work on the actual engine and stuff, or whatevers? A lot of this stuff is still just ideas and us all shooting the shit. I'll feel a lot better about this thing not dying once you have an alpha with one or two characters in it and most of the mechanics operating.

>> No.8344   [Delete]   [Edit]

>>8343

Unfortunately, I have nothing finished. I know that that sounds really bad, and I feel bad for not having anything done, but I can't work with MUGEN as well if I don't have the finished sprites to work with. I could make temporary placeholders, but then I run the risk of coding something wrong with a placeholder and having to fix everything back up when the real sprites come in. Besides, even if I did use placeholders, I wouldn't be able to show anything any sooner.

All I need right now is an artist. I'm seriously cursing my lack of artistic ability right now, because I know I'd have way more done if I could draw. But since I need to rely on others, things are going much slower than I had hoped. Since my only real choice is to hire someone (obviously no one will work for free), I need to be able to convince them that this is worth the effort, have enough money, and find someone who is skilled enough to bring everything to life as I envision it. And it's a hell of a lot harder than I thought it would be.

I deeply apologize for not having more at this stage in the game, guys. If you doubt me and doubt the success of this project; I don't blame you. I would too, were I in your shoes. But I assure you, once a spriter signs onto this project, work will go very smoothly from there. It's like that initial push that gets a ball rolling down a hill.

>> No.8345   [Delete]   [Edit]
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28366

>>8344
Regarding that "Nobody works for free" part... you're wrong. Go find a volunteer for this thing. Trust me.

http://youarenotsosmart.com/2010/05/31/fines/
It's a bit offtopic, but you'll see my point.

>> No.8347   [Delete]   [Edit]

>>8345

I didn't mean literally that no one ever works for free, but I'm saying that I doubt many people will want to draw that many sprites for free.

Still, you make an interesting point; searching for volunteers is also an option that I hadn't thought of before.

>> No.8377   [Delete]   [Edit]

I'm reporting on the progress in finding an artist. Spriter's Resource appears to have been a big flop. I figured it would be, but I tried anyway. After all, doesn't hurt to try. Oh well, what a shame.

I'm going to try TIGforums' Paid Work section and see if I can at least get some responses that way. I'll still periodically check Spriter's Resource, but I doubt anything will come of it.

Also, I'm still putting in little snippets of work on Kage-onna every once and a while. Further creation of movesets isn't my priority right now; I'll be able to focus a little more on that again once I've got someone set up to do some art.

>> No.8386   [Delete]   [Edit]
File: 1314419141733.jpg -(108.6 KiB, 599x890) Thumbnail displayed, click image for full size.
111181

I've got good news and bad news. Good news; Kage-onna's moveset is done and her overview is ready for posting. As usual, enjoy:

Kage-onna plays offensively, but her offense is more of the slow and steady type as opposed to more fast-paced characters. She uses shadow strikers and teleportation for combination attacks to really put the pressure on foes. However, her shadow strikers can be easily repelled, and she's got very poor reach by herself. But, if she coordinates her striker attacks and her normal attacks, she can make situations that are very difficult to defend against, if not impossible if done right, although doing so is extremely tricky. She's a bit more complicated than most aggressive types in the game.

Now for the bad news. I'm having one hell of a time registering on TIGForums. All it tells me is that "An Error Has Occured!" without telling me what I did wrong in filling out my registration forums, making me feel like a retard as I try to figure out what I did wrong. I'm going to see if I can figure out what went wrong with registration; in the mean time, does anyone know of any other good places where I could possibly hire someone for some paid artist work? Spriter's Resource and TIGForums are the only places in can think of at the moment.

Last edited 11/08/27(Sat)00:21.

>> No.8393   [Delete]   [Edit]

I could make you an account if you have a way that I can get the information to you.

>> No.8394   [Delete]   [Edit]

Try asking in other places with a wider userbase as well, you might find a sprite artist who likes Yume Nikki enough to do this.

>> No.8396   [Delete]   [Edit]

>>8393

Oh, that'd be a big help if you could. I figure that a good few people on TIGForums may know about Yume Nikki, so that's a good part of why I'm trying there.

You could send the information to my email, YamaofParadise07@Gmail.com. Thanks for your help!

>> No.8397   [Delete]   [Edit]

>>8396
sent

>> No.8419   [Delete]   [Edit]

So, any news around here? =)

>> No.8421   [Delete]   [Edit]

>>8419

Oh, you BET there's news. I posted on the Pixeljoint forums last night, and since then, I've got one person wanting to character sprites, one person wanting to do stage art, and another who seems interested in character sprites. I still need to get a Misc. Artist and a Spec. Effect Artist, but things are going well for having the thread up for only a single day.

>> No.8425   [Delete]   [Edit]

So, does you need some "Misc" sprites? Of what kind?
Items? I'm sure that items I can do.
And I'm happy you've gotten someone to help.

>> No.8429   [Delete]   [Edit]

>>8425

Misc. sprites are the graphics for menus, the character select, and the in-battle HUD. If there's any little thing you think you can do, I'd appreciate the help!

>> No.8440   [Delete]   [Edit]
File: 1314935689444.png -(102.6 KiB, 555x570) Thumbnail displayed, click image for full size.
105082

Hey guys, I've been doing some work on movesets in my spare time and I finished up Piero's moveset, so enjoy the overview.

Piero combines her excellent movement speed with a varied mixup game to keep opponents guessing. Piero also has a few moves to limit the opponent's movement so that she can run circles around them and keep them playing her deadly guessing game. Like many characters of her type, she trades her physical power and resistance for speed.

A bit simple, but I we don't really have many speedy characters like her in the game.

In other news, I've got my BG artist already starting on the first stage (Poniko's House)! I'll be sure to post the result for you guys to see when it is finished. I've also got a character spriter who is currently looking at the job position who has a really interesting style. If anyone wants to look at it, check it out at the link. The second row, first square's style is personally my favorite; I'm considering using it because it feels very expressive and that seems like it'd be good for the sort of characters we've got going here.

http://pixelxcore.net/hunter/

>> No.8449   [Delete]   [Edit]

Nice graphics you've chose, Yama. They do fit the characters, really. ^^ But... Inthis style, how about Kyukyu-kun and Masutaa? They are the only ones I can't see...

>> No.8450   [Delete]   [Edit]

>>8440

That looks like a nice style that would suit the game well, I say go for it.

I'm excited to see how the backgrounds turn out too!

>> No.8452   [Delete]   [Edit]

>>8449
Maybe they could be done as gijinkas? maybe people could submit designs and they could be voted on lol.

>> No.8453   [Delete]   [Edit]

>>8449

I think it'll wind up okay. They're weird characters, especially for a fighter. I think they'd feel a little awkward in nearly any style.

>>8452

It's an okay idea, but one of the big reasons I really like including Kyukyu-kun and Masutaa is that they're different from human-shaped characters, which brings a little more flavor to the game. Otherwise, I'd be considerably more reluctant to add them.

>> No.8469   [Delete]   [Edit]
File: 1315078327311.png -(201.7 KiB, 500x500) Thumbnail displayed, click image for full size.
206510

In a surge of motivation, I managed to very quickly finish up Shishou's moveset! I feel that he came out really well. He had potential to be really, really boring, but I think I managed to give him a nice mix of katana techniques and other miscellaneous abilities that give him an interesting flavor. Look forward to using him! Here's his overview:

Shishou is a slow-moving character who doesn't exactly play like a typical slow-moving character. His attacks are generally very quick, allowing him to beat many characters to the punch on their attacks. He also has a few nasty tricks that he can play as well as fairly large amount of counters. His damage is on the lower side of average, but he also has fairly decent vitality as well. There's not really a good fighting game character stereotype that he fits into, particularly. With a mix of rushdown techniques, defensive techniques, and fast weak attacks, he can play a variety of roles.

