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49117 No.502   [Delete]   [Edit]  [Reply]

I've been working on a fan game of sorts. Trust me it's NOTHING compared to the original or Yume 2kki but atleast it's something.
I'm calling it "Fever", basically you play as a little girl with a fever who has... Fever dreams. xD; Her name is Lilith ^^

Please tell me what you think!

15 posts and 2 images omitted. Click Reply to view.
>> No.714   [Delete]   [Edit]

>>688

That would be great! Actually I need a lot of help scripting lol, I'm absolutely horrible at it D:

My email is fawnchan@live.com. ^^ Thankyou for the help!!

>> No.729   [Delete]   [Edit]

You hear Lilith a lot less often. Why the demonic name?

>> No.739   [Delete]   [Edit]

>>714
Sent you a demonstration of the fever mechanic I made up real quick, it's really not that interesting for anyone else unless they're familiar with RPGmaker2k3 scripting. However I will post a RS link just in case someone can fix the few bugs I have goin on.
http://rapidshare.com/files/257652128/feverdemo.rar.html

Last edited 09/07/19(Sun)11:18.

>> No.1993   [Delete]   [Edit]

Broken. Link is broken. D:



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19067 No.1841   [Delete]   [Edit]  [Reply]

I know it may not seem like much yet, but this is Monogatari, The Yume Nikki fangame I am working on. Unlike most YN fangames I am creating everything from the sprites to the chipsets that are used in the areas. Although I do not know clearly how to make doors open and close when interacted with, and that is the only thing I am struggling with, the project is getting along pretty good.

The Main character's name is Adi. She is a 14 year old girl that loves to wear japanese style clothing. She lives with her parents in her house somewhere on the coast of California. Like Madotsuki and the others, She as well has strange dreams that she hasn't been able to thoroughly explore yet. Other than these dreams, she lives a quiet, normal life, nothing really bad or really good happens to her, since she is a mere normal girl. She has indeed been picked on a bit, but she learned to ignore it and so on.

I'd appreciate suggestions and constructive criticism this project if available~ I'll keep everyone updated as I make things such as sprite sheets and chipsets. Also, help on the thing with how to make the doors look like they are opening and closing properly would be very nice too, as well as help with you to make power-ups work right.

>> No.6197   [Delete]   [Edit]

Sounds pretty good so far. ^^ Post some screenshots when you can~

>> No.6206   [Delete]   [Edit]

Sounds interesting so far. I'm looking forward to seeing how this one turns out.

>> No.6211   [Delete]   [Edit]

....you guys know how old this post is, right?
it was bumped from WAAAY far back.
The one screenshot looks interesting, but I'm pretty sure this is a dead project.



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16304 No.5717   [Delete]   [Edit]  [Reply]

Is it just me, or would a Yume Nikki rom hack of pokemon work? I mean, there are SO MANY creatures in Yume Nikki, why not?

Picture Unrelated

24 posts and 5 images omitted. Click Reply to view.
>> No.5742   [Delete]   [Edit]

Okay. If this is actually gonna happen, shouldn't it go in /fg/? Also, we're gonna have to like organize crap. Who can implement the YN graphics into the game, who can put the maps together, who can make extra sprites, who can script it...

'Cuz seriously, this would be awesome.

Last edited 10/10/04(Mon)12:32.

>> No.5757   [Delete]   [Edit]

for anyone who still cares:
theres was a program to specifically make pokemon hacks though I think the original page is down, someone may still have that program around somewhere. It allowed you to hack a game based on I think Ruby/Saphire games. It was pretty simple to use if I remember right cuz I had it in an old PC.

>> No.5758   [Delete]   [Edit]

>>5757

If it was just one program, then that would be amazing. At the moment I only know of like... 10, all that do different things. And the script one's kinda faulty -- only shows the text up through the second route or so. (from hacking Ruby, that is.)

Last edited 10/10/05(Tue)16:01.

>> No.6210   [Delete]   [Edit]
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5692

bump

I tried to make pokemon sprites for Aya and purple from hallucigenia : D although this project was just yume nikki I wanted to see if it was still alive so I could make more



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78876 No.1225   [Delete]   [Edit]  [Reply]

so I've got this idea.

I have no idea whether to call this a fangame or a crossover or what, idk, but it's basically yume nikki-type gameplay (exploration and weird shit) crossed over with persona 4.

you play as Adachi and explore his entire subconscious within the tv.

I'm trying to think of a gimmick to make this work without reusing the whole "collect effects" thing. so far I'm sort of stuck. I thought of having items in the subconscious world that you had to rearrange to unlock the more twisted areas. maybe finding specific items to kill certain npcs.

but idk, it's just a thought. is there anyone here who knows both yn and p4 who would actually play this?

9 posts and 2 images omitted. Click Reply to view.
>> No.1235   [Delete]   [Edit]

>>1227

Sounds excellent; I'm second poster, to clarify things. Some more ideas, if you're still seeking some brainfood, could be the use of multiple personae in addition to 'effects' (a gun effect, a baton effect, crime scene tape, etc) all diving on his psyche. Perhaps he starts out seeming mostly sane and slowly descends into the heap of crazy we're familiar with at the end?

