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No.7067   [Delete]   [Edit]  [Reply]

So I'm sure this has probably been asked before, but I've browsed back a good bit, didn't see a similar thread as I skimmed. Figured it can't hurt to ask, and it's worth a shot to at least provide a point to discuss:

I'm vaguely considering making a fan-game-- but no, I'm not about to ask for people to help me with resources or coding or someshit. I simply have a very vague question.

Assuming we're talking about a YN-esque fangame (Nexus-style hub setup, effects, the basic 'format' of YN), what elements of YN fangames make you want to find and strangle the maker? Areas, events, cheap tricks-- what sorts of elements, whether they be overused or just plain stupid, are such that if you never, ever saw another YN fangame use them, you feel that nothing of value would be lost?

2 posts omitted. Click Reply to view.
>> No.7071   [Delete]   [Edit]

Huge looping areas with little of interest in them, or just huge areas in general that serve no purpose or are aestethically or otherwise interesting.
In general, this is just personal taste, but i'd say many fangames just throw up areas that don't really serve any purpose (i know you're supposed to be dreaming or whatever and stuff doesn't make sense but in my opinion that's a poor excuse).

>> No.7073   [Delete]   [Edit]

Areas with ugly tilesets. I like 2kki, but as it's such a huge game some areas have tilesets or backgrounds that look totally ugly or out of place, which as a plus is a little surreal but as a bigger minus is hard to look at. .flow had a very consistent stylistic theme, which I liked.

Also don't make areas that are mostly just retiled versions of Nikki worlds. Don't have a "hub world" be a circle of doors, don't have an area that's a retiled Pink Sea with a person in a house who transforms when you toggle the lights, and please please please no looping hell maze.

Actually, huge looping areas in general are a bit annoying... I know they're kind of a part of the YN theme and stuff, but I like it more when there are areas that are actually walled off and are a bit easier to explore. If you do have large looping areas, make sure your landmarks are distinct.

>> No.7075   [Delete]   [Edit]

Convenient Yume Nikki? No thanks.

>> No.7083   [Delete]   [Edit]

>>7075
Why not? If the general atmosphere and mood is the same i'd take a convenient YN over normal YN any day. Also this is probably taboo to say but i used let's play videos to find a lot of the interesting places because i just couldn't stand going over the same place 10 times in a row.



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178980 No.5503   [Delete]   [Edit]  [Reply]

Name : Somnolence (Working Title)
Platform : PC / RPG Maker VX

Website : http://somnolence.moofah.com/

After having doodled and jotted down many ideas over the past year, I finally decided to throw my hat into the ring and begin work on my own 'Yume Nikki'-esque game.

When it comes to dreams, I personally find that they are generally inspiring and wondrous ... while very occasionally being scary. Within this in mind I am focusing the general feel of the game on the grand and amazing, although there very well may be a few parts that are strange or frightening. A heavy focus will also be placed on art and visual tricks to try and help create my vision of the dream world.

As I am rather timid about releasing unfinished works, I will instead upload a few screen shots of some of the more complete features of the game. Many of the areas that I am working on currently are in the quasi-operational 'mock up' stage where I adjust things and then build around that. However, there are a few that are getting somewhat close to finished, so I'll display those first.

Comment too long. Click here to view the full text.

Last edited 10/09/17(Fri)18:44.

32 posts and 14 images omitted. Click Reply to view.
>> No.6718   [Delete]   [Edit]
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203791

And because I would rather not end on an unlucky number, a screen shot showing the design mode of the key manor in Somnolence. I spent an unbelievable amount of time polishing this area as adventures and strange happenings were to take place within the real world as well as the dream world. Thus, a strong central area was needed to tie everything together.

>> No.6719   [Delete]   [Edit]

>>6717
That is just amazing. Absolutely beautiful. Such attention to detail and stunning results. I really, really cannot wait to see this game in action.

>> No.7072   [Delete]   [Edit]

I'm releasing a technical demonstration version of the old Somnolence project. You can find the release on the project home page :

http://somnolence.moofah.com/

Nothing truly interesting or playable about this version, although there are a few areas to wander around in. I thought if nothing else it might be used as idea fodder for someone at some point instead of collecting dust on my hard drive forever.

Meanwhile, I'm still gradually moving along on the reforged project and will hopefully have something to show soon.

>> No.7082   [Delete]   [Edit]

Amazing spritework in the "technical demonstration". If the gameplay is as good as the thought put into the backgrounds i will be looking forward to this.



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No.6966   [Delete]   [Edit]  [Reply]

Making them in RPG Maker 2000 seems like a downgrade. For example, I'm guessing that 2k can't map buttons unlike 2k3 where the numbers did stuff.

>> No.6992   [Delete]   [Edit]

Well, what are the benefits of coding in 2k3 compared to 2k?

>> No.6993   [Delete]   [Edit]

^Not much. I know making footstep sounds is more of a pain in 2k than 2k3, and of course the battle layout is different (though that doesn't affect YN fangames since most of them don't use battles) and a couple of other minor things. What's weird is I've never seen a Japanese fangame made with 2k3, but then here in the English community we're all using 2k3 (AP, the looking glass, TOL, ect.).

