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/fg/ - Fangames

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1st, 2nd, and 3rd place Birthday Bash prizes have been sent. The rest will be sent later.

File: 1324304141407.png (5.05 KB, 320x240, HDtitlescreen.png)

No.2357

The name of the game is Hell Diary, and I've been working on it since last Monday.

It's basically a game where you explore Hell and collect the effects. Despite the name, I have absolutely no intention of making a copy of the fucking Hell maze.

Anyway, I'm getting a bit off track here; you play as a woman named Eun, and you can leave hell by using her amulet to return to her material body. As always, chasers can't really hurt you (since you're not officially a denizen of Hell, even), and you will have a variety of locales to explore (and exploit for effects and events, if you so choose).

Right now, I've got three effects sprited and ready to go, a title screen, two tilesets, animations, a custom icon for the RPG_RT.exe, sound effects, music (that I composed), and some working events in the game.

I know the engine rather well, and I expect to have version 0.00 out this week (unless I find that there is more to do).

You can keep up with the progress of the game at my blog: http://mikhailfaulken.wordpress.com/

And we can discuss it in the topic.

No.2358

Seems interesting.
I'll look foward to it.

No.2359

>>2357
Your enthusiasm intrigues me. And also, what >>2358 said, heh.
I was actually like; "Oh, 'since last Monday' hmm? (-_-)"
Then I saw "I expect to have v0.00 out this week", then I was like; "O_O oh this is interesting". XP
On a side note, it kind of reminds me of the speed of updates by "Me"'s creator.

No.2360

>>2359

Well, I really don't have anything else to do most of the time, and I know what I'm doing, so I'm pretty confident that I can get out an early alpha in time for people to see what the game is like.

How I started this game is a funny story. If you read the REM thread, I basically started off the same way that guy did, I made a sprite one day and just decided to make a fangame (after playing the crap out of 2kki, YN, .flow, etc.)

I saw Lcd Dem and some other awesome games along the way, and I've realized that I like most of the fangames.

I've been using RPG Maker since last year (got my start with VX in february 2010) and I've been progressively going back in time since. I discovered Yume Nikki and Yume 2kki later that year and thought "wouldn't it be something if I could make a game like that?"

Of course, it's not like I totally planned this game for a year or anything; I basically made a character, came up with a theme to shoot for, and got to work immediately. In the meantime, some dude tried to contribute some half-baked "ideas" for my game, which I didn't agree with. Namely, all these different weapon effects to kill chasers with.

Sorry if I ramble, I just don't know how to start explaining this project.

No.2363

>>2360
That was an interesting story (to me anyways).
So I guess I WILL be looking forward to playing whatever you happen churn out.

Oh, about the name "Hell Diary": right now it just sounds and looks like a bad Yume Nikki rip-off. But I'm hoping that the name will sound badass or downright freaky after getting a taste of the game.

No.2364

It's not really the final title of the game as much as it is a literal description of it, heheh.

There is one thing bugging me though, how in the hell (no pun intended) do I get diagonal stairs to work properly? For some reason, I make the up-rights or down-lefts and what have you, and the results I get are either having to walk off and back on the subsequent tiles to get them to work (this is bad for obvious reasons, as it won't work with narrow staircases), or they take me all the way up the stairs.

Of all the things I can do with eventing, this is quite a conundrum, considering there's no "it key pressed?" condition in the conditional branches.

No.2365

>>2364
Okay, well screw the title for now. XD

> programming problems
Hmm, that's something I better figure out too. I can't help much with that, but if you need stuff to happen when certain keys are pressed, then you should try using the "Key Input Processing" event.
Oh wait, that's for RPG Maker 2003. Which RPG Maker are you using (not that I can help, but maybe someone else can)?

No.2366

I'm using 2003.

I know that Key Input Processing is used to store a key as a variable operation, but I have no idea how that translates to movement events that need a key to be activated. It's not like I have to use this event any time soon, but I figured I'd rather get the knowledge sooner rather than later.

Oh, I forgot to mention effects. Right now, there are two:
-Shaman
-Scimitar

The shaman effect is cosmetic at the moment, but I want to add a feature in which you basically cast spells from glyphs you can collect in the game to help you out. Or, perhaps making the glyphs serve an endgame function (such as the orbs in Lcd Dem).

I can easily implement this feature, but I want to know if anyone else would think it was cool alongside the "collect effects" scenario. It would make it unnecessary to collect all of the effects in certain setups, though it might be interesting to have a game where the endgame could be achieved from that for once…

Anyway, the Scimitar is the obligatory weapon effect, and I intend to make special animations in which a victim is decapitated or disemboweled randomly.

No.2367

>>2366
I don't know hoow to explain how it works, but for the stairways, you make it so when the character touches the "edge" of every "step", an event activated by touch moves your character down one step and in the direction they're facing one step.

No.2368

>>2367

Yeah, you use a move event that says "If player is facing <direction>, then move event (hero) up or down/<direction>"

I get that much. However, I want the player to be able to control themselves on the steps, rather than to have it stall or To have the events send the player all the way up the steps automatically. Simply having "move player when she's facing blah" doesn't seem to make it so that I can have it both ways. If it's activated on player touch, then I have to walk off of the tile I just got moved to and step on it again, and if I have it set to "collision with player", then the player is obviously going to get moved up all the steps automatically.

