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File: 1279540378552.gif -(13.2 KiB, 650x450) Thumbnail displayed, click image for full size.
13524 No.4892   [Delete]   [Edit

Since /fg/ seems to be less "hey guys look at this jap fangame" and more "hey guys look at my fangame p.s. plz help with this and this and this" I've decided to start a general help thread. There's already a thread for programming help, use that rather than bumping your own thread with questions: http://uboachan.net/fg/res/4116.xhtml

Please use this thread for questions and critque for your graphics, music, character/level design, testing etc. Trying to make your own resources is recommended, but if you absolutely cannot make something original and good on your own even with help with it, ask for resources here (as long as you don't expect your entire game to be made for you). Posting links to helpful tutorials and programs you know of would also be very helpful. I'll start:

http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php
Really one of the best pixelling tutorials I have ever read compared to the trashiness you'll usually find, and VERY relevant to this board. Although it's a little outdated and melodramatic, the concepts learned here are more in-depth and helpful than anything else I've seen. Lots of text to page through, but if your pixelling isn't up to par (and honestly, a lot of what I've seen isn't) you need to give this a read. (Hint: it's more than one page.)

http://www.derekyu.com/?page_id=218
Teaches the basic concepts of creating a sprite from start to finish. Even if you think you already know the basics, it's still very much well worth the read. Rather than saying "you use the pencil tool, this is antialising, this is hue and bluh bluh" it teaches from a more professional and artistic point, giving you an excellent example of a very well-made illustration and sprite.

http://www.drububu.com/tutorial/index.html
The IC-Project is a literally AMAZING example of pixel art, in MSPaint, with only three colors. The website also gives information on a few different well-known art programs, tips for your own art, his process through the work...I don't even know, man. Seriously, just read it.

http://www.wayofthepixel.net/pixelation/index.php?topic=3467.0
Here's a link to an amazing post on a pixelling forum with billions of tutorials, examples, programs, resources etc.

http://www.getpaint.net/index.html
Paint.NET is a good, free program for pixelling, without being shit-tier MSPaint, or having to buy/pirate something like Photoshop with way way too many unnecessary tools than you need for the job.

I'll also be hanging around to give critique, help and answer questions. Good luck /fg/ts.

Last edited 10/08/15(Sun)22:07.

This page shows only the latest 50 replies to this thread. For the other 38, refer to the full thread page.
>> No.6763   [Delete]   [Edit]
File: 1299660067762.png -(500 KiB, 669x4936) Thumbnail displayed, click image for full size.
511962

A very brief, by no means complete collection of advisory snippets on how to make a YN fangame.

>> No.6767   [Delete]   [Edit]
File: 1299721659706.png -(102.1 KiB, 600x176) Thumbnail displayed, click image for full size.
104533

I've been working on and staring at this character for too long to be completely honest to myself. Would anyone be so kind as to give me some feedback?

I'm trying to hit an age range of sixteen to eighteen, while impressing the adventurous nature and haggard appearance of the character. I think that the backpack might be messing the feel of the character, but I'd like some opinions on it.

Also pictured, a very rough mock-up of the initial room for the Somnolence reforge I've been fiddling with.

>> No.6769   [Delete]   [Edit]

>>6767
The character sprite is actually dead on, I'd argue against there being three pony-tails, but that's just fashion taste. The colors work together, and the back doesn't actually take away from anything- it adds a level of detail the sprite which is nice.
I'd argue that your problem may be that your sprite needs some shadows cast around the feet to help ground it in with the background graphics.

>> No.6770   [Delete]   [Edit]

>>6769
Thank you for your comments!

I've been trying to grab at bits of flair or originality to add to the character and the tri-tails was something that just seemed to stick. While I'm not someone who is particularly fashion conscious, I do acknowledge that three pony tails is pushing it. Though, each time I took one or more of the pony tails away, it seemed like the back of the character appeared rather flat and boring. Of course, that's probably because I've been tweaking with the character quite a bit over the last few days. I really should just do a few more edits, let it stand and then come back later.

