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197715 No.1348   [Delete]   [Edit]  [Reply]

Any concept art that those working on the project do can be posted here for easy reference.

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>> No.1356   [Delete]   [Edit]
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281475

stupidcut again and more

>> No.1359   [Delete]   [Edit]
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1135

>>1355

>> No.1368   [Delete]   [Edit]
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590489

No idea what to call her, might go for Rend or just plain "girl"

>> No.1369   [Delete]   [Edit]
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816258


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363131 No.1256   [Delete]   [Edit]  [Reply]

I think its important that everyone start working from a practical standpoint so this could actually be accomplished as a project.
One should work out everything absoloutely nessesary involved in making Yume Nikki itself so One has the resources available to us to make something similar.

It sounds mean but you need to have less ideas and spend more time making the guts of the project actually work.

From a practical standpoint, I think we should aim to produce a simple demo by the end of the year with apartment, nexus and a single dreamworld and a four simple effects (TOWEL, KNIFE, STOPLIGHT, CAT) that give us a chance to flex our muscles and get comfortable with programming behavioural code. TOWEL would be very easy to code. CAT could be very hard. We should also have a second dreamworld that is very dull and small in order to text teleporting/travelling between different dreamworlds to make sure we have the code to make behaviour like that actually happen.

This wouldn't be a flood of ideas. It would be very spartan and graphically very simple. The focus should be making something that works, not something that delivers an experience. We're building the engine that'll drive our vehicle before we start sculpting the experience. A game with no game won't work.

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>> No.1264   [Delete]   [Edit]

Honestly, this seems a bit too realistic. We could probably do all of this in a month if we really rushed the graphics like you're saying AND the effects gave us trouble.

Sure, it's good to have a base for our game, but honestly, we're pretty much doing that. We're going in the exact direction you're telling us to go in. As for effects, considering the focus isn't actually on effects, I don't think it's worth the time to code ripoffs for practice. Teleporting, and even animated doors takes...literally a second to code in if you have the two areas and the animation. All of the areas you've pushed are very easy to put in. Collision detection is literally BUILT INTO RPG Maker 2k3. The only thing I'm really not sure about are NPCs, but only because I'm not that familiar with RPG Maker.

Open, endlessly looping areas and mazes with enemies are very cheap and frustrating, and are really only put into fangames because they were in YN, and there's some weird NEED to be similar to YN. You can make it a spiritual successor without making areas that are honestly ripoffs.

>>1258
As a worker for this project p much dedicated to graphics, I...kind of knew this already. But honestly, we would only need to go to that extent for if we were REALLY rushing. We don't need to revert completely to a sketch for our areas, and that could get visually confusing besides. At the most, we could do basic spriting work to test it before going all-out.

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>> No.1266   [Delete]   [Edit]

If its all so easy, why hasn't it happened yet?

>> No.1267   [Delete]   [Edit]

>>1266
uh because this project was revived like a week ago man

>> No.1365   [Delete]   [Edit]
  1. Dual wield effects
  2. Vehicle effects
  3. "Super NASU" minigame
  4. include Map effect


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12801 No.2   [Delete]   [Edit]  [Reply/Last 50]

Making separate threads for each topic of discussion to keep it relatively organized.
First off, effects thread. Post concepts, sprites etc and discuss.

What we have so far:
Wheelchair (for 2x spped boost like bicycle)
Hoodienori (for landmarking with spraypaint)
Fishhead (for crossing/going into water)
Levitation (possibly for crossing different obstacles/like witch effect)
Hammer (for use as a weapon)
Alternate Outfits?
Sunglasses (for shading bright areas)
Loudspeaker (for scaring away npcs/monsters)
Door (medamaude)
Child (may be holding plushie/combined with plushie effect)
Light bend

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Last edited 09/11/07(Sat)12:47.

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>> No.1361   [Delete]   [Edit]

Thunder Drum: press 1 to make crosshair appear, directional keys to move crosshair, Z to shoot lightning at selected area, and 1 again to cancel, while raining, all npcs/items will get hit by lightning, while snowing, you use blue lightning that doesn't kill, but freeze npcs in ice.

>> No.1362   [Delete]   [Edit]

>>1360
>>1361
some of these are cool but hopy shit some don't even seem possible
we'll keep em in mind though

>> No.1363   [Delete]   [Edit]

Drill: press 1 to charge forward, and directional keys to change direction while charging, can get through some walls, and kills npcs.
Super Hero: Press 1 to pose.

>> No.1364   [Delete]   [Edit]

More cosmetic effects, even if it's just to stay in touch with the original YN.
Too many effects with definite uses is inevitably going to feel like you're playing a weird zelda game.



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33393 No.1301   [Delete]   [Edit]  [Reply]

I think Kaze/nori and Solitude deserve a fanart thread. Feel free to delete or move it if you think it's not the right place for it, though.

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>> No.1334   [Delete]   [Edit]
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205162
>Because I'm a fagget and I liked old Kazenori better.
>> No.1336   [Delete]   [Edit]
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442163

>>1334
I love you too Jangles
You, old!nori and your art

>> No.1337   [Delete]   [Edit]

>>1323
Why wasn't I here when this came around? I'm loving all developements of the game.

>> No.1344   [Delete]   [Edit]
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34388

>>1337
Congratulations on your post number. :3

Here, have some drank.

Last edited 10/10/28(Thu)11:00.



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8076 No.1245   [Delete]   [Edit]  [Reply]

I'm taking control of /p/ and progress will be made (albeit at my own pace). Ideas are welcomed, but I won't say if they'll be used.

I'm going to take whatever I want from the old project, and this new project may become something new entirely. Aku is also co-head of project, as he's the only one who cared enough to continue bringing it up, and he can actually code and stuff.