In regards to other news, I'm currently working out payment issues with that artist that I posted the examples from. Originally, I was thinking that I would have a small team of artists work on this and collaborate to soften the work load, but this guy seems more than willing to do it all himself, and his rate seems pretty good to me. $10 a day, adding up to $50 a week. All in all, around $200 a month. More than manageable with me. Combined with the occasional $20 I'll be paying for the stage illustrations, I'm honestly surprised by the costs. I figured that there would be no way I could afford it originally, but now things seem a lot better than I anticipated.

Also, I have many ideas for Megusuri-uri, who is my next character to work on. Like how Kanchou had some different "mechanics" behind her, expect Megusuri to have an interesting mechanic as well.

Things are seriously looking up for the project, and I'm totally hyped right now!

>> No.8498   [Delete]   [Edit]
File: 1315221628634.jpg -(533.6 KiB, 799x1130) Thumbnail displayed, click image for full size.
546388

Hey guys. I managed to finish up the moveset for Megusuri-uri. I really like what I was able to do with this character. He's got a scientist/doctor vibe to him since he's got a wide variety of moves involving chemicals, mixing chemicals, and few moves with syringes. Then, he's got a more spiritual side with some of his eye related moves that spawn eyes. Finally, I took his little things on his sides with the straps to be bags, so he carries beakers in one and Hakoko, the little box loli with the long hair, in the other, and she helps him out with hair related attacks. All in all, I love the end result of what I was able to do with this guy. Here's his playstyle overview:

Megusuri-uri isn't exactly that strong physically, but his damage output is decent. He's also got fairly decent range on many of his attacks. Aside from that, he's a fairly average character. That is, barring his chemical moves. Megusuri utilizes chemicals in beakers that have unusual properties that range from the mundane to the extremely odd. And to further this versatility, he can mix his chemicals to create even more effects. If you can master all of these techniques plus his normal moves, you've got a character with a large variety of techniques that you can use for any number of situations.

In other news, negotiations are still on going between me and the possible character artist. I really hope it can go over well since I've taken quite a liking to his style.

Also, this marks the end of the movesets for Yume 2kki characters! Next up for me to work on are the movesets for the .flow characters! How exciting! We're also over the half-way mark on character movesets! Pretty good, if I do say so myself.

>> No.8502   [Delete]   [Edit]

so... What's the new point over the discussion with the "characters" guy? You've said you've arrived on a manageable point with him, if my memory doesn't fail. Right?

Last edited 11/09/05(Mon)12:06.

>> No.8505   [Delete]   [Edit]

>>8502

Currently, we're working out the method of payment (we've kind of already decided on Paypal) and he also wants to know details about the project, like how far I've gotten in creating the movelists and what sort of characters I've got in the game. That last point is less of a serious matter and more just him being curious as a fighting game fan.

>> No.8507   [Delete]   [Edit]

say to him about the overviews here. This should be of some help ^^

>> No.8508   [Delete]   [Edit]

Why don't you just direct him here to the thread itself? What better way to explain what everyone is hoping for than to show him?

>> No.8509   [Delete]   [Edit]

>>8507
>>8508

That's a good idea. I'll show him this thread once I get the chance.

>> No.8534   [Delete]   [Edit]

Sorry to disturb, but... Any news around here?

>> No.8536   [Delete]   [Edit]

>>8534

Sorry, but things are going to be a little slow around here while things with artists are being worked out. It's hard to get a good discussion going since messaging is a little slow. In addition to working things out with artists, I still need to get out and apply for a small part-time job to help support the project financially. So until that happens, I've put a red light on for any major productions on the art. That's about all that's going on right now...

>> No.8540   [Delete]   [Edit]

Hey, I've been reading about the "story mode"... The "demolished shrine" could be the one from Answered Prayers. After the events involving Fluorette, of course...

>> No.8543   [Delete]   [Edit]

>>8540

Ha ha ha, that idea got nixed. It was pretty silly, looking back on it. If I do come up with a story mode later on, it'll be something that I think for more than half an hour on this time. ...I've actually even been thinking about making a really expansive story for the game with arcs and everything. I just need to wait for some the fangames to have endings. Don't worry about it impacting production. I won't write unless there is literally no work for me to do on the actual game.

>> No.8544   [Delete]   [Edit]

Hey guys, I'm writing up Sabitsuki's moveset, and I'd like a little input on something. I'm thinking of giving her a counter move based on her Viscera effect. Basically, the enemy will hit her, and her guts will burst out, knocking them a good distance back as she returns to normal. Maybe it'll leave a slippery blood trail somewhere depending on the button press. I'm thinking that it might be a bit much on the violence scale, though. I understand .flow is extremely violent and gory, but perhaps that's a little too much, especially since the graphics will be nicer than in .flow. Thoughts?

>> No.8545   [Delete]   [Edit]

>>8544
The gore shouldn't be too graphic or extreme, just some guts and some blood or it will look really silly.
Also that move will work as long as all the characters have some sort of counter-move like that.

Also, oh my, I had forgotten about this project for a couple of days. Keep up the good work!

>> No.8546   [Delete]   [Edit]

>>8545

Agreed.
And just to think, this could be a kind of move for the Ekibyouko too...

Last edited 11/09/10(Sat)05:44.

>> No.8549   [Delete]   [Edit]

i know this seems kinda silly, but do you think isha's name should be ochki instead? it seems to be more popular with the .flow fandom (its ok if you don't wanna change it though)

>> No.8551   [Delete]   [Edit]

>>8545

Alright, then that's what I'll do. Thanks for your input! And yeah, most characters have a counter move. But it shouldn't necessary for everyone to have a counter special move. Not everyone has a counter in Street Fighter and it works out okay.

>>8549

No, that's not silly at all. I wasn't aware that he had a name, so I just used the name for "doctor" in Japanese. I'll go change the name right now.

>> No.8558   [Delete]   [Edit]
File: 1315708141180.jpg -(218 KiB, 500x700) Thumbnail displayed, click image for full size.
223246

I've finished up Sabitsuki's moveset! Her moves were fairly fun to come up with, and I didn't have too much difficulty in designing her outside of her Dream Enders, as I wanted to focus on her Rust side. As a result, she's awfully brutal with her Dream Enders. Not exactly gory, just brutal. Anyway, here's her overview:

Sabitsuki is the game's token balanced character. She's got a little bit of everything, from command grabs to stun moves. Her largest weakness is her lack of an easy way to get around the stage, as well as a distinct lack of ranged moves outside of her Handgun move, which isn't exactly the greatest projectile out there and is easily out-prioritized. Outside of the usual conventions that characters generally have, she has a “Rust Mode” move which allows her to transform into Rust, boosting her strength at the cost of her vitality. If you like playing a character who has a wide variety of options available and isn't as concerned with mobility, Sabitsuki would make an excellent choice.

Outside of that, there isn't much news. A prototype of the game's lifebars is being developed currently. There's an extremely beta version done now, but it still needs a little touching up before it becomes the final version for the placeholder graphic. That's about all that's gone on, currently.

>> No.8568   [Delete]   [Edit]

Can you show us some of the animation work that you did? Like a sprite sheet or a gif or something?

>> No.8569   [Delete]   [Edit]

>>8568

Unfortunately, there is no animation or sprite work done yet. I still am scouting out artists so that I can get that done. Since I've managed to find some interested individuals, I should have SOMETHING done sometime soon.