>> No.7066   [Delete]   [Edit]

Does it make things simple like how Yume Nikki made you only have to just open the program while 2kki is way too complicated?



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851 No.984   [Delete]   [Edit]  [Reply/Last 50]

I already mentioned that I'm working on my own YN inspired project a-and I guess it's time to reveal some information.

The main character's name is Alex. He's a guy who gets the ideas for his art from his own dreams.

That's it.

v.0.015: http://www.mediafire.com/download.php?eamxmddyz42

Last edited 09/09/08(Tue)11:23.

179 posts and 71 images omitted. Click Reply to view.
>> No.6969   [Delete]   [Edit]

bump

>> No.7019   [Delete]   [Edit]
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6302

Hello everyone! Since this thread got bump'ed, I have to write a reply.
Sorry for not updating for a long time, I'm just busy with different things and not in right mood for working on the game. Still, have some (currently) unused graphics.

>> No.7020   [Delete]   [Edit]
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54276

>>7019
Is that a new color-drink? Or is it something else?

>> No.7021   [Delete]   [Edit]

>>7020
Yes, yes it is. There are 2 more but I won't show them now.
Thanks for the drawing!



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957 No.6309   [Delete]   [Edit]  [Reply]

Sup everyone, say hai to Furatsuki. This seems to be newer project, as this is version 0.03b
You can find it here: http://ux.getuploader.com/235711131719/download/10/%E3%83%A0%E3%83%A6%E3%82%A6ver0.03b.rar
The password is 642 btw.
Screens will follow.

8 posts and 8 images omitted. Click Reply to view.
>> No.6318   [Delete]   [Edit]

I would've made a thread for it if I had played it... I have Muyuu here since the earlier versions but I keep forgetting to play it orz
Furatsuki seems to be one of the most popular characters of the new fangames...

I like the sprites, and her bedroom looks nice. I guess I'll just go ahead and play it.

Last edited 10/12/14(Tue)14:25.

>> No.7008   [Delete]   [Edit]

Bump because updated

>> No.7014   [Delete]   [Edit]

Some more info than "bump because update" would be appreciated.

>> No.7016   [Delete]   [Edit]

>>7014
Here's a gameplay video of the most recent version (.04a): http://www.youtube.com/watch?v=oJ1DJX2A69s
And another of how to get through the forest maze: http://www.youtube.com/watch?v=tBLeS_kl4WE
Another fangame with no music, so if you play expect to play in absolute silence.



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No.7009   [Delete]   [Edit]  [Reply]

Can someone give me a list of fangames that are as long/longer than Yume Nikki that are good and isn't 2kki, please?

>> No.7011   [Delete]   [Edit]

.flow and LCD_DEM are both very good. don't know about length, but the quality is there.



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No.7010   [Delete]   [Edit]  [Reply]

In my Yume Nisshi, even though all the music files are there, the game's completely silent except for the title screen. (I downloaded the one in the Yume Nisshi thread "with all the proper Japanesey file names")



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No.6599   [Delete]   [Edit]  [Reply]

Hello everyone!
This message is a call for those who want to participate in this project! What we have in mind, is to produce a remake of the "Yume Nikki" game, as a tribute to its original creator, KIKIYAMA.
What we want, is to create a revamped version, not only of "Yume Nikki", but also of its unofficial sequels "Yume 2kki" and "flow", and put them all together in the same game, dividing it into three 'chapters' that would be the three original games. Our project, as most remakes, would have some enhancements as well, for example, we would use the unused effects in the original Yume Nikki. The game will probably be called "A Dream Journal", since its the translation for "Yume Nikki" (Yume=Dream, Nikki=Diary/Journal)
What will we use to make the game will be RPG Maker XP, since we will make use of the scripting system in there.

Who will we need for the team?

SPRITERS: A spriter to redesign most elements of the game: backgrounds, characters, tilesets, etc for everything, except the 8-bit areas,
COMPOSERS: A person with experience, at least with FL Studio or Linux Multimedia Studio to recompose most musics and maybe sound effects of the game, except for those in the 8-bit area. I might help in some as well.

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>> No.7004   [Delete]   [Edit]

I think that you should at least add more content, as opposed to a straight remake, ie Extra Sequences, areas, effects, etc

>> No.7005   [Delete]   [Edit]

>>7004
I'm sure new content will be added, but I'd rather not put it on the chopping block right now bc it'd be better as a complete remake than a half-finished remake, half-finished fangame.

>> No.7006   [Delete]   [Edit]
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245487

I really like this idea, butI'll likely not be participating actively on this. If I applied to work on it, I'd be just a burden since I'm lazy as hell. Buuut, advice.