I want to make it so that you basically just hit the key of the direction you want to go in and it's like walking; you don't have to go all the way up the stairs to change direction, and you don't have to get off the tile you're sent to to activate the event.

I don't want to resort to getting RM2000 just to crack open 2kki and see how it's done, but it looks like I'm gonna have to at this rate.

No.2369

>>2366
Okay let me see if I can explain this (cus I suck bad at explaining sometimes, XD):

Each key has an assigned number value. The Key Input Processing event will store that number value to a variable of your choosing when you push the key.
Then the rest you may already know: use conditional branches to activate when the variable that the key will be stored in has the same number value as the key.

Example:
- Set Key Input Process to store Shift Key (7) in variable [0001].
- Have "branch if variable [0001] is 4
- Set whatever you need (move events, teleport event, etc.)
in the conditional branch, and probably have "set variable [0001] to 0" at the end.
- Now when ever you press Shift, you should do whatever it is you set to do (teleport, turn into a monster, walk to the left, etc.)

I bet that example I gave doesn't work completely right for everything, but I hope it get's the point across.

You may know this already but you can only use some of the keys for the Key Input Processing event (letter keys aren't available for instance).

No.2370

>>2367
>>2369

Okay, the problem had nothing to do with key processing. I cracked open 2kki and saw that the events were laid on impassible tiles… then it hit me, the events are supposed to be on the same layer as the hero so that they will collide properly and the stairs will work.

Why did I not notice this before, I do not know. But it makes sense now.

No.2371

Also (damn, they need an edit button), I do have key processing so that when you hit shift, she uses the scimitar to hack up the air (presently, as there are no NPCs) I already know what it's for, as it shows the variable assignments in the Key Input Processing menu.

No.2372

>>2371
>>2370
Oh well crap, all that text for nothing. XD

Good to know how the stairs work though (thanks!), I might need that in the future.

No.2374

You don't need 2k to open games madde with it. You can open them with 2k3 just fine.

No.2375

File: 1324337359757.gif (496.84 KB, 500x270, tumblr_lp65g2uRAw1qbathb.gif)

Hmm, sounds interesting. I hope that the graphics are better than Me (though the crazy graphics fit it fine), because the graphics in that game was kind of a turn-off for me because I'm an artist. Because if you work that fast, the graphics tend to be just decent.

And I do know Rpgmaker 2k3 very well, but I suck at explaining things. I don't know how to explain it to someone who uses VX (even though I have used VX before), because the layouts are kind of different.

Anyway, *goes to check out the blog*

No.2376

>>2358
Yes.

No.2377

Rest assured, I am also an artist and a musician. If I wasn't focused on giving you the highest quality I could possibly churn out, I would probably have ver 0.10 out by now (heheh)

My deviantart page has some pictures that vaguely relate to this game; if you're astute you will find out who the chasers are.

http://edwinhavilland.deviantart.com/#top

No.2378

>>2374

Now, you see, I didn't know that.

No.2379

Okay, I'm letting this programming stuff allow game info slip through my fingers. XD

>>2366
> glyphs and stuff
Ooo, I think that sounds pretty cool. I'd love to see how you implement it if you decide to do so.

> random decaps
If you can, you must DO it! O__O
I mean, blowing off heads is fun in Fallout 3, so it should be the same here.

No.2384

I'm in the middle of re-doing the scimitar anims. The old ones look like Sabitsuki's pipe-beating animation from .flow

The new ones, looped, look like she's actually fighting with a scimitar.

No.2409

Almost all of the stuff I need to make for version 0.00 is complete; expect a release between now and Saturday (depending on how much extra stuff I want to put in).

No.2410

Can't wait to play it.

No.2421

File: 1324604340400.png (16.99 KB, 640x480, SS5.png)

Scimitar effect works, all of the effects I currently have in the game (Shaman and Scimitar) are fully evented, though the Shaman effect isn't actually in the game yet.

The best thing about working with a smaller build is that it's easier to stomp bugs; accidentally had the return home event call the wrong common event upon being called, thus the switches were not reset properly. Oops.

No.2446

>>2410
I agree; especially after seeing >>2421.

>>2421
The area in that screenshot just looks so RPG like to me. *appealed*

No.2464

I will upload the game and post a download link in a few hours. There's still some things I need to handle and a few things I need to polish up before I can comfortably post it.

No.2466

The game's ready!

http://www.mediafire.com/?cb75z4o379oqxom

I made a blog post on it that basically explains it; and here's a recap:

*Two effects (which both have uses)
*NPCs that drop cash randomly (Like most other YN-likes)
*Around 13 maps, with some hidden features

One quick note, though, the game uses Yume 2kki's windowskin at the moment; though I'm working on a new one (which I will include in the 0.00a update along with new areas and music.)

No.2467

>>2466
Link doesn't work.