>> No.8570   [Delete]   [Edit]

This is the most amazing fangame-type project ever. I wish there was anything I could contribute but I'm both crunched for time and lacking in viable talents.

I wish you the best!

>> No.8571   [Delete]   [Edit]

This is looking pretty good so far, the concept of the game itself is very promising. If you would like, I could try doing some misc sprites, such as a character selection grid or little icons and tidbits. I'm not sure if you have someone already helping you sprite these things, but I think it would be fun to contribute to this. The .flow characters are going to be fun as hell to play.

Last edited 11/09/11(Sun)18:14.

>> No.8572   [Delete]   [Edit]

>>8571

So far, I've got no one doing that. Someone is doing a prototype of the lifebars currently, but that's about it. If you'd like, I can draw up a sort of mock version of the character select screen and see what of it that you can do. That would be very nice!

>> No.8573   [Delete]   [Edit]

Sounds great! You can e-mail me at

Zarpo1337@gmail.com, or if you would like my MSN, it's Corkninja@hotmail.com. Draw me as many concepts and mock ups as you want, I'll se what I can do when I get back home. :3

>> No.8574   [Delete]   [Edit]

So, I'm designing the character select screen, and I'm realizing that I really need to figure out the last two characters for the Misc. fangames. Al Ree has some demand, so if someone can fill me in on what effects (does he use effects?) or abilities he has, that'd be nice. If he's just an average guy, then what sort of...themes surround him? Like how Masutaa is in a bar, so I gave him bar-related moves, or how Shitai is surrounded by traffic cones and manholes, so he fights with those. Things like that would be helpful.

Aside from that, I have no clue. I was thinking about Ao Oni because we need more big characters, but he's kind of stupid looking and only extremely loosely related to YN. I'd like another Nisshi character, but it seems as if there are no good Nisshi characters to add that would bring something new to the table...

>> No.8577   [Delete]   [Edit]

"And so I strike, like an unseen dodgeball in an echoing stadium!"

Al Ree almost doesn't use effects. Only in three dreams... The "Cat" dream(with the life of his own cat at stake, he turns into a cat and is surrounded by dogs) and the "Fire" dream(not much of an effect, but... to save his mother he'd have to put out all four burning stoves... With the bucket full of water that replaces his head.)
Ah, how could I forget? He uses a kind of flute for a "Illusion" ending on the "Death" dream(for distracting Death from taking his father). He could be a sort of summoner, as a good part of the things on his dreams are animals and/or skull butlers. Other objects that could be used: some plants(they could induce like a "poisoning" stat on the opponent), a dagger(for some berserk moves), a rope(for a kind of grab), some balloons(they could just go out of the ground and blow on the opponent) and giant tombtones(for the Dream Ender)... Allusions from the game's endings. I think his specials and moves could be much like Virgilia from Umineko Fighter.

>> No.8579   [Delete]   [Edit]
File: 1315846123002.jpg -(101.4 KiB, 600x480) Thumbnail displayed, click image for full size.
103792

>>8574

Maybe the blue-haired girl in the upper left of the picture would work? She's in the Star World of Yume Nisshi, so you could incorporate stars and the star-headed people in her moveset. As far as Yume Nisshi characters go, she seems to have a good amount of pictures on pixiv.

>> No.8580   [Delete]   [Edit]

>>8577

Oh wow, it sounds like Al Ree could actually have a really interesting moveset! Now I actually look forward to creating his moveset, since I definitely want him in now. Can I see some pictures of some of these things, like the skeleton butlers and animals? Visual references will help a lot.

>>8579

Oh, so this girl is a separate character! I actually was under the impression that she was one of Usotsuki's effects, since I've seen her with a similar looking effect. All right, she's added in. Does she have a name? If not, I can create one later on.

>> No.8581   [Delete]   [Edit]

For not spoiling the entire game by charsets... I'll slide in some photo's of the endings and some nightmares tonight. I can't do it right now because I've just arrived at work.

>> No.8582   [Delete]   [Edit]

I'm just wondering, by "finishing a moveset" do you mean finished CODING the moveset? Or just designing it? Because if it's just designing, it's gonna take you years to get this done, unless you use some crap engine like mugen.

>> No.8583   [Delete]   [Edit]

>>8580

I haven't seen her referred to by any name, so you'll probably have to make one.

>> No.8584   [Delete]   [Edit]

>>8582

It's designing, not coding, and it is being made with MUGEN. MUGEN is not a crap engine, it only gets a bad rep because of all the 12 year olds who insist on making shitty content. The engine itself, especially in the more recent updates, is pretty good. Now, WinMUGEN is different. That's a crap engine.

>> No.8587   [Delete]   [Edit]
File: 1315874184702.png -(19.9 KiB, 640x480) Thumbnail displayed, click image for full size.
20335

As promised, I'll slip away now some photos from "N'Oubliez Jamais", for showing up the wanted entities on the game.
Beginning with... Some Skull Butlers.

>> No.8588   [Delete]   [Edit]
File: 1315874231620.png -(28.8 KiB, 640x480) Thumbnail displayed, click image for full size.
29465

They do appear everywhere...

Last edited 11/09/12(Mon)17:37.

>> No.8589   [Delete]   [Edit]
File: 1315874318388.png -(29 KiB, 640x480) Thumbnail displayed, click image for full size.
29688

And in ANY NUMBER.

>> No.8590   [Delete]   [Edit]
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9463

The transformations available are: Bucket head...

>> No.8591   [Delete]   [Edit]
File: 1315874807140.png -(17.2 KiB, 640x480) Thumbnail displayed, click image for full size.
17660

Cat... (he could instead just summon the dogs over the opponent.)

>> No.8593   [Delete]   [Edit]
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100784

...and Flute...

>> No.8594   [Delete]   [Edit]
File: 1315875274861.png -(84.3 KiB, 640x480) Thumbnail displayed, click image for full size.
86272

...as seen here. By the way, there is something more to summon...

>> No.8595   [Delete]   [Edit]
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76319

Demons. They are something to think of. Sorry for bugging...

>> No.8596   [Delete]   [Edit]
File: 1315877783744.png -(5407 B, 288x256) Thumbnail displayed, click image for full size.
5407

A cool nisshi character could be the smile like character in the giant mansion

>> No.8599   [Delete]   [Edit]

>>8595

Thanks for all the screenies. I'll be able to design things so much better if I've got a good idea of what they look like!

>>8596

The only reason I haven't added this guy is because I can't really think of what would differentiate him from Smile. I'm terrible at finding anything in Nisshi, so I haven't seen this guy yet, but what exactly does he have that could make him different? If there isn't anything, he'd probably be best as an alternate color for Smile.

>> No.8600   [Delete]   [Edit]

>>8599
so when you say a lot like smile, his moveset? i guess you could use his centaur effect and the zombies that appear when he chases you in his attacks. He's a lot like a kaibutsu with the way he moves, so he could act like them but slower or more powerful? (plus hes in a library at one area but i don't know if that really counts)

>> No.8601   [Delete]   [Edit]

>>8600

Let me gather all the facts here. Correct me if I get something wrong. This guy is like Smile in that he has a sister character, although he seems to have multiple sister characters. When hit, he gets pissed and brings out all these zombie girls and starts chasing you down. You also encounter him in a library. Looking at your picture, he also appears to transform into some horrible bloody demon thing.

Okay, so taking all that in, I've come up with something. He'll be a slow, high vitality, mid strength character with powerful grappling moves. He conjures zombies to distract/hold down his foe so that he can get in a good throw, but the zombies are very weak and are limited in terms of the amount that can summoned. Zombies should be able to be attacked and killed since everyone loves killing zombies, and it would even things out a little. During his grapples, he becomes that evil demon and does some wicked soul sucking thing or brutal floor smash move, for example. How does this sound?