Putting the three games together might be too difficult. I say that because the ammount of switches, variables and common events the games use is GIGANTIC. It might not even be possible, since while it's a big one, RPG Maker has a limit to how many switches/variables/common events a game can have. And figuring out what all of them do is a real pain. There are some differences on eventing for every version of RPG Maker, too, some things can't be redone the exact same way.
Also, one thing I really hate about RMXP is that you can't have footstep sounds, so you'll need eventing or scripting to make the musical-step places work.
I actually had more stuff to say but I kinda forgot lol

>> No.7007   [Delete]   [Edit]

>>7006
I think the variable/switch limit is 5000 in RPGmaker VX (can't speak to XP)... I'm aware that these games, 2kki especially due to its size, are jam-packed with variables, triggers, and events, but 5000 still seems more than sufficient. Especially since certain variables can be easily written out (do we really need the Tools menu crap from 2kki? Can't the player just start with a complete hub? Does anyone care if we eliminate all the little minigames from *tsuki's room? Do we really need that awkward 1st person segment from 2kki? Do we really need fields of pointless, pointless switches like on the balcony in 2kki or the sigil storm in .flow?)

Unsure of what "common events" means but I guess my larger point is, even a MONSTER game like 2kki has never run into the issue of "guys, we need to consolidate because we're hitting RM limits" and there's a TON of event-related stuff that does NOTHING in that game. flow is fairly variable free, more so than the other two I don't think much of anything in that game comes down to order of events or specific item interactions (now if there's a door/passage/area link limit that isn't substantially HIGHER than 5k, we may have an issue). I really don't think it'll be a problem.

Sucks about the footstep sounds tho.



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86358 No.6901   [Delete]   [Edit]  [Reply]

Super Uboa Action! is fangame that is going to be a complete aesthetic mod to Syobon Action, which is a well-known parody of Super Mario and "Nintendo-Hard" in general. If you have not yet heard of it, then check it out here: http://playthisthing.com/syobon

I plan on changing every sprite and sound to a Yume Nikki theme. The next logical step would be creating custom levels for an all-new game and maybe adding other elements, but I am not a programmer.

Have Got:
-Uboa
-Uboa's Scream (Jump Sound)
-Logo

Next Up:
-Kyukyu-Kun starring as/or rubbing the pole
-Knife Stab Scream SFX for death music

Comment too long. Click here to view the full text.

Last edited 11/04/07(Thu)22:23.

>> No.6908   [Delete]   [Edit]
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94207

Make this happen.

>> No.6991   [Delete]   [Edit]

Bump. I really need that Scream MP3 from Yume Nikki.

On an unrelated note, players of this mod may find that Oscar Wilde will inexplicably style on them.



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31857 No.6850   [Delete]   [Edit]  [Reply]

My great mind has had it's largest brain fart yet. What if we make a "Dr. Robotnik's Mean Bean Machine" featuring the Yume Nikki characters! Sounds pretty cool, huh? Well, I can't make it, I don't know how, so YOU GOTTA HELP US!

LVLS:

Stage 1: KyuKyu
Stage 2: Mars/Tasei
Stage 3: Masada
Stage 4: Madotsuki
Stage 5: Tokuto
Stage 6: Mafurako
Stage 7: Toriningen
Stage 8: Poniko
Stage 9: Shitai
Stage 10: Dave Spector

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Last edited 11/03/30(Wed)15:15.

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>> No.6889   [Delete]   [Edit]
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24911

I'M NOT A LAZY BUM! I'm just not experienced. I'LL LEARN HOW TO DO THIS KINDA SHIT WHEN I TAKE ADVANCED COMPUTER PROGRAMMING CLASSES! I'M NOT EVEN IN EIGHTH GRADE, GIMME A BREAK!

Last edited 11/04/03(Sun)06:53.

>> No.6890   [Delete]   [Edit]

Yeah well, you should stop talking like you're in the position to give orders to people.
First off, you only had the idea (which to be honest is kind of weird and to me doesn't seems to fit Yume Nikki very well), and you didn't hire anyone to do this, so you can't complain if people don't make it at all.
Secondly, complaining that Orangestar was working on something else is nothing short of stupid and bossy, because they don't owe anything to you and have their own life.
And lastly, making a game, no matter what kind of game, won't take two-three days. It can take up to months, even if using a pre-established formula. Sprites are hard work, codes can be a pain, and there's a great deal of effort that must be put into it.

PS: Before I was even in eight grade I started learning how to make games on my own, and I never took any computer programming classes. The internet is a great place to learn stuff, so if you REALLY want to see this done, just get out there and learn it.

>> No.6892   [Delete]   [Edit]
  1. I understand completely that I am in no position to give orders to people. THIS. WAS. A. REQUEST. I only thought it was a good idea, I never said I wanted it, even though I do.
  2. I NEVER complained that Orangestar did something else. I merely thought that, considering he said "I went ahead and did somthing else", just worried me that he had moved on.
  3. I also understand that this will take a long time. I will wait patiently for as long as have to. I don't care if takes YEARS, I'll still be waitin'!
  4. Thanks for the advice. As a matter of fact, I think will look into that.

Last edited 11/04/03(Sun)14:49.

>> No.6938   [Delete]   [Edit]

Pretentious self-bump.



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