No.2468

Err, this is embarassing.

After testing it once again, there was a passability bug caused by my negligence, heheh.

On my blog, there's an updated link to a download of the passability fixed game (it was only six tiles, but it was bugging me)

No.2469

>>2467

That's because I removed that file rather quickly.

There is a fixed version here:
http://dl.dropbox.com/u/33934572/Hell%20Diary%20v0_00.zip

And there's a mediafire link on my blog, but I really hate mediafire because they don't work very well with firefox (which is likely what most of you have).

No.2471

File: 1324776010082.png (15.4 KB, 1280x484, helldiary-1.png)

>>2469
It doesn't look like any "Hell" I know of, but it's interesting so far.
I not sure if I like the music all that much, but it too is interesting.
I like the rocks blocking my way; makes me want to see what's on the other side. XD

I probably haven't seen any secret stuff yet, but I also haven't seen any problems with the game so far except:

> Scimitar goes through walls
sort of. In the screenshot I have here, the Scimitar appears to be able to go into the black area and through some walls.
I guess it's not that big a deal, but still, it looks kind of strange…

> the sounds
Some of the sound fx seem a bit too loud to me (such as the menu sounds).
(I remember this being mentioned in the Broken Bottles thread too).

No.2472

>>2471

Ah yes, the scimitar clipping. I originally meant to make those peripheral tiles on an elevated priority (since the sprite is wider than a tile; likely why many of these fangames have smaller weapons), but it slipped my mind.

A lot of the music is placeholders for stuff I intend to put in the game later (it's the hardest thing for me to do). In the next update, there will be different music for some of the areas, though the desert's music will not be changed, since I specifically composed that music for that particular area.

I also really haven't gotten around to any of the areas that are meant to be "hellish"; though this is not a hell in the traditional sense. It's really more of an alternate plane of existance where people go when they die; it is also heaven. The deeper you go, the less coherent it appears to be. It's really just a cobbled mess of resources I could make under my own foolish deadline, though I hope the folks here enjoy this alpha nonetheless.

No.2473

>>2472
All very interesting. I definitely look forward to playing more of this game.
I love how quick the Scimitar attack is, by the way; if only there were a mass of NPCs to chop down in quick succession, xD.

I found a couple more glitch like things you may or may not already be aware of:

> footstep sounds?
Are there supposed to be footstep sounds in places other than the "bedroom"? I don't seem to hear them anywhere else.

> walking off the stairs
You can walk off of the stairs, and into the black area, at the place where you get the Shaman effect. You can also walk off of the "platform" where the actual effect get is.

No.2474

>>2473

>footsteps glitch

I can't seem to reproduce it; I have no idea why you can't hear them in the other areas (except in the desert, which, while it does have footstep sounds, they are hard to hear over the music)

>Passability glitch

Ah, I forgot to set the transparent Layer 1 tiles for that chipset impassable, though I have fixed that and you can get (yet another patch) here:

http://dl.dropbox.com/u/33934572/Hell%20Diary%20V0_00.zip

…after it's done processing. My upload speed has been garbage the past few days.

No.2475

>>2474
> footstep glitch
I checked again, and it seems like it's just hard to hear over the music in some places (like you said).
But I don't hear the footsteps at all in other areas like where the obelisk (?) to hell is, and the hall to the area with the checkered floors. I even turned my volume to maximum, and I couldn't hear any footsteps in those areas.

No.2476

>Footsteps oddity again

I checked the terrain flags and walked around and everything checked out. I've done everything I can for now (and I fixed some of the other flags in the meantime, such as giving the red carpets in the windows area the carpet flag).

If anyone else has the problem, I will look into it a little deeper, but for now there's not much more I can really do about that.

If you can't hear the footsteps in the hard-floored areas, check to see if you have this file in the sound folder (I don't know why it would be missing, but it happens sometimes when files are archived):

>32638__carrigsound__step-12.wav

(and as always, I'll just put another copy of the zipped game archive in the folder whenever I fix bugs, so the same dropbox link you used to download the game initially can be used to get updates to 0.00 until I make it to 0.01)

And, uh, sorry about all of these terrain bugs. They slipped my mind after a particularly odd event bug that I fixed earlier. It involved switching effects; I had forgotten to put switches that turn the other effects off in the active effects, so you could theoretically have the normal sprite AND have Scimitar and Shaman both technically active. It was a simple fix, but it was one of the strangest things I have ever seen.

No.2477

>>2476
> footsteps
The file is there. I'm not sure what could be wrong.
Oh well, it shouldn't ruin my enjoyment of the game.

> odd event bug
Hmm. That's definitely something I'll have to watch out for if I make effects of my own. Thanks for mentioning that.

No.2483

I'm really sorry the game's such a piece of shit right now you guys, but I promise each update will make it better. You could say I'm putting my soul into this (get it? because it's hell? hah!)

No.2485

>>2483
Make it better? I can't wait. I really like this game so far for some reason.
I think it's still fairly enjoyable shit, as it is now, at least. heh heh

You lowered some of the sounds in the update; my ears thank you, XD.