I think I'm going to add this guy in. BTW, the name for the star girl is Tentaiko (celestial child) and for now, the zombie guy will be Kyonshi no Tenma (Demon of the living dead).

Last edited 11/09/12(Mon)22:39.

>> No.8602   [Delete]   [Edit]

>>8601

I'm still gathering all "Memory Manifests" of the endings. Have taken up "Insanity"(with the rope) "Hallucination"(with the weeds), "Hate"(with the dagger) and I do think you've thought about the balloons on the "park" image(the "Happy" ending seems to have absolutely NOTHING.) . All I must catch is the "Alone" scene(the base for my idea of "dream ender"). Will slip them again at night. See ya ^^

>> No.8604   [Delete]   [Edit]

Oh god oh god oh god.
Looks like my game's in, too! Much obliged.
'Sides, is there any way to make Al's gameplay random? I mean, like Faust from Guilty Gear - he throws 3 types of stuff randomly, and his, uh, penetration move is based on luck as well. I think since Al is pretty much a victim of random circumstances, adding some stuff like that will be reasonable. If it's possible engine-wise and if that won't take way too much time, I'd appreciate that!

>> No.8605   [Delete]   [Edit]

>>8604

That's definitely possible! If it can be done in Guilty Gear, I'm certain it can be done in MUGEN. I think what I'll do is that a large amount of his specials have a chance of doing something different. Instead of tossing a dagger, for example, he could accidentally toss something more powerful, like a giant sword. Or maybe the move will backfire and he'll toss a rubber knife that bounces off the enemy. That's just an example, I'd probably do something different, like make the giant sword be Soul Calibur's Soul Edge or something weird like that. The mindgame potential of a character like that is a little scary, but it also can work against him... I like it.

>> No.8607   [Delete]   [Edit]
File: 1315958903731.png -(44.1 KiB, 640x480) Thumbnail displayed, click image for full size.
45149

WIP Character Selection Screen. Please take note that most of these sprites are unfinished. Feel free to give me any feedback about these.

Hehe, I spelt Unfinished incorrectly. Sorry.

Last edited 11/09/13(Tue)17:09.

>> No.8608   [Delete]   [Edit]

>>8607

Ooh, looking good! I like what you did with the character boxes being styled after the game that the characters are from. I think even as they are now, the character boxes look fine.

The only thing I don't get is the purple egg-like thing. Is it supposed to represent a light that will provide a sort of backdrop for the animated character sprite?

I really like what you've done with this thus far! Great work!

>> No.8609   [Delete]   [Edit]
File: 1315966831270.png -(102.9 KiB, 640x480) Thumbnail displayed, click image for full size.
105419

Thank you! The egg shaped thing was just a little placeholder for the backdrop. I think it would look a bit nice if the character sprites had their own little backdrop, kind of like those Touhou fighting games.

I added a simple little backdrop for the boxes, but I'm not sure if it's what you're looking for.
I added little floaty platform things for the characters.

>> No.8610   [Delete]   [Edit]

>>8609

A background object for the character sprites would look nice. Like, for example, Uboa behind Poniko, or stairs and a pole for Kyukyu.

That backdrop-ish thing is all right, but my only problem is that some larger characters, like Kyukyu, are going to go over it and it may look a little awkward... I like the idea, though. It would also be nice to make it something more representative of the games than scribbles. The .flow one fits well, but the others seem awkward.

One thing that I'd like to add is some kind of background so that that it isn't just pitch black. What exactly that could be, I'd need to think about.

>> No.8611   [Delete]   [Edit]

Oh, this screen is getting pretty good. ^^ A little touch from a friend: .Flow is pretty nice with the color - schemed "roots". They seem like a "shatter" effect from .Flow's Nexus. But, I'd suggest some little hands coming out from the "YN" side(reference for the "Staircase of hands", accessible from a random bed in the game), some shadows with or without red eyes coming out of 2kki side(reference for the shadow creatures from the game), and for "other", could have random "cables" or other appendages going out. What do you think?

Last edited 11/09/13(Tue)20:16.

>> No.8612   [Delete]   [Edit]

Hmm.. I'm still not sure what to do with this. I do like the whole "roots" thing that I did with .flow, but I kind of sped through with the others, I just wanted to show my idea with the whole backdrop thing. Maybe I can make it have low opacity, so it doesn't pop out so much?

Thanks for the feedback, I may try those things you told me about. I'm really not sure what the back-backdrop should be, though. Maybe it could be a slideshow of many dynamic backdrops from Yume Nikki, .flow, 2kki, and the other fangames it's part of.

Last edited 11/09/13(Tue)20:24.

>> No.8614   [Delete]   [Edit]

>>8612

I'm honestly liking the idea that Scenery Suggester mentions. The hands from the staircase of hands is something that that I had used a lot in concepts of the game. Rather than shadows for 2kki, however, I think we need something more light-hearted. 2kki's "thing" seems to be that it is considerably more light-hearted than most other fangames. It would be weird to give it something that dark, especially given the light colors for the 2kki selection boxes.

The background, in my opinion, needs to be Yume Nikki related. What I think needs to be done to make it feel finished is to fill this void that I feel the pure black has. I feel that if the logo was added, the character box decorations were touched up, and that something was added to fill the void, we'd have a finished product.

>> No.8615   [Delete]   [Edit]
File: 1315976996657.png -(40.4 KiB, 640x480) Thumbnail displayed, click image for full size.
41372

Update. Does this look any better? This time I didn't add a backdrop, maybe sometime later. I'm really excited to see this logo for the game, so we can finally put it in the character select.

>> No.8616   [Delete]   [Edit]
File: 1315978249688.png -(139.7 KiB, 640x480) Thumbnail displayed, click image for full size.
143038

>>8615

Aha, fantastic! I like this a lot. My only concern is the size of the bubbles where the character sprites will go. Hate to sound overly picky here, but I don't think that the characters will fit in there. I'd say that they should be about an inch or two bigger to at least accommodate the normal sized characters. I don't think I need to show all of Kyukyu since he's got such a simple design.

I have only concepts of the logo in my mind so far. I'm thinking that the logo could have each of the main characters weapons in it; the knife on the first "dream" the chainsaw on vs., and the iron pipe on the second "dream".

Also, I added a background with Paint.NET. This is only one possibility that I thought of, I have a few other ideas.

>> No.8617   [Delete]   [Edit]

Woop, thank you! Feel free to modify it as much as you want. :3

I could try to draw and sprite out the logo if you would like. I'll make different versions/styles of it, so there's more of a variety to choose.

I'm really having fun contributing to this game, and I wish to do so until I have reached my line.

>> No.8620   [Delete]   [Edit]

I'm glad of lending some assistance as well.

>>8616

Also, this background is great. Not forgetting that almost all games like YN have an area for teleporting like that one(on .Flow it even turned out to be a fighting scenery here!). ^^

>> No.8621   [Delete]   [Edit]

>>8620

Oh, if you could draw the logo, that'd excellent! One thing to keep in mind, if you draw it smaller here, you'll need to draw it larger later on if you decide to work on menu screens.

I'm very glad that you (and Scenery Suggester) been able to help; I need all the help I can get with this, heh heh heh!

That said, since you've been doing great work on the character select thus far, how would you feel about being the Misc. Artist for the project? I don't have anyone signed on, and the only thing that anyone else is working on related to miscellaneous things is a prototype for the lifebars, which I have all the confidence that you could do a good final version of.

>> No.8622   [Delete]   [Edit]

Sounds good! Thank you so much, It's an honor to be selected to do misc. spritework for this project. I'll get to work on the logo soon, I still have some schoolwork to complete.