As for the cases themselves, that's more tricky. Solving them should be as much about thinking like Adachi as it is using normal solutions. Let's say that the intro is that Adachi's 'hub', which is the midnight channel reception area (or perhaps that little apartment? or even a very calm but oddly quiet and foggy Magatsu Inaba?).

Would the story be more linear than YN? As in, cases proceed semi-chronologically? Or, can you enter each fractured world at any time? I really like the idea of being able to tell your progress through the midnight channel; perhaps you're looking from the outside into the 'real' world however, and as you progress, Adachi's head get's less foggy and the midnight channel becomes more foggy, because that's how he sees things. I have loads more ideas, but no more rambling for now. If no one else, I'm looking forward to this, and'd be glad to throw out ideas and whatnot.

>> No.1277   [Delete]   [Edit]

I support this game 100%, Adachi is mai waifu.

>> No.1784   [Delete]   [Edit]

>>1277
Second.I would pay you quite handsomely to produce this game.Adachi got no fucking love in persona 4 and I am sorely disappointed. ;_;

>> No.1786   [Delete]   [Edit]

Hell if anything, I fully support this. Nothing like walking though an elevated torn street in the sky, holding a revolver, while passing by unknown shadows passing by going God knows where. All with a creepy background music.



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73002 No.2147   [Delete]   [Edit]  [Reply]

Some of us over at 4chan's /x/ have decided to work on a Yume Nikki fangame and were also looking for anyone interested who could lend us their talents, reply in the thread if you are so interested.

3 posts and 1 images omitted. Click Reply to view.
>> No.2151   [Delete]   [Edit]
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14348

I already offered to try to do some spriting, but if anyone could direct me to some sort of music program I could try my hand at constructing some music and leave the looping to someone else. I've been playing viola for 15+ years and think I have a pretty good ear, but anyone could probably do better than me. Just offering, though.

>> No.2152   [Delete]   [Edit]

>>2151
audacity is what I use for voice acting and sound mixing, its free.

>> No.2154   [Delete]   [Edit]

bump

>> No.2198   [Delete]   [Edit]

Quick question: Should we keep our setting based around the hospital, or should we move it to another place, seeing as many Yume Nikki fangames already have a hospital location?



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570637 No.6050   [Delete]   [Edit]  [Reply]

I checked through this whole thing and found there was no Hallucigenia thread. So, /fg/ go. Go and find me lovely pictures of any characters from Hallucigenia or possibly a working download link to the latest update because that would be amazing.

>> No.6053   [Delete]   [Edit]

no

>> No.6055   [Delete]   [Edit]
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1026990

What, loda isn't working?
http://loda.jp/yume2kki/?id=218
http://loda.jp/yume2kki/?id=220 (patch)



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No.6040   [Delete]   [Edit]  [Reply]

Does anyone know a good place to upload large files quickly and easily? I've been looking everywhere and nothing works

>> No.6041   [Delete]   [Edit]

Did you compress the file? Did you try Mediafire? Did you try Megaupload?



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10147 No.4867   [Delete]   [Edit]  [Reply]

I have a question and i asked it on the community project and was told to move it to here.

sorry to disturb anyone, but how do you make tile sets? I never knew how people made the 2nd layer tiles blink :c i've been wanting to make a small game for me to play when i'm bored but i have no clue how to make the tilesets. (.flow chipset in the picture)

>> No.4870   [Delete]   [Edit]
File: 1279483159562.png -(1577 B, 480x256) Thumbnail displayed, click image for full size.
1577

Hello there, Ink~

Now, tilesets aren't all too tricky. I'll upload my blank one~

The tiles on the top of that .flow chipset are water tiles. they don't actually have to be water, but they are the default layer one tile, and they animate. I would reccomend looking at the RPGmaker default tilesets to see how to do those.

The ones with the big squares on the lefthand side are special tiles. instead of being one tile that repeats over and over, these ones are dynamic. Again, I will refer you to the defaults to see how they work, they are simple~

the tiles on the left hand side that are yellow and green are animated tiles. they animated up and down, from top to bottom.

The tiles in the middle are normal tiles.

Now, on your image, anything to the right of that yellow line is a layer 2 tile. you seem like you already know what they are.

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>> No.4878   [Delete]   [Edit]

Wow, thank you so much! I do have a few more questions though

What program do you use to animate the tiles?
What program would be best for making tilesets?
and, how do the 2nd layer tiles, er, blink?

>> No.4887   [Delete]   [Edit]

bump for good questioning

>> No.6018   [Delete]   [Edit]
File: 1289862330858.jpg -(53.7 KiB, 241x326) Thumbnail displayed, click image for full size.
54947

Is it alright if I save the files as a 256 colour bitmap? I don't see the 256 colour png option in MS paint, which is really the only program that doesn't confuse me, and it seems to be working.