Did you remove the music from the connecting areas that lead to the two worlds (just asking since the game I have seems to be strange)?

No.2486

>>2483

Well, I did remove the music from the connecting areas. The original tracks didn't fit, and I kinda wanted to do a castlevania sort of thing (the transition corridors in that game series have no music).

In fact, the influence from the game should be pretty obvious in the checkered-floor area before you get the Shaman effect; disembodied stairs, windows peeking out to a blood red moon. I originally drew the shrine tower in the background, too, but I removed it.

No.2521

Presently, I am working on a small expansion to the game, which will be released later this week. A new area, the first glyph (since it's not clear that you can break open the cracked wall with the shaman alone, this glyph will open pathways of some kind), new NPCs, and, if I can do it in time, a new effect.

The glyphs can be collected and used as the Shaman, and I will make this clear in a future "instructions/guide" effect.

No.2591

There's going to be a delay in releasing the 0.00+ update… I haven't gotten a lot of work done between all these holidays, birthdays, and special events. Plus, I've gotten some food poisoning and I just don't feel like doing anything.

I'm updating here because it's less work than updating my blog.

No.2597

>>2591
Hm, well no worries.
Know that there is at least one person still looking forward to updates in the near or belated future.
…Well, no worries if you're concerned about THAT^ anyways, heh.

No.2598

File: 1325246197317.png (8.66 KB, 480x256, chipsetDeok.png)

Thanks for your concern; I will try to work through the illness when I wake. For now, though, have a peek at the new chipset!

No.2641

File: 1325330117133.png (8.66 KB, 640x480, SS7.png)

Screenshot of one of the new areas to be included in the 0.00+ update.

No.2736

Progress is good. Expect the final version of pre-alpha (0.00+, 0.00 Complete, or 0.00 Final, what ever you want to refer to it as) between now and saturday. It was supposed to be out late last week, but I had a lot of stuff I needed to do this holiday season.

No.2738

>>2736
I'll be looking forward to it.
I like calling it v0.00+ by the way. =3

No.2748

I don't know how other makers do it, but I am just using my own voice for Eun. There's a door in her room, and she'll say things on occasion (like how Urotsuki says "Yamete!" when you try to equip the chainsaw in the clone room).

No.2809

File: 1325760342505.png (1.32 MB, 800x1438, Eun.png)

Here's some art I did of Eun with the scimitar.

Still working hard on the game, finished the new effect graphic and a tileset which, once again, goes to two different areas.

No.2811

>>2809
Did I mention that I like that the MC is a woman? Finally someone who isn't a teenager.

Anyways, nice art.
I imagined that her "jacket" was longer and more like a robe sort of thing (in case your wondering).

>>2748
I look forward to hearing your boss (or non-boss) VO skills. *serious*

No.2817

>>2811

Yeah, Eun is supposed to be somewhere in her mid to late 20s. It's a minor detail right now, but it will be important in the future.

No.2827

Update time!

I'm honestly surprised at just how well and how quickly this whole thing is coming together. First glyph's fully evented into the game, and expect to get good use out of it for a few areas. The next effect will also be useful (in fact, no effect in this game will be useless. That should explain the small amount of them.)

The new music I made for the game fits well in the areas I intend to use them in (I hope), and won't ship with any placeholders. The jury's still out on the random gory deaths for hacked up NPCs, largely because NPC spriting is where I have skimped this time around. I kind of want to frame a mood for the areas before I begin populating them.

Hopefully, for those of you who played (probably 2 members) and enjoyed (either state of binary) this game so far, the update will be more of what you want. It might seem fast to you, but it feels like an eternity to me, especially with all that time I wasted last week.

No.2828

Oh, and I forgot to mention, this is just a progress update. It's not an _actual_ update to the game downloadable yet.

No.2831

>>2809
wow that looks great! awesome design!!

No.2858

File: 1325935904328.png (14.14 KB, 640x480, SS8.png)

We are on the eve of the Version 0.00+ release! New areas, a new effect, the first glyph, and a new windowskin graphic!

In this screenshot, you can see that there is a breakable wall which can be destroyed by the "Gyon" glyph. In the regular 0.00 from two weeks ago, this wall could simply be destroyed by using the shaman effect, though there was originally nothing interesting in there.

Three guys block the entrance, though one of them can be shooed off with the Shaman effect, if you didn't know.

No.2865

File: 1325983742899.png (15.15 KB, 640x480, SS9.png)


No.2893

File: 1326074738264.png (26.97 KB, 1931x483, helldiary-2.png)

The only thing that may be funner than slicing NPCs with the Scimitar, is smashing walls with the Gyon glyph. I have a save from before I destroy that one wall, just so I can destroy it again. xD

This is just my personal taste, but, I like the music in the new areas. And I like the slightly creepy feel of the docks/harbor area.

I wouldn't have imagined Eun with such a high-pitched voice, but your voice work sounds good to me either way.

Well, I'm one who enjoyed v0.00, and it looks like v0.00+ is more of what I want; so you succeed in that at least. =3

>glitches
Not many. Mostly just a few passability glitches (pictured; marked in red).
But, the song for the main menu and the docks/harbor has a strange "static" like sound [that I'm all too familiar with]; It happens at the part where the song loops, I think.