Last edited 11/09/14(Wed)12:56.

>> No.8624   [Delete]   [Edit]

Well, crap.

Problem: I'm still interested. College and highschool have taken over. As has a project by a significant other that he needs help with.

As much as I'd love to help, sadly, I really don't have time now...

>> No.8626   [Delete]   [Edit]

>>8624

That's all right. I know how it is. I'll see about getting someone else, then. Thanks for notifying me.

>> No.8627   [Delete]   [Edit]
File: 1316042645841.png -(48.3 KiB, 640x480) Thumbnail displayed, click image for full size.
49477

Alrighty, well, I decided to go ahead and try out how the character sprite would look inside of the bubbles. (It's a placeholder sprite, so don't go ripshit on me or anything lol)

I kind of like it, but I'm wondering if anyone else thinks so. What do you think?

>> No.8628   [Delete]   [Edit]

>>8627

That looks pretty good, I like what I see here. But I don't get why anyone would give you shit about the sprite. It's not even that bad.

Is that a concept for the logo, or just a placeholder?

>> No.8629   [Delete]   [Edit]
File: 1316046518274.png -(25.5 KiB, 640x480) Thumbnail displayed, click image for full size.
26084

>>8627
Ah that looks cool.
I was thinking of having character portraits.

>> No.8630   [Delete]   [Edit]

>>8629

I was thinking of having character portraits as well, right above where the character sprite goes. Not all that big, but enough so that the player can see the character's design in full. And because it's very important for fighters to have character portraits!

>> No.8631   [Delete]   [Edit]

I see from where you've got this concept... ^^ Also, nice design of Sabitsuki and Usotsuki(?) as an example.

>> No.8632   [Delete]   [Edit]
File: 1316054074012.jpg -(309.2 KiB, 640x480) Thumbnail displayed, click image for full size.
316651

What about something like this?

The background gets filled up, and we get the character portraits as detailed and high-res as we want without them being confined to tiny columns on the side. They're kind of obscured by the boxes but that's okay, it's not meant to be that obtrusive.

also if the character select animation was a play on the effect animation I think that'd be so super cool I would have to write bad poetry about it.

...a-also Yama you rock more than a seminar on geological formations for this whole thing, I'm sorry if I am just kinda crashing through the window with DUMB SUGGESTIONS

i now retreat back to the shadows

>> No.8634   [Delete]   [Edit]

>>8632

...That's great!! I really, really like that. I think I'll go for that instead of the blocks, it has a lot more character than the blocks.

And the effect animation for when you select a character is perfect, I think I'll have to do that.

Thanks for the ideas!

Last edited 11/09/14(Wed)19:51.

>> No.8635   [Delete]   [Edit]

Woah, that's looking good. Although I do like the animated player sprites, I like the concept of a sub portrait coming out of the bubble thing too.

Yama, do you have any knowledge with the usage of MUGEN? Are you able to replicate this selection screen without having any problems? This may seem hard to do, as awesome as it is.

>> No.8637   [Delete]   [Edit]

>>8635

I have some knowledge with MUGEN. I'm not extremely skilled, but I understand how it works and I can make things. I think the hardest thing to make about this character select would be the multiple character select animations, but even then I don't think that it'll be too hard.

>> No.8638   [Delete]   [Edit]
File: 1316058381714.jpg -(222.3 KiB, 700x480) Thumbnail displayed, click image for full size.
227685

W-well I'm glad you like it so much! My eyes are all a-sparklin'

I'm not the best at spriting, but I can draw some character portraits if you need me to

if the cartoony stuff I barfed out isn't quite in keeping with the general art syle of the game I can make adjustments, for I am an art gymnast
a gymnartist
uh, flexible, is what I mean

If you want me to, that is. If someone else is on board already that's totally cool, too.

Here are the portraits I used if you'd like to use them as placeholders or something.

>> No.8639   [Delete]   [Edit]

>>8638

Actually, they really aren't that bad, they have a lot of character, which could really help some of the characters seem a little less flat in personality, since there's no voice acting or dialogue at all.

My only real suggestion would be to clean it up just a little, if you know what I mean. Make it look just a little nicer for a final product. If you could do that, that'd be awesome and I'd definitely let you be the portrait artist for the game.

>> No.8640   [Delete]   [Edit]
File: 1316073565885.png -(47.3 KiB, 835x379) Thumbnail displayed, click image for full size.
48442

Whew, this is what I did so far with the logo. Currently I have two versions made for the logo. Tell me how you think~

>> No.8641   [Delete]   [Edit]

>>8640

Hm... It's tough. I like the clean look of the 1st one, but I feel that it lacks presence. The 2nd one is good in that it has that size and appearance that a logo should have (and I'm especially liking all the little cameos that you put in that purple background), but the text feels a little messy. If the text were straightened out in places, I think that second one would be perfect.

>> No.8642   [Delete]   [Edit]

Uhh, could I help with the character selection images?

I've got some skills in a certain design program and decided to make this. Just need to know the general size of the selection photos.

P.S.: I've got a little trick for Poniko's image, though... hehehe ^.=.^

Last edited 11/09/15(Thu)05:37.

>> No.8643   [Delete]   [Edit]

>>8642

Depends. You'd have to show me an example of what you can do before I let you do that. By character selection, you mean what's going in the boxes, right? If so, you can get the size by just measuring the boxes in Paint. I'd give you the measurements, but I'm working right now and I don't have access to Paint on this computer.

>> No.8644   [Delete]   [Edit]

Wow. I've seen the "pixels" of each image, and... The size is just the size I'm used to do sprites (on RMVX). Will do some at home and lend them here for a look, OK?

And, sorry for bugging, but... any news about the Kaibutsu moveset? Some of my friends are aware of this game and wanting to know more around the movesets. They've got pretty agitated.

Last edited 11/09/15(Thu)11:49.

>> No.8645   [Delete]   [Edit]
File: 1316113401675.png -(45.7 KiB, 640x480) Thumbnail displayed, click image for full size.
46805

Here's the final "ralren" version of the character selection screen. Anyone may continue on with it from here. :3

>> No.8646   [Delete]   [Edit]

>>8644

Alright, sounds good.

About the Kaibutsu moveset, I'm still working on it. Right now, movesets aren't my largest priority; finding artists is. So I apologize for the slowness. I'm taking the time to make the moveset good. If there's anything else that they want to know in particular, I'd be happy to answer any questions.

>> No.8649   [Delete]   [Edit]
File: 1316136209189.jpg -(419.8 KiB, 875x1643) Thumbnail displayed, click image for full size.
429839

LIEUTENANT KIPPER SNACK, REPORTING FOR DUTY
I'm portrait guy 2.0, with 50% more namefag

all right so
How's this?

It's pretty big, yeah, and the original photoshop file is even bigger and anti-aliased. But, this way you can crop it however you want and resize it without too much loss of data. Plus, if you wanted to use it as a background for a victory screen, you can.

What do you guys think?

Another question: From now on, should I upload these portraits here so people can give their opinions or email them to you directly?

I'm using a really old crappy version of Elements so I can't even save files as .png, and whenever I resize it aliases the fuck out of everything
I can fix it but I'd like to know if there's anyhing I should change before I go through all that trouble

>> No.8650   [Delete]   [Edit]

>>8649

Oh hey, nice work on this! It was good of you to post the full picture here for me to use.

I think you should post them here for everyone to review. Multiple inputs is better than just one. Plus, I imagine it'd be nice to see the progress as it goes on.

There's not much you need to change on this; I think it's pretty good as is.