The graphics displayed in the image I uploaded are currently not formatted for in-game use as of yet, so the depth and spacing is off. I really just made the background so that I could see how the character would look like in the type of environment it would be in. So I will definitely address the floating and ungrounded character sprite issues during production.

>> No.6789   [Delete]   [Edit]

>>6767
If that's what the whole game will look like i will most definitely be trying it out. I'll be looking forward to it, even. To be honest im kinda sick of all the games looking exactly the same as Yume Nikki and yours, well it doesn't.

>> No.6792   [Delete]   [Edit]

>>6789
Yes, that is basically the style of graphics that I am aiming to provide. You can see further examples in the old project thread :

http://uboachan.net/fg/res/5503.xhtml

Although, this next image in particular is important :

http://uboachan.net/fg/src/1298884488918.jpg

I am hoping that this will be the standard size and general feel for each room -- albeit more dingy and perhaps double that size in a rare instance, at the most -- and there will only be a handful of rooms in the game. There will be no vast and open areas, everything will be confined; no where to teleport off to when things go bad. The difficulty of the game coming from puzzles and hidden dangers within each room that must be overcome to progress further.

There will be swift character death dealt when something is done incorrectly and because of the size of the game there will be limited or no game save points.

These are different shifts from the typical Yume Nikki style, but I hope that these changes will raise re-play value (puzzles and dangers differ slightly each game) and fun factor.

If anyone has opinions on these thoughts, I would be glad to hear them.

>> No.6793   [Delete]   [Edit]

>>6792
Sounds great. To be honest one of the beefs i had with yume Nikki is that, to be honest, it IS kinda boring with those looping areas where you have to see the same stuff basically 10 times in a row. Sure, it was part of the mood that the game tried to convey, but i can't help but think that it could have been done in a different way. Your way could work, depending on how well it is executed. Hard to say before trying it.

>> No.6797   [Delete]   [Edit]

I've been working on a game on and off for a year or two. I would like to know, dear uboachan, what you disliked about YN. The game as it is now is quite different from YN, but I want to know what bits of YN are your least favorite.

>> No.6798   [Delete]   [Edit]

>>6797
While im sure that many will disagree with me and say that these are a must for Yume Nikki i dislike the mindless searching parts in looping areas. As i said in >>6793 there must be better ways to set the mood than forcing the player to mindlessly wander around the same area for 10 minutes. Sure it makes you all the more excited when you find something new, but for me it really killed the enjoyment for me sometimes and made me more frustrated than impressed. Don't take me to serious on this though, since most fangames have the large looping areas it would seem im pretty alone in thinking this.

>> No.6805   [Delete]   [Edit]

>>6798
Thank you, that's very helpful. I didn't much like the endless looping either (it was frustrating until I watched a playthrough and figured out where everything was), so I doubt that will make frequent appearances in my own game.

>> No.6828   [Delete]   [Edit]

http://www.nicovideo.jp/watch/sm13812190

>> No.6893   [Delete]   [Edit]

>>6828

This is awesome.. but what is it exactly? Just that short film? A game? An animation?

>> No.6965   [Delete]   [Edit]

Which are better to use: .png or .bmp?
(Using RPG Mkr. 2003 if that makes any difference).

>> No.6967   [Delete]   [Edit]

I usually prefer .png myself.

>> No.6972   [Delete]   [Edit]

>>6967
What about colors; is there one that preserves/allows more colors than the other?

>> No.6973   [Delete]   [Edit]

>>6972
PNG can have up to 16.7 million different colors, depending on what quality you save it in, which is the same as True color BMP.
The difference is, to be honest, not that big. BMP is basically a non compressed PNG. Also, png allows transparency, which at least i use alot when making sprites. I'd say stick with png for the considerably smaller filesize and transparency.