No.2896

>glitches
Bugfix is out, it's downloadable at the same link as the original. It was some tiles I didn't consider when I was setting passability (since the door and the crates take up a lot of tiles). You should be good to go now. I can't do anything about the music, since the high bitrate makes playback quality hardware dependent.

I'm working on 0.01, which will be out… I don't know when. One or two weeks, probably. I will try to double the physical size of the game again (like I did with 0.00+, which added only five maps but made the game twice as big).

Eun's room will receive more extras to immerse you more, and there will be some special surprises in store for anyone who wants to take a look around.

No.2910

Whenever I try to go to Hell it says ut couldn't find aspecific file and shuts down D:

No.2912

>>2910

Which file does it say is missing? I've tried to reproduce the problem in both the release version and my production version, to no avail.

Do you have the RTP installed?

No.2940

The first alpha version (0.01) will finally include some instructions. You don't have to start a new game to receive them; I made it so that they are added retroactively just in case you decide to transfer your "Got all Effects and stuff So Far" data to that version. I have a lot of new features planned, which are outlined on my site:

http://mishkafaulken.com/2012/01/10/version-0-01-features/

No.2967

Despite having spent six hours playing Elona last night and then falling asleep, the progress on the game is going much, much faster than anticipated. The release deadline is set, however, and I must work until that time.

Some additional things I want to add in-between versions (like how the instructions turned out not being included until Alpha, heheh) are some expanded flavourtext and lore to flesh the game's story out a bit. (Books, memos, etc.)

I also want to add additional uses for your money. Nothing that would break the YN-like scheme too much, but some purchasables and such that would make exploring more fun (or to give you a wider variety of options). As it stands, you might be able to rack up a vast fortune hacking up enemies, since the common event that handles the addition of money has a decent chance to give you additional money (yes, if you have ever found yourself getting more money than usual from an enemy, that was not a glitch.)

No.2989

>>2967
> your progress
Gotta say that I'm impressed.

> books, memos, etc.
Ooo, I love reading, so I'll be looking forward to these little bits of info.

> more use for money
I like. ($_$)
HACK EM UP$!

No.2992

Ok so here's my thoughts on your game:
AMAZING!

Your art style, your MUSIC, you are a fantastic composer I must say! Getting the Shaman effect was an intense treat for me, and using the Gyon glyph for the first time was actually very fun! I love the docks, the motel, the nexus-like area, Eun's room, like everything!

This game is going to be big, I knew it as soon as I started it up. Also, as I am wont to do, I looked through your game in the game maker and I'm excited for your plans for her computer. Not to mention the art is simply fantastic.

For being as small as it is, it's already impressed me IMMENSELY and I am incredibly excited to see it grow and progress and just everything! :D

No.2997

>Computer stuff

I intend for this to be a treat for any Japanese players who decide to play the game, though I'm certain everyone will like what I have in store for this event (even if they don't).

Version 0.01 will significantly expand the game and relocate some of the effects. I figure that some places (such as the dock and motel/apartments/tenements) should give you more to find within them and a greater chance to experience the atmosphere, at least. I don't want to make it a "Where's Wally?" sort of deal with finding them, though, since it's something that pisses me off.

The game itself is never going to be as huge in its proportions like say, 2kki, but I don't think it needs to be.

No.2999

>>2997
> computer stuff
I am hyped.

> game largeness
Well, for me, as long as it's around .flow size, I'd say I'm fine with that; although more "exploratory" types my find that lacking (i.e not enough to explore).

> more to find in some places
I want more dock[s]. (O_O)
The "Hell Motel/Motel 666" also seems pretty interesting (but a bit too small at the moment).

I'm getting hyped, man.


On a side note: I'm glad I'm not the only one who likes this game (actually, I'm glad to have confirmation that someone else at least plays it); see >>2992

No.3005

I can't tell you all how happy I am that you like the game so far.

The bad news for today, though, is that I absolutely cannot work on the game today. The weather is so bad that a blackout is bound to happen, and this area is plagued with them enough as it is. By "bad", I mean "my window is only open five inches and the wind is strong enough to slam my door closed" bad.

It's feasible to suggest that I save my progress at regular intervals, but in practice this is difficult to keep track of, particularly at the pace I like to work. So, since I risk losing work either way, I'd rather take the less frustrating route.

The good news, though, is that the next area is going to be a pathway connecting two of the major areas of the game. The area with the Shaman effect is being expanded as well, and may have a branch introduced if I can muster the time.

No.3024

Well, I did some research, and it turns out there was another game in this genre (why do we call them fangames? A bulk of them have little to do with Yumr Nikki except the gameplay style. It's low how a lot of early FPSes were called Doom-likes and Quake clones) by the name of Hell Diary (except its name was the japanese version, Jigoku Nikki). Apparently, it used a lot of 2kki's assets, and the creator quietly killed it two years ago.