>> No.8651   [Delete]   [Edit]

>>8649

This looks really nice! I'd love to see the portraits as you work on them too, and I agree that having multiple eyes to look over them will be good.

Keep up the good work, everyone!

>> No.8652   [Delete]   [Edit]
File: 1316149479178.jpg -(182.3 KiB, 1000x700) Thumbnail displayed, click image for full size.
186708

Sorry for the wait, guys. I've finally managed to finish the moveset for the Kaibutsu! I must say, I actually like how this character came out. He's got this cocky "I'm so much more awesome than you" attitude, and he's almost always got this mocking grin on his face. In a way, it kind of reminds me of the little I know of BlazBlue's Hazama, which is what I sort of had in mind when designing him. He's almost always got his hands in his pockets, but this is to hide the monstrous claws he has. I know it deviates from the original design, but I felt that giving him something like that would play up the monster element of the character, which is important. Check him out in this picture, this shows his monster claws perfectly. The hands in pockets thing also gives him some interesting kicking moves, and he's surprisingly agile and flexible for someone dressed as he is. Anyway, here's his overview:

The Kaibutsu is an aggressive juggernaut. He's really quick and can hit fairly hard. He's also got a few really tricky attacks that make matters worse. However, this guy is a huge risk to play since his vitality is extremely low. Without proper practice or training with the Kaibutsu, it is entirely possible for you to have a nice match going, but then be knocked out in a few combos or so. Another thing that he's got going against him is his lack of ranged moves. You've got to make the most of his agility and trick moves to get past zoning techniques. However if you can get a hold of this risky character, then you'll have one of the most deadly rushdown characters in the game.

Also, yes, the Kaibutsu laugh does show up; more than once, in fact. He can do it as a taunt, and it's in one of his Dream Enders.

So far, aside from some of the things you've seen here, there isn't much on news. I'm a little worried that my BG artist isn't actually doing anything since I haven't gotten any replies yet, and when I asked how it was going, I got no replies there either. I'm also still searching for sprite artists that my broke ass can afford. Well, I'm not REALLY broke, but you get the point... Right now, I'm just going to do what I can until I literally cannot go on anymore without additional resources.

Also, Smile's moveset is next! I'm sure quite a few of you have been looking forward to Smile, since he's a popular guy. I'll be sure to not disappoint~

>> No.8655   [Delete]   [Edit]

Hey, one last question: there'll be any locked characters? I've found a way to make the identification more funny. Also involving some marks of the games and weapons of characters. Would give a little touch of surprise to the selection.

Last edited 11/09/16(Fri)05:48.

>> No.8658   [Delete]   [Edit]

>>8655

Yeah, there will be locked characters. I don't know who it'll be or how to unlock them yet, but I'll figure it out at some point.

>> No.8659   [Delete]   [Edit]

>>8658

Sweet. I've got an idea, a little trick. Need an answer to proceed. Here's the overview:

My idea for the selection was: for locked characters, place something related to the game from where the character is(eggs for YN, pedestals for 2kki, boxes(a reference for the "Empty boxes")for .flow, and present boxes within the "other" characters). When they're released, there would be a weapon or something that gives away who the character is(letting the character sprite to be at his place as reference and not spoiling the surprises).

I've tried to draw faces yesterday but that didn't go well... As I've told, it's just a suggestion. Like, the major mark for Mado is her knife, as for kyukyu-kun the "hint" would be a pole. And for Monoe, that would be a floating head from the secret tunnel. My big bet on this would be the SURPRISE factor, as it's the source of many fun events on these games.

Last edited 11/09/16(Fri)12:13.

>> No.8660   [Delete]   [Edit]

>>8659

Sounds like a great idea! I actually really like that. I'll try to put together a list of who will and who won't be unlockable later on so that you know what to make and so you don't waste any of your time.

>> No.8661   [Delete]   [Edit]

I've been following this project for a while, but I'm not clear on this - have you decided on an engine to use? I'm an experienced programmer, and I've been dying to work on something like a fighting game, if you need me.

>> No.8663   [Delete]   [Edit]
File: 1316208164184.jpg -(351.2 KiB, 764x1700) Thumbnail displayed, click image for full size.
359613

I think they will be using MUGEN, as in the actual game engine
but the coding has not actually begun yet

Anyway,
here is Poniko

I am kind of torn because Poniko is, of course, the "always ignores you" girl and it seems like she'd be very blasé about being in a fighting game
however that does not make for a very interesting portrait

>> No.8664   [Delete]   [Edit]
File: 1316208376386.jpg -(396.8 KiB, 764x1700) Thumbnail displayed, click image for full size.
406291

HOWEVER
if we are gonna be doing the whole surprise schtick with the selection screen
perhaps it would be possible to, as the player was entering battle, suddenly change the portraits to give the player a bit of a surprise?

This could be done for all the "transforming" characters, since there are a lot of 'em.

>> No.8665   [Delete]   [Edit]

>>8661

Well, I've been planning to make it with MUGEN since that's what I know best. I would use something else, but I'm not all that skilled with that kind of programming.

Normally, I'd have no problem letting you do programming if you'd really like. But I would at least like to be very heavily involved in what goes on, since I think that I gave the programming to someone else, I would feel like I didn't do much aside from organize the whole thing.

That said, you're an experienced programmer, and can probably use languages aside from what MUGEN uses. With that ability, this project would be more available to others rather than just the MUGEN playing community, we'd have more capability for modes, mechanics, or any other nice things we'd want to add, and the game would probably turn out better in general if someone who was actually skilled with programming was doing the programming.

How about this: I'll let you do programming stuff for the game, but only on the condition that there be a way that I can be involved in it. If there's a way that we can work on it so that I am able to work on balancing things, even if that's just testing things out, that would be great.

If you want to contact me outside of this thread, and you didn't catch it elsewhere in here, my email is YamaofParadise07@Gmail.com.

>>8663

Looks nice! Captures the character nicely, she looks as disenchanted as she should.

>>8664

Heheheheh, this'll make a nice surprise for first time players. I know if I didn't expect it, I'd shit a brick house. In that way, it captures the Uboa thing perfectly.

Last edited 11/09/16(Fri)14:57.

>> No.8671   [Delete]   [Edit]

I don't mind of actually doing the 80 "boxes/eggs/pedestals" and the "marks/weapons". Serves as an example. Will do this right after arriving home, a certain pixelling on yesterday has actually put me on a momentum.

>> No.8672   [Delete]   [Edit]

the games almost done....
so tell me what type of fighter is grey man?

>> No.8673   [Delete]   [Edit]

i already know who he is but what kind of moveset will he have?

>> No.8674   [Delete]   [Edit]

i wAS thinking that you should add a stage of that hotel from lsd

>> No.8675   [Delete]   [Edit]

In my opinion, it'd be easier to make something in Game Maker than Mugen. Or at the very least, it'd give you more breathing room.

I can't promise a full working engine in GM, but I can at least make something to see if the sprite animations are all fluid. If someone else picks up where I leave off, then good for them. You just have to take into consideration that I only work on the weekends because the work week is long and exhausting.

By the way, this is Saniblues from TIG, the friendly anon that made your account.

>> No.8678   [Delete]   [Edit]

>>8672

The Grey Man's fighting style? I currently have him planned as a very slow moving, but powerful character with plenty of super armor on his moves. It's to make him seem as imposing and unstoppable as he did in LSD. To compare him to other characters, think Nemesis from UMvC3 mixed with Q from Street Fighter III.

He'll fight with a lot of physical attacks, but he also can call a few things from LSD as attacks as well. I think for Dream Enders, I have one of them as summoning the giant bridge demon, and another as teleporting the enemy to the top of a skyscraper and dropping them off as a reference to a special event in LSD.