>> No.7262   [Delete]   [Edit]
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14926

Why is it that even when I X out a tile on a chipset, RPG Maker still lets the sprite pass through it?
I X'd it out on the lower layer where the tile originally was but you could still go through it, so I made a blank tile on the upper layer and X'd that out too and put that over where you weren't supposed to walk. You're STILL able to walk through it. What's the deal? Any help is appreciated.

>> No.7263   [Delete]   [Edit]

>>7262

Odd. Have you tried making a clear upper layer tile impassible too? Or perhaps, try making an event on the same layer as the Hero at that location, or something similar?

Last edited 11/05/21(Sat)22:35.

>> No.7292   [Delete]   [Edit]

>>7263
Yes, I tried putting a clear upper layer tile that was X'd out. As I said before, it didn't work. ...Although, I DID make a common event and made it "Same layer as hero" and it worked, but I had to use a sprite from an actual charset file, not just a tile from the tileset. If I used a tile from the chipset it would still let me pass through. (if that makes sense..) So, basically, I fixed the problem, but I still wanna know why even when I X that tile out it still remains passable.

Last edited 11/05/25(Wed)15:31.

>> No.7474   [Delete]   [Edit]

I've been pondering auto-loading and auto-saving to one single save file lately to speed things along, but I thought I would see how everyone uses the save feature. How many save files do you use during exploration of a game? Do you ever need more than one save file?

>> No.7547   [Delete]   [Edit]

>>7474

I sure do. Take .flow, for instance. If you played through it, then you probably know how much the gameplay changes after you become Rust. I have a regular save, and a save file from right before I gave up on the effects, in case I want to explore the game with more ease

In Yume 2kki, too. Since you have special events which only happen once (like the demonic doctor's office event after you kill him) I usually have a separate save with those events still untriggered

EDIT: Of course, this only applies if you're considering making one-time events/points-of-no-return. If the game in question doesn't have anything I couldn't see more than once, then I'd probably only use one save file

Last edited 11/06/15(Wed)15:17.

>> No.7875   [Delete]   [Edit]

I got a username by the name of Capcorp, a parody of Capcom

>> No.7903   [Delete]   [Edit]
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7069

So I'm trying to play Yume Nisshi. When I first tried opening it, I got an error message and, with my limited Japanese knowledge, saw it was a runtime package error. Ok, so I downloaded RPG Maker 2000 and this: http://www.mediafire.com/?d14i8r7hclkxad2 (RPG Maker 2000 Run Time Package v1.32), ran it all in Win XP SP3 compatibility mode... Only to get this. Hehe, what does it say?

>> No.7907   [Delete]   [Edit]
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11200

>>7903
I believe its asking for vehicle.png (pic)
so name it either vehicle.png or 乗り物.png
and stick it in the charset folder
tell me if that works

>> No.7908   [Delete]   [Edit]

>>7907
Whoa, I tried 乗り物.png and it worked! That's crazy. Thanks man.

>> No.7956   [Delete]   [Edit]

I've been working on this game on and off for a while now, but since I have a lack of chipset creating skill, I've almost pretty much given up.
Purgatory is basically a fan game based on two worlds, which sort of represent heaven per say, and hell. The first room, a plain white room has scratches on the wall, and when you interact with it, there is a 50/50 chance of having a "good dream" or a "bad dream." If anyone has any advice for someone new at creating chipsets, or would like to do a collab with me, it'd be really helpful and i'd appreciate it very much.

Last edited 11/07/24(Sun)20:29.

>> No.8045   [Delete]   [Edit]

The RPG maker 2000 RTP is totally not available anywhere on the internet.

will RPG Maker 2003's rtp work? or does anyone have an upload that ISN'T Broken???

>> No.8046   [Delete]   [Edit]

hey
you know how in yn mado walks around
and you can see each individual frame?
whelp, the dude in my game is sprinting around the screen like a fucking kenyan
it looks like a two frame animation, in other words: not smooth and also quite ugly!