It even has a wiki: http://jigokunikki.wikia.com/wiki/Worlds_beyond_doors

It's funny how my game could have easily been confused for this one had I not chosen to keep the game in English, huh?

No.3039

http://mishkafaulken.com/2012/01/15/hell-diary-v0-00-will-be-temporarily-unavailable-because/

Sorry guys, but Version 0.00+ is going to be unavailable for an indeterminate amount of time (3 days at the most).

No.3067

I like where this is going! Please continue!

No.3070

Hey, Mishka.

I read about why your game is "so short at the moment", and I have to say you just make me want to play more of it. I admire the amount of work you put into the game.
Also (you probably already know this) I do like that the Scimitar attacks so quickly; I don't think I can ever tell you enough times how great I think that is.

The narrative in "The Looking Glass" seemed great so far. I hope you can have something of similar quality with Hell Diary; I'm really looking forward to seeing what you do with the narrative.

*continues waiting patiently for the next update*

No.3082

>>3070

Ah, yes, the scimitar's quickness. I briefly explained it in the article, but an in-detail explanation would have to do with the way grinding was handled in Ys. The game designers said that they wanted to make it less of a hassle to backtrack or grind for gold and experience, so they made it so that you run into enemies to hurt them. Battles in this style are over in less than a second, usually, and it's fun to blow enemies into a bloody mess with a well-directed charge.

I approached the concept of a weapon in this game the same way; the animation doesn't halt any processes, so you can move immediately after gibbing an NPC. Or, in a pinch, you can quickly switch to the scimitar effect and gib an obstructing NPC in under a second. I was thinking that perhaps at some point the effects could simply be set to hotkeys, but then I'd have to include a readme or an additional set of instructions detailing what key does what, so I'm sticking with the menu for now.

And, the fact that I was actually considering such a thing in the first place should tell you that this game is not going to have very many effects. I've planned only a scant few, each with a specific purpose when you want to go exploring. Any more and it just becomes so much fluff, in my mind. As for the worlds, I think there's going to be quite a few of them. Some will be more linear (like the desert, which, despite edgewrapping, leads to only one other area) and some will be more open-ended without being innavigable.

And keep in mind when I'm doing all this stuff, I have to make testing manageable so that I can easily find bugs on my last release-day runs.

It's all a bunch of things I have to keep in mind while planning out the features and fleshing out the design document for this game.

No.3116

File: 1327004271089.png (11.11 KB, 320x240, PIITitle.png)

Updated the screenshots section of the site as a small consolation for the game's possible delay. It's a title card for the minigame which is played on Eun's PC.

The reasons for the possible delay are my own, and not really worth caring about.

No.3149

>>3082
Wow, It sure sounds like you know your stuff. I'm impressed. =3

> hotkey effects
That sure would make things quicker. I've always wished that I could switch weapon and speed effects on and off quickly in other surreal-adventure games.
Definitely sounds like something to consider for future versions.

> explanation for Scimitar quickness
Very interesting. That's someway to make grinding fun!

>>3116
That title card makes me think the mini-game might be a "quick-time event" game. xP
Or, maybe…Prince of Persia.
Just my thoughts though.
I wonder what the mini-game will actually be like. (@_@)

> from the blog: Eun going outside
That sounds like possible excitement; depends on what's out there though. I guess you could use the outside world to sort of fleshout some backstory stuff; if you decide to do it.
If outside was anything like the intro sequence from The Looking Glass, I would love it forever.

Again, more of my thoughts and pseudo-suggestions.

No.3150

>>3149

>Pimiko II
Whatever I have in mind is not just some halfhearted copy of NASU, of that you can be certain. The size of it is actually making me consider adding it in a version beyond 0.01, because it definitely will not be done by tomorrow. Of course, there is enough material for a demo of it… almost.

>Going outside
I've been thinking about it for a while now, actually. The Looking Glass revealed it to be an effective device, provided there is no backlash from purists (of course, Hell Diary is not trying to be Yume Nikki or .flow anyway,so I guess I shouldn't have cared.)

I could have had a small amount of it done by 0.00+, but I held off due to the thoughts I was throwing around. I did say that Hell Diary is not trying to be a scary game, but I didn't say anything about not wishing to create a mindfuck in some part of the game. The thing is, though, that a mindfuck actually takes a whole lot of work and thought to pull off. There's a lot more to making a deep experience that sticks with you than putting bloody faces all over the damn place. So, I'm holding off on it because I know I don't quite know how to do it in this game yet, if that's ultimately what I want to do, even.

On a related note, I have done a good job at unsettling friends and making them feel uncomfortable by browsing grocery stores in the wrong direction (they don't seem to know why they feel incredibly off when I do this). It's good fun and I think everyone should try this at some point if you're in charge of the shopping.

No.3185

Two days ago, I referenced a possible delay with releasing 0.01.

Well, looks like that has come to pass. I couldn't get done at least 90% of what I wanted to get done for this huge update, so it's not getting put out today. I refuse to release a slipshod, patched- together-with-tape-and-gum update, so I'll have to put the release of version 0.01 back another week at the latest.

I was working hard and fast, but I wasn't working hard and fast enough.