Also, if I understand what place you're talking about, I believe the hotel is currently a stage. If not, we've got two LSD stages already, I think that three would be too much.

I hate to tell you though; game's not nearly done. I've still got a long way to go.

>>8675

Yeah, I definitely agree with that. Game Maker would allow more freedom; but I'd have to learn how to use it since I've never used it before.

Yeah, that would be nice. Anything that you can do would be a great help. Although, I currently don't have sprites to work with yet, so that'll have to wait for now.

>> No.8679   [Delete]   [Edit]
File: 1316311751541.png -(4428 B, 384x256) Thumbnail displayed, click image for full size.
4428

I'm home now, so... prepare for the concept, 'K?
I'll submit at the same pace as the images are being completed. And all at once then.

EDIT: Yume Nikki set complete, moving to 2kki set. Monoe's "Egg" and "mark" were parts of the secret tunnel. And Tokuto-kun's most remembered mark was a blood stain on the floor as far as I can see. Let's see what I can do for Urotsuki crew's placeholders.

Last edited 11/09/17(Sat)19:09.

>> No.8680   [Delete]   [Edit]

>>8665
Acknowledged, everything you mentioned will be possible. I'll send you an email when I get the chance with more details. :D

>> No.8686   [Delete]   [Edit]

>>8679

Looking good so far! Looking forward to what you've got in mind for the other surprise icons!

>> No.8692   [Delete]   [Edit]

>>8664
Ooh, I like that

>> No.8693   [Delete]   [Edit]

>>8679
Remember; Eggs are round. Consequently, the designs on the eggs are going to be round.

Round them off a little.

>> No.8698   [Delete]   [Edit]

>>8679

Like... Which designs oughta be rounded-up?

Still, I'm going to do "2kki" locked images. The objects are pedestals, and the hints would be on top of them or in front of them. What do you think?

Last edited 11/09/19(Mon)05:13.

>> No.8710   [Delete]   [Edit]

>>8698

If you can do it without making the actual icons on the pedestals too small, than go for it. The designs are already fairly small, and we don't want them to become too small to see well.

>> No.8729   [Delete]   [Edit]

That's me again. Just informing a little change. Thinking a little about the locked placeholders, I've thought to replace pedestals with paintings. What do you think?

>> No.8730   [Delete]   [Edit]

>>8729

Paintings honestly make more sense than pedastals for images like this. Plus, I think the pedastals are something not many people noticed or care about since they do nothing as opposed to the painting world in 2kki that is fairly well liked, or so it seems. I'd go with the paintings instead of pedastals.

>> No.8731   [Delete]   [Edit]

Well then, no more frolicking around. Everyday I'll try to pixel at least one placeholder of each group. Just need to know the major "detail" around Nanashi and Kyonshi no Tenma for the present boxes and icons.

Last edited 11/09/20(Tue)12:28.

>> No.8733   [Delete]   [Edit]

>>8731

Nanashi is generally associated with spikes and is found in a world of needles, I believe. So a spike would be appropriate for her.

Kyonshi has these little zombie girls that he calls (they originally appear as little girls a la Smile's sister), so maybe a small icon of one of them would work well.

>> No.8734   [Delete]   [Edit]
File: 1316569652521.png -(139.1 KiB, 688x552) Thumbnail displayed, click image for full size.
142460

Looks like I'll be namefagging from here on out.

I'm the new guy who is working on the engine. This means the final game wont be in Mugen as originally planned. By coding an entirely new game engine, we can do things that previously weren't possible in Mugen such as a story mode and (MAYBE) online play. Also, for all of you who don't run Windows, guess what - I don't either! The game will be available on Linux, Mac, Windows, and pretty much every other operating system with OpenGL support and a gcc port.

SO ANYWAY, here's a screenshot of an actual build of the game. The ugly blue cursor and the two mugshots are placeholder sprites. The background, although its quite hard to see in this static image, is scrolling. I've set up a basic in-game engine, too, but right now theres no sprites so its not very interesting to look at. Until Yama can find a suitable pixel artist, I'll be working mostly on the menus.

>> No.8737   [Delete]   [Edit]
File: 1316576975216.png -(6500 B, 384x256) Thumbnail displayed, click image for full size.
6500

UPDATE INCOMING!

I've done some more special images.This time adding Sabitsuki, Urotsuki and Usotsuki on the list, I finish this night. On the next, there'll be some more things to show up.

EDIT: On a momentum, I've finished also some placeholders for Kaibutsu, Aoshiru and Nanashi. The Kaibutsu images are related to the school designs(particularly, the nasty ones seemed with the Empty Box form school.) and the "alley" you're thrown into at the Bar Fight scene.(note that the image is all-bloody.)
The Aoshiru designs are solely formed by a vomiting heart from graveyard world(the actual entrance to the Hospital Area)and a dark bed with that already known green IV of him. And for Nanashi... You've spoken about spikes, and I know that even when not hit by any effect, Nanashi bleeds a little. That's why I've put needles crossing the box, and a path of some bloody spikes. Sorry if this is actually too simple, will fix them tomorrow. I'm thinking about the third "row" of characters to do.

Last edited 11/09/20(Tue)20:49.

>> No.8738   [Delete]   [Edit]
File: 1316589695190.jpg -(163 KiB, 1024x768) Thumbnail displayed, click image for full size.
166861

Hey guys, Yama here. I'm done with Smile's moveset! Smile's sister made him so much better in terms of personality. Smile's protectiveness for his sister is an important trait that makes the battles with him feel different in that Smile feels like he has a goal in fighting; to protect his sister. As for his moves, it wasn't too hard to design him. The hammer was a surprisingly different weapon to design moves for, but that's not all he does. His sister teams up for some attacks that are almost completely independent of Smile, and I also made his trademark tattoos into his symbol which manifests as some kind of curse in game. It's better than it sounds. He also is able to do a few telepathic techniques with his sister, like create short barriers and switch places via teleport. Anyway, here's the overview:

Smile is a fairly demanding character whose low-ish attack strength combined with his ability to combo makes playing Smile a matter of execution. If you are dropping combos too often with Smile, his low attack power and short reach on his attacks will make fighting an uphill battle. The key to many of Smile's combos lies in his little sister, who assists him in certain attacks that can really help him extend his combos. One thing to note is that Smile has a special ability. His little sister has a life bar of sorts, and if she takes enough damage, she'll be temporarily incapacitated. If this happens, Smile turns into his psychotic smiling self and gets a speed and power boost until his sister recovers, which usually takes around five seconds.

Oreko's moveset is next!

>>8737

Good work on those; they're coming along nicely. Nanashi's is a little strange, but there's not much else that can be done for her since she has barely anything else to her name. It's that big of a deal, anyway.

>> No.8739   [Delete]   [Edit]

the next up are Tako Otoko, Smile and Tentaiko. About Tentaiko, a golden star or a silvery moon on the present box will do the trick, and I do say the same for the character hint when unlocked. Smile, too, has that drawing from the school with the tattooed eyes and I can do a sort of hammer for him on selection. But how about Tako Otoko? What are his most remembered marks in-game(aside the change upon fairy effect)?

Also, nice moveset. It makes the "Sister interaction" more vivid than just being an object in Smile's stage background.

Last edited 11/09/21(Wed)07:55.

>> No.8741   [Delete]   [Edit]

>>8739

He lives in a watery world with fish in it, so maybe a fish? Or perhaps a building, since he's nearly the only NPC in the underwater city area.