Last edited by moderator 10/07/27(Tue)03:28.

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>> No.1331   [Delete]   [Edit]

>>1330
sure, son

>> No.1332   [Delete]   [Edit]
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48801

Hay guise I'm willing to help with artwork/Bgs/Sprites whatever

just get this done already

>> No.1335   [Delete]   [Edit]

>>1332
get on the irc then

>>1248

>> No.1343   [Delete]   [Edit]

>>1281

This is good because the longer body adds for more room for effect details and so on. It will be a lot easier to work with.



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11398 No.764   [Delete]   [Edit]  [Reply]

ok since it's been almost a month and a half since the last one and no one has barely even mentioned it yet i'm just going to throw this out here

~~LET'S HAEV ANOTHR IRC MEETAN GUYS GO GO GO~~

Next Saturday or Sunday, you decide. Or we could do both if you want, is up to you desu. 5pm -5GMT since everyone seems to be okay with it so far.

As for actual discussion, it would be v. nice if we could stay away from lolsymbolism and backstory for this meeting(s). Otherwise it just seems to waste meeting time and cause conflicts :I No ending discussion would also be nice seeing as it is way too early for that to take any priority over, say, some actual areas in the game.

Also, if you are new/this is your first meeting/you haven't already for whatever reason PLZ PLZ read at least the log summaries so you know what is going on. This uh caused an issue in the 8-1-09 meeting so we don't want a repeat of that ok

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>> No.945   [Delete]   [Edit]

>>939
I'm really liking that collapse idea and it's a good compromise.

>> No.946   [Delete]   [Edit]

>>939
I like this idea, very much.

>> No.1298   [Delete]   [Edit]

>>904
Hei ... I was googling "stairs to hell" and i saw your IMG. Is it yours? Can I use it and edit it as a cover in an academic film I'm doing? plz awnswer to:
breakinhabits@gmail.com

>> No.1299   [Delete]   [Edit]

>>1298
Well that sounds interesting.
Sure, e-mail incoming



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72556 No.12   [Delete]   [Edit]  [Reply]

discuss/design/create tileset/connecting areas/etc

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>> No.1275   [Delete]   [Edit]

>>1228
is there like a demo or something of this yet?

>> No.1276   [Delete]   [Edit]

>>1275
a demo of what? the whole game or that area?

>> No.1285   [Delete]   [Edit]

>>1276 the whole game.

>> No.1286   [Delete]   [Edit]

>>1285
You could try reading the board or maybe posting in a more relevant thread.

But no, there's not a "demo" of this out yet.



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860300 No.1005   [Delete]   [Edit]  [Reply]

Hey guys, what up. Just checking back in since I'm finally done with all my exams and shit and nothing else is keeping me from here.

How's it going with the actual game? Has anybody done any progress with it? It seems like we're still just concepting, but some kind of work should be able to be done.
Also are we still using 2k3? Seriously there's no reason to not use a newer version of RPGMaker.

Picture, uh, unrelated.

Last edited 09/12/20(Sun)01:26.

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>> No.1230   [Delete]   [Edit]

>>1216
agreed

>> No.1231   [Delete]   [Edit]

It sounds like you guys could use a subversion repository.

SVN, get TortoiseSVN to actually use it. You just need it set up on someone's server somewhere.

Make a point of always logging your commits (easily done, as tortoisesvn will ask you for a log entry whenever you commit) and voila! All your "who has done what and which is the latest version" troubles gone.

Some kind of version management system is almost obligatory for any net-based project that wants staying organized to be easy.

good luck etc.

>> No.1232   [Delete]   [Edit]

Oh and if the project gets going again (and you get SOME form of version management system, or some other equivalent file-organizing system that is consistent and doesn't require keeping track of who has the latest version) then, being a programmer by trade, I could perhaps hop on as a scripter.

>> No.1249   [Delete]   [Edit]

>>1232
I don't know anything about webstuffs. I broke /p/ with html remember.

We could force rozen to make it though. Either that or we could just use /media/ It doesn't have much traffic anyway.



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105973 No.1176   [Delete]   [Edit]  [Reply]

Okay, meeting over.

I think it was a productive meeting! If you didn't make it, don't worry. Here is a list of the main things we discussed

• Meetings are over, there will be no meetings, so to speak. The IRC channel is where all the discussion and progress will be made. Actively participate in there as much as you can, and even if you're not, stay in the channel because it'll be the main way we communicate.

• No more "idea" people. People that can actually WORK on the project are usually full of ideas anyways. =| So we've got enough of that as it is. We need more people that, you know, can actually DO STUFF, no offense.

• The first thing we need is a map of the different areas and how they link together, from there we can get started on the actual maps themselves.

• BE MORE ACTIVE IN THE IRC CHANNEL

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>> No.1243   [Delete]   [Edit]
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330485

Ok, come on. I have been in that IRC channel for two weeks now and only once has someone come around to talk. The first day I was there, some new person and eventually tsuki came around.
The rest of the time (so those two weeks), nobody has even so much as joined it.
Not even Praesul.

I am disappoint.



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16595 No.8   [Delete]   [Edit]  [Reply]

Discuss RL world hospital room design, or the larger dreamworld hospital.

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>> No.1066   [Delete]   [Edit]

test

>> No.1072   [Delete]   [Edit]

sweatshirt

you are fucking amazing.

ilu

this has me wanting to get some more layouts going for areas.

someone on IRC spam the fuck out of me in PM on monday or tuesday night and remind me.

>> No.1241   [Delete]   [Edit]

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.

>> No.1242   [Delete]   [Edit]

>>1241
i'm not sure about the answer to your question, but you may want to go to fangames/sequels to ask this. youre more likely to get a quick answer, there.

good luck



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