How do I fix this so that the main character dude walks at a more manageable speed (like in every other fangame)?
using rm2k3 if that helps

...it's probably something really obvious isn't it

>> No.8058   [Delete]   [Edit]

>>8046
What game are you talking about?
Try changing the framerate somehow.
Maybe you downloaded a shitty fangame made by an impatient dude.

>> No.8059   [Delete]   [Edit]

>>8046
You could set your main character's move speed to be lower using a common event.
Ideally:
inside a common event> find 'move event' on the second page of 'event commands> configure 'event name' to be 'hero'> look for 'decrease move speed' and set it.

Hypothetically this should work.
I will caution though, I think this might be wrong because my characters always slow down to near zero speed no matter what frequency 'decrease move speed' is set to.

>> No.8097   [Delete]   [Edit]
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164729

I have a very basic question, but I am finding it difficult to find tutorials for RPG Maker 2003. Basically, I just need to know how to layout tilesets and charsets. The dimensions of pixels, what side corressponds to what layer, etc. How to make things transparent.

I tried to experiment with RPG Maker and yeah. (It's just random garbage, my first attempt at pixel art nothing in this will be used.)

>> No.8106   [Delete]   [Edit]

>>8097
Tilesets are arranged on 480X256 pixels pngs/bmps, and divided into 16x16 pixel tiles.
The furthermost left is where auto-tiles and water tiles are managed.
The middle, at the 13th tile over from the left, is where the first layer tiles are.
The furthermost right is where the second layer tiles are.

Charsets are arranged on 288x256 pixel pngs/bmps, and divded into 24x32 pixel tiles.
Each charset handles 8 characters, with each character being on
3x4 of the 24x32 pixel tiles.
inside these blocks the animates a direction for the character, and it's walking animation is handled.
here is a example of what i mean, with each letter being a character, also pointing out the row that animates a given movement direction.
note the 1,2,3 for the next section- as it correspondes to the frames for animating movement.

123oooiiippp<-up
xxxoooiiippp<-right
xxxoooiiippp<-left
xxxoooiiippp<-down
ggguuupppiii*same as above
ggguuupppiii*
ggguuupppiii*
ggguuupppiii*

one last thing about charasets, and that is how it is animated.

it animates in a sequence like this(according to the above graphic): 2321- and then it repeats. while standing, the middle frame is shown as default standing graphic for a given direction.

Transparency is handled in every picture you import by selecting the color when you import the image with the resource manager inside 2k3. You can select any color, so basically you need to find a color to use as a transparency, any color will do- and by default flood your tileset, and charset with it- then make sure you keep from using that color in the tileset/charset, unless there are parts that need to be transparent. if it sticks out, that is good, because it's easier to select as the transparency when you import it into rpgmaker.

I hope this wasn't incredibly confusing, I tried to be as clear as I could.
To get specifics, play with it a bit-
or try to find some templates.

>> No.8110   [Delete]   [Edit]

>>8106
Thanks that helps a lot actually. I'll just use the default RPG maker template and see what happens. Never thought of that until today.

>> No.8139   [Delete]   [Edit]

>>4892
Something's wrong with my RPG Maker 2003. It won't let me use the arrow keys when I test the game. What do?

Also could someone please delete my thread about my Slumberjack fan game. I herped so hard I derped...should have put it here instead.

>> No.8140   [Delete]   [Edit]

>>8139
It won't let me use any of the keys besides alt, which is the only button that works as the action key. :/

>> No.8145   [Delete]   [Edit]

If you got a bad copy of RPG2k3, you'll need to scrap and redownload the one you have. It'll help if you download it from a different place-
if the issue still occurs, then it's your project- not your copy of RPG2k3.
If that is the case, scrap your current gamefile and make a new gamefile and dump all your previous resources into the new gamefile.
If you still are encountering problems- then I'd recommend a different maker.

