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155809 No.6387   [Delete]   [Edit

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


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)
Gisoko no Onnanoko

Other Fangame characters:

Kyonshi no Tenma
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
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)


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.

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>> No.8651   [Delete]   [Edit]


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.

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]


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]


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]


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]
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I think they will be using MUGEN, as in the actual game engine
but the coding has not actually begun yet

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.

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]


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.


Looks nice! Captures the character nicely, she looks as disenchanted as she should.


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]


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.


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]
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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]

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]


Looking good so far! Looking forward to what you've got in mind for the other surprise icons!

>> No.8692   [Delete]   [Edit]

Ooh, I like that

>> No.8693   [Delete]   [Edit]

Remember; Eggs are round. Consequently, the designs on the eggs are going to be round.

Round them off a little.

>> No.8698   [Delete]   [Edit]


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]


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]


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]


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.

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.


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.

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!


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]


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]


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]
File: 1316629788498.png -(5472 B, 480x256) Thumbnail displayed, click image for full size.


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]
File: 1316656749388.png -(9405 B, 384x256) Thumbnail displayed, click image for full size.

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]


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]

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]


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]

Erm, well, I meant this kind of additive

...But yeah you're right.

>> No.8761   [Delete]   [Edit]
File: 1316733938944.jpg -(60.7 KiB, 476x349) Thumbnail displayed, click image for full size.


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]


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]


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

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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