No.3274

I know it's a sport on this board, and I want to know: What kinds of theories have players formed on the settings and details of this game?

It's something I'm interested in knowing, even though there isn't much to go on and the game itself is meant to have a concrete narrative without much room for speculation (ultimately). So, given all that you know at the moment, what do you guys think is going on in this game?

I'm mostly asking out of amusement and curiosity, and I won't confirm or deny anything (for the sake of not spoiling the events in this game; I want you to experience it fresh).

No.3283

I'd like to answer the above post, except I haven't played your game yet. However it's looking very nice and I'm pretty excited to download it once I find a good chunk of free time.

I totally get the whole "curious about what people think" thing though. I'm curious too, but I'm not going to release anything until we've got something decent to show for our work.

No.3284

>>3283

I actually feel kind of bad for asking this, for reasons I'll probably explain later. But I want to know that badly. It helps me to slog through this and put a fire under my ass to make the game bigger and less like a cake of shit in the hot sun.

No.3295

>>3284
Sorry, Mishka, but your game is too fun to think up theories for. xP
So far, It hasn't felt like one of those games that I draw a lot of theories from with ease. Seems like everything is what it seems to be; no mind effing metaphors.
But, I have been wondering what Eun's motivation for entering hell is. I haven't come up with anything yet.
There was also also an occasional thought entering my head about Eun's "lineage" relating to the shaman effect; that maybe she comes from a long line of shamans or has shaman ancestry or something.
And then, there's the armband. That red armband Eun is wearing; what's it for? I've seen Japanese news persons and police officers wearing it, but I don't know much beyond that (I didn't do my homework).

By the way, fave character so far is the sailor from the docks. He/she is cute. =3
No theories on them so far though, but it's humorous that a "tough sailor" is so adorable (in sprite form at least). X3

I hope I helped satisfy your ego— I mean curiosity. xP
(kidding about the ego thing, sorry in advance if it wasn't funny (l_l') )

No.3304

The "ego" thing rings some truth with me. I always get the feeling my presence here is merely tolerated rather than actually enjoyed (much like my game).

To clarify, I always get the feeling that whenever this thread is looked at, the poster figures "Oh gee, this idiot again. Maybe if I post here, Mishka will shut the fuck up and get back to working on their stupid game so that the actual good fucking games can be discussed." I get a few comments here and there, and the lack of actual feedback is suspect.

Rest assured, I know when I'm not wanted. I think I'm going to quit working on this bullshit recolor so that the fangames forum isn't clogged with my incessant idiocy and I can quit getting posts about people pretending to like my game to be polite.

No.3306

>>3304
Oh jeez no. The last thing I wanted to do was make you feel unwelcome.
I admit that people don't post here much, but there is always that one person who's always looking forward to your stuff.
That person is me by the way.

I really want to see how Hell Diary is once it expands and becomes more complete.
But, it's up to you if you want to finish it; no fun making a game you don't wanna make.

No.3307

>>3306
By the way, this post is serious and not sarcastic in anyway.
I really was just joking about the ego thing…(damn it (-_-) )

No.3308

I like working on the game, but the metrics are dour for me.

Before your latest replies, the statistics of the thread looked like this:
-81 posts total, including the original post.
-My comments accounted for 48 of the posts, and yours 15. Together, that's 63 posts, or roughly 78% of the posts.
-Out of the remaining 22%, none of the posters are repeat posters.
-As for post dispersion, my posts are the ones most tightly concentrated, even over the period of a week. There are often triplet posts before another's response is made.
-Absolutely none of the remaining posters actually had comments on the game proper, save for Bleet, who was likely complimenting the game as a favour for my good review of her game (which I stand by).
-The initial posting period in mid December had the greatest variety of posters, though it was total skepticism through and through (and some outright insults to the future quality of the game based on my working speed)

So, looking at these results, it leads me to believe that my game is bad and I should feel bad. I'm not usually the kind of person who looks at the glass as being half-empty, but if these metrics are any indication, it most certainly is.

No.3310

>>3308
If you like working on the game then continue.
Your game is, like you said before, pretty small right now; so maybe it will gain more of a following as new versions are released and it has more to offer.
I know some games seem to get such a cult following before they're even released, but some games just have that sort of charisma.
To be honest, the only thing that caught my attention when I first saw this thread (way back when) was your confidence in your abilities; seriously, that was the only thing that caught my attention.
But once I played it…the Scimitar…it was the fastest weapon I had ever seen. Then there was the Gyon glyph, with the smashing of walls. It seemed like there was actually going to be stuff to do other than walk around and looking at scenery (not that there's anything wrong with that). That is what I look forward to now the most; the gameplay.

As for the areas: They don't seem to have the same charm that the more "dream-like" surreal-adventure games have. But, there is a certain level of interest to them that makes me want to see what else there is.


Anyways, just give If it some time I guess; and if it happens that your game "sucks", well then at least one person enjoyed playing and you had fun making it. =3

No.3313

Wow, I don't know what came over me.

I'm so sorry, but I'm very prone to self-deprecation. I've been incredibly depressed for the past couple of weeks.