>> No.8162   [Delete]   [Edit]

>>4892
Can someone post a charset and tileset template? I tried making my first map (until I ran into the previous problem, which I will fix tomorrow, I hope.) but the water pixels got all screwed up. I think it'd just be simpler if someone could post a template.

Thanks for the description though.

>> No.8164   [Delete]   [Edit]

>>8162
OK. My google fu was weak. Swear I've been looking for a few weeks or more for a template...forgot there was an image search.

Herp.

>> No.8174   [Delete]   [Edit]
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9752

RPG Maker 2003 won't let me load my chipset. It says the colour depth is invalid. However, I did set it to 256 colours in Gimp. When I change it to 256 in MS paint it completely ruins it, and only has maybe 2 shades. :/

>> No.8304   [Delete]   [Edit]

In my particular project, I just want the menu to display inventory items and nothing else, because I'm not using HP/SP/the other stats. Is there a tutorial somewhere on how to do this?

>> No.8306   [Delete]   [Edit]

>>8304

if that would be possible, yume nikki and fangames wouldn't have it too.

>> No.8310   [Delete]   [Edit]
File: 1313845482560.jpg -(533.8 KiB, 1400x1050) Thumbnail displayed, click image for full size.
546642

Hi I would like some opinions on my fangame that is in the works :) It's called Broken Bottles and the main character is named Dokutsuki (roughly translates to 'with poison'). I made a preview video down here VVV, can I have some feedback please?

http://www.youtube.com/watch?v=4TYS4KGJSEY

Oh I also lowered the sounds of the gunshots/cannon shots since the video cause some people had problems with that. And at the end she's actually supposed to be transported to a maze, but it is still in the making so I just sent her back to her room. :) What do you think?

>> No.8359   [Delete]   [Edit]

>>4892
I'm having problems with the passibility of objects. Nothing I do with the X, O and Star things actually make things do what they're supposed to. Nothing is actually a wall and I can walk through anything.

What do I do? Is there a tutorial for this?

>> No.8360   [Delete]   [Edit]

The first thing you need to check, is the upper layer pass ability- should be the Upper Layer tab under the Tile-set tab in the Database.
In this set of tiles check the left-top corner tile- it needs to be a star. If it is anything else, you'll run into confusion and problems on the lower layer tiles. Make sure you do this for all the tile-sets you are running into problems with of this nature.

If you're still running into problems, you'll need to do something more drastic:
Either delete your maps; or use the 'Select Tiles' tool to select the entire map of your preference- then press delete.
After this, the third step is to try some additional pass-ability tests to make sure your editor is working properly.
If it works out- great! If not, you'll need to wipe your current install of the editor, and reinstall.
Hope this helps!

>> No.8361   [Delete]   [Edit]

>>8360
Thanks for the fast reply! That's helpful. I'll try it out the next time I have a go at it. Just one more question, how do you make your character walk slower?

>> No.8362   [Delete]   [Edit]

>>8361
I've written that up here.
>>8059
The method hasn't been dis-proven yet, but I never really use it- so some experimentation on your part will be needed to see if it's a method that works for you.

>> No.8382   [Delete]   [Edit]
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99488

>>8362
Thanks. I haven't attempted to fix those issues yet, but they will undoubtedly be helpful.

I have one more thing to ask. What is a good program to use to record me playing the game? I want to share demo videos with people.

>> No.8395   [Delete]   [Edit]

>>8382
As I haven't actually done this, I can only recommend what I remember a lot of people recommended on more than a couple of forums.
http://www.fraps.com/
If that doesn't work out, then you're going to want to try a good google search to determine your choice of video capturing program.
If anyone wants to step in and recommend alternatives- go for it.

>> No.8461   [Delete]   [Edit]

I know this isn't the place to ask but... how do i take off the full window mode?

>> No.8465   [Delete]   [Edit]

>>8461
Press 'Alt' and 'Enter' to exit, or enter full screen mode.



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