>> No.8742   [Delete]   [Edit]

>>8741

My answer is... I'll try to draw a piano(the actual door to the watery world) and a pink coral pattern in the painting(since this is from the area where you have to be a fairy to get into his place). ^^

Also, a curiosity: Can you take a photo from Nanashi-Shi's place? I feel an urge to renew that placeholder with needles.(and Yume Nisshi, by any reason, refuses to work on my PC.)

>> No.8743   [Delete]   [Edit]
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>>8742

Ugh, I'm absolute ass at Yume Nisshi for some reason. I can never find anything in that game, and I have even less clue where this girl is. Here's the chipset picture with the spikes in it, though.

Last edited 11/09/21(Wed)11:30.

>> No.8745   [Delete]   [Edit]
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Another delivery INCOMING!

This time I've done twelve more characters.
2kki: Tako Otoko(the Sea Piano and a pink octopus), Kanchou no Musume(a telephone and a spell book), Masutaa(some drinks and glasses) and Odoriko(the background and a lamppost from Red Streetlight World)
.Flow: Smile(eye picture and hammer), Oreko(furniture made after her helmet), Gisoko no Onnanoko(some monochrome wares and the "Machine Effect" table) and Dr. Ochki(take-off of the "Parade" Elevator and his glasses)
Other:(finishing the "Nisshi" combo) Tentaiko(stars and a blue moon), Kyonshi no Tenma(some "Girl" designs, blue and red), Chie(the box reminds of her shirt and the icon is her axe) and Fluorette(a fluorescent box and a shovel).

Last edited 11/09/21(Wed)18:59.

>> No.8754   [Delete]   [Edit]

So, uh, are you just looking for a BG artist and a special effects artist? What do you mean by special effects? I mostly specialise in spriting, but I'm a bit of a jack of all trades so I reckon I could help you out with whatever! Should I leave my email or something?

>> No.8756   [Delete]   [Edit]

>>8754 I assume he means a person who does things like projectiles, stuff like sparks when you hit (or blood when it comes to Rust), things like that. Basically everything that isn't the actual character sprite, background, or UI.

>> No.8757   [Delete]   [Edit]

>>8754

Right, now the only artist actually working on the project is Ralren, who is doing micellaneous menu and HUD things.

Really, anything you can help out with would great! I'd like to see what you can do first, of course. If you want, you can post here, or you can reach me at my email.

And special effects are things like hitsparks, energy effects and whatnot. I'd need to figure out exactly what I want to do with each character in terms of special effects, though.

>> No.8758   [Delete]   [Edit]

>>8754
If you do decide to make special effects, design the sparks, slashes, etc to be rendered additively. If you don't know what this means, google "additive sprites". Stuff like blood you can probably draw normally.

>> No.8759   [Delete]   [Edit]

>>8758

Yeah, I know. That's how special effects are made; seperate from the original sprites. It would be a massive pain to sprite the effects and the characters together, and it would probably look bad, too.

>> No.8760   [Delete]   [Edit]

>>8759
Erm, well, I meant this kind of additive
http://en.wikipedia.org/wiki/Additive_color

...But yeah you're right.

>> No.8761   [Delete]   [Edit]
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>>8760

Oh man, there I go making myself look as competent as ever. That's what I get for talking about something I don't know about, heh heh heh.

>> No.8764   [Delete]   [Edit]

Okay, so after discussing the story with Mathew, I've come to a few decisions, and like to hear what you guys think!

First off, there will be a story mode, with an actual story. However, rather than tell a story with dialogue or make it a background, it will be similar to that video on /yn/ that provides a theory for Yume Nikki about how the world is going crazy and mutating everything. Basically, the story will be told with a slideshow of pictures and music accompanying it. It'll be more than just story-fight-story-fight-reach boss-end game, though. After I finish the movesets, writing the story will be my next task alongside planning things out and scouting artists (although I hope that I won't be scouting out artists by the time I'm done with the movesets).

Oh, and Alex from Inspiration? I'm taking him out only because Inspiration seems to be dead, and popularity for it isn't that high. You could say the same of LcdDem, but that game is better than Inspiration, in my opinion, and there are still some fans of LcdDem floating around. So, anyone that you guys want to replace him with? I've thought of the Chimiko from Answered Prayers, and Mathew suggested Kazenori as joke character a la Dan from Street Fighter (I'd make him still useable, though). But if you guys have any other ideas, that'd be fine.

>> No.8765   [Delete]   [Edit]

I'd say to choose a character from a game which already has an ending like toritsuki from amnesia or yamitsuki from sickmind (although sickmind is not updating anymore I think). Theres also hallucigenia which has recently updated (also aya has both a rifle and a scythe so her moveset might be fun xD)

Last edited 11/09/22(Thu)20:01.

>> No.8766   [Delete]   [Edit]

>>8765

Checking pixiv, Hallucigenia has lot of fanart. I may not have liked it much, but it appears popular. Plus, if Aya's got both a scythe and a rifle, that would make her fun to use. What other abilities does she have? And what exactly is the deal with that white version of her? I get the feeling that they are the same person, but what's the relation in game? If there isn't a defined relationship there, I was thinking that the white version would possess the normal Aya like how Zappa is in Guilty Gear, minus the nasty stretching.

>> No.8767   [Delete]   [Edit]

Well so far I think hallucigenia has had a 0.003, 0.005 and 0.007 version and all 3 are completely different effect-wise xD;

Basically black aya is the one that walks around the room. Once she reads her black book, she enters the dream world. However, inside the dream world she becomes white aya. Whether its the same person with different looks or simply a character from the book being read by her is not known.

The 0.05 aya collected color effects which are more popular in fanart since the 0.007 version is newer. Color effects are all human-looking. White,black,yellow,blue,pink,purple,green,light green, light blue, brown and red. (brown is a cockroach which is speed and red is the attack effect. White makes enemies not follow you. All rest are decorative)

In 0.07 color effects were replaced by mechanical and aquatic stuff. Theres a "3 leg" effect, a sand dune effect (madamude equivalent), a switch effect (theres a lever on her head), zuruzuru (some pink molusc thing attaches to your back),metal mask effect, half effect (you only see the left side of her body), rock effect (yes, you turn into a rock. Enemies cant see you), manhole effect (she has one on her head and can hide under it), asukiiaato (monochrome, dunno what), wagiri (her body divides in rectangular parts like blinds) and tennenbama (messy/bed hair)

>> No.8768   [Delete]   [Edit]

>>8767

Well, that sounds interesting enough. Maybe it'll be the other way around, with the black Aya floating behind the white one since the battles take place inside the dream world. As the white Aya moves, the black Aya will flip pages (she's controlling white Aya by progressing the story) or point and make commands.

Color effects will probably not be that useful as moves. Although color and the lack of color seem to big themes in Hallucigenia, so maybe one of her bigger attacks will involve bursts of color, or draining color from the world.

And most of those effects sound like really interesting abilities, particularly the sand dune or the mollusc thing. I'll have to download the game to get some visual references for these attacks once I get to her moveset. I think Aya will provide a much more interesting moveset than Alex.

>> No.8769   [Delete]   [Edit]

Here, my save file has all of aya's effects for version 0.007
http://www.mediafire.com/?ma2ft41obam1b23

I had 0.005 before but it got erased xD also I'm completely unable to unlock Aine (the other playable girl) in this version

>> No.8773   [Delete]   [Edit]

I'd like to suggest for ourselves of creating the topic on the new board. And, just asking: How could I do the "Yuureiko", "Bael", "Aya" and "grey man" boxes?

>> No.8780   [Delete]   [Edit]

Do you still need artists? I'd be glad to help out. I can do portraits animaitons or bgs. I havent done much sprite animation, I mainly do stuff in flash or photoshop, but I could learn.
If there's anything I can do to help you out, let me know.



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