No.3314

Hey Mishka.

I'm actually a lurker in this thread.Actually I'm a lurker in this chan in general. I've downloaded and played your game, but never said anything about it (as with most of the other games on this board.)

That said, I enjoy your game and I feel like it has a really unique atmosphere. Eun and whatever reasons she has for entering Hell are of high intrigue to me, and I think both the gameplay and art are extremely high in quality.

As someone who is quietly working on their own fangame, I have to say that you, your game, and your posts are actually one of the things that inspired me to start working on a project too. I haven't made my own thread for it, but at some point I will. Seeing how you and others steadily work on your game in your free time, just because you want to, really is a cool thing. And you approach yours especially with such vigor, that I was really drawn into it.

I feel kind of bad for not posting before. I can empathize with what your feelings were in your last post- it's always nice to hear feedback and know that people care about what you're working so hard to create in your spare time. Your game is fairly small yet, so I'm sure by the time you've made more progress, more people will recognize you and your efforts.

Kind of a rambling post, but yeah. +1 fan you didn't know you had.

No.3327

Well, I deleted all of the art from my deviantart page. Contemplating leaving there and moving to my site full-time.

Nobody cared about it, and I mean for real. It was like the wiki (which you might have been able to get spoilers from) that I deleted last month.

No.3352

>>3345

This game is a combination of a personal project and sort of a long-winded goodbye to RPGmaker.

I started to get a bit disillusioned because the game does not appear to generate as much interest as any of the other games (the other half of the game is a player, as you know), but then again, I was supposed to have another version out by Saturday and didn't.

I was getting rather cranky over it, especially with the sheer amount of sleep I lost and the number of nightmares I've been having and the fact that I've invested a small amount of money into this game (and future projects.)

Naturally, I was going to be very sad that nobody seemed to care about it. I don't work this hard for nobody to enjoy the fruits of my labor with me. It's very easy to accuse this of being a bout of attention whoring or what have you, but I think you'd be a little upset if the project you poured so much of your sweat into appeared to be ignored.

Though, notice I said "appeared" up there. This game and my site are absolutely not going through the same thing my deviantart went through; people actually DO like this game and take time to write about it on their tumblr blogs. Granted, I have to hunt them down, but getting praise for all your hard work and having people expressed in the future of the project is encouraging, is it not?

I thought about it very hard and excitedly continued work last night. The people who like this game deserve to see it finished, and there are a lot more players than I initially believed.

No.3371

File: 1327474305271.jpg (42.36 KB, 418x467, HNI_0003_JPG.JPG)

Well Mishka, just letting you know that I is happy you're marching on. X3

Nice to know you're feeling better.

No.3373

hey, could you guys help me out?
i tried opening the download link but this is what it says:
Error (404)
We can't find the page you're looking for. Check out our FAQ or forums for help. Or maybe you should try heading home.

could somebody tell me what to do?
have this happend to anyone?

No.3374

>>3373
Use this link:
http://www.mediafire.com/download.php?id4sxf858w3z00f

It's the same as the link on my site. Don't trust the dropbox link, since I removed high-traffic files. I had a post about it, actually, and the email they sent regarding last week's download debacle.

No.3376

FYI I'm still here, lurking and waiting for updates.

No.3385

File: 1327544602297.png (15.42 KB, 640x480, NFSS1.png)

Here's a screenshot of Eun's (WIP) living room. On the table, there is a tea set and a letter from someone.

No.3388

I have a question

Does Eun mean anything? Is it a foreign name?

It seems like an interesting name.

No.3389

Eun is a Korean name, which means "Grace". The meaning of the name actually has nothing to do with why I named her that, however. I just gave her than name so that (in-universe), she'd have a common name.

No.3391

Hrnngh I love this game.

Can't wait for v0.01!

No.3393

>>3385
Dialog boxes hype me greatly… Seriously, they do.
*in hype mode*

>>3389
Is there Korean writing in the game? That may explain why I didn't recognize the writing on the wall in the "nexus"; I don't see Korean writing often.

No.3394

>>3393

Besides Eun's name, there aren't any other Korean terms or writing to be found in this game. It's arranged in the same way (alphabet arranged in blocks to form syllables or other phonetic units) with some different rules and letters. There are also vowel diacritics (which can be seen in the "gyon" glyph).

It's also written differently from Hangeul, since letters take different forms depending on whether it's written in the initial, medial, or final block of a syllable.

Maybe someday I'll draw up a chart so that others can read this language, with the rules for writing and reading as well. There's not much point in it now, since there isn't much of a vocabulary to go with it.

No.3399

>>3394
Sounds pretty cool. @o@
In-game languages are always pretty interesting.

No.3408

File: 1327562483537.png (12.67 KB, 640x480, NFSS2.png)

I know I said there probably wouldn't be a new area in v0.01, but I guess I lied.

No.3409

>>3408
Is that a train station?

No.3410

More of an enclosed railyard for the dock. It does connect to other places, however.

No.3412

File: 1327567748586.png (14.8 KB, 640x480, NFSS3.png)

The living room and kitchen, pretty