Last edited 10/11/15(Mon)15:05.



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116252 No.5910   [Delete]   [Edit]  [Reply]

So yeah, I understand the urge to make your very own fangame that'd be the best one of all the rest. Well, I can even understand the competitive spirit that dwells here (though every game is supposed to be unique and secret until its working, as-little-bugs-as-possible version). Even drawing FANART on games that most probably will never truly see the light of day is not so outraging (have you noticed that the games that are announced to be released "when it's done" get ten times as much attention as the games those are released in a working version, some of them with endings?). I could be OK with all listed above, but for god's sake, together they leave me confused and hating.
Discuss.

Last edited 10/11/01(Mon)09:31.

7 posts omitted. Click Reply to view.
>> No.5922   [Delete]   [Edit]

>>5917
My point there was to show it is possible to have success pre-final product. Obviously, that depends on multiple factors, such as quality (as you said) and marketing, but my point still stands. "By default" is an illusion; the aforementioned factors contribute to this. Your post also leads to my point 3- a creator can still radically change the unfinished game if the players dislike it, and can do so with the guidance of them. If a game sucks in the final version, that's that. But an unfinished game still has a chance. I'm not sure, but my guess would be like what Leizanami-Chan stated- the early versions of the games I stated weren't near as well received.

>>5919
You are right on some cases, but stable versions (assuming you mean versions that normally don't crash or have game-breaking bugs) aren't a terribly uncommon sight. There are also a few instances of official websites for a game. However, such things should, I'd agree, be in the mind of the creator.

>> No.5930   [Delete]   [Edit]
>radically change the unfinished game if the players dislike it, and can do so with the guidance of them

U mad? It ain't a restaraunt, games aren't supposed to be appealing to most of the players, it is supposed to show creator's point of view on certain things in a more or less metaphorical way - at least, that what makes things unique, no?

>> No.5936   [Delete]   [Edit]
>games aren't supposed to be appealing to most of the players

I'm assuming you don't exactly mean that. A game with no appeal is a failure. The creator would not be able to express their point as the player would not be able to see through such flaws. If their impression is that the game is bad, the won't play/finish the game. Even if they do play it through, many players will be left with only the thoughts of the flaws, not the creator's meaning. Without appeal, the point means nothing.

Also, to clarify, I don't mean the player's should necessarily dictate what the game should be. What I mean is that the player can be a guide in the same way an editor may be. An editor doesn't normally stray away from the author's main point, but rather helps them better express their point, along with making that point more appealing to the reader (grammar and spell checker aren't their only jobs). Often, the editor asks the author to rewrite segments, even the whole book, or to rethink parts of the story, but the author still can freely express themselves. Thus, the author gets their point out with confidence others will listen, and the reader gets a better experience. It works the same way with games, as the player is the "reader"- a critic, consumer, and in the instance of in-progress games, a possible editor.

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>> No.5939   [Delete]   [Edit]
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51013
>Yume Nikki clones

Oh really? As for the rest - yup. mostly no innovations, no new ideas, just a new-textures-and-maps-pack for YN.



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3005 No.4130   [Delete]   [Edit]  [Reply]

So I've decided madoro-mu deserves a thread, now that ver0.02 is out.
http://loda.jp/yume2kki_4/?id=60
Since I really need my sleep right now, I probably shouldn't play this.
Do note that the download size is really, really small. But still, a game that is in existance deserves a thread.
By the pic, you can understand the game is meant to be disturbing and probably nothing more. Sort of like .flow is, not counting certain areas (which happen to be about 1/4 of the areas, considering how few there actually are).
You guys go ahead and play this, I probably wouldn't sleep several nights if I played this right now. Yet I'm watching a Silent Hill LP. (guess it doesn't even compare...then again I was extremely afraid of uboa before actually seeing him. I think he's actually pretty cute and funny now that I have, a long time ago)

10 posts and 2 images omitted. Click Reply to view.
>> No.5545   [Delete]   [Edit]

what's up with the uploader?
I don't speak moonspeak :I
Translate prz?

Also, IIRC v.04 is out.
I came back here to say but apparently lodas giving me an error message

>> No.5793   [Delete]   [Edit]
File: 1286589248659.png -(26 KiB, 640x481) Thumbnail displayed, click image for full size.
26639

bump. ver0.05 is out. it still doesn't have music, but I find it kinda cute. I think some BGM and this game wouldn't be half bad... also seems a little odd just going out the door and BOOM you're in the "dream world" (whatever you call it...) but hey, at least it's original.

Also,
daddy! Look at the fireworks!

>> No.5916   [Delete]   [Edit]

ver 0.06 is out. now with ending.

still no music.
booooo

>> No.5933   [Delete]   [Edit]
File: 1288808769868.png -(114.2 KiB, 718x280) Thumbnail displayed, click image for full size.
116972

Can anyone give me a hand with this fangame?
I just get goddamn mojibake on filenames, and it doesn't seem to get fixed properly with ANSI->SHIFT-JIS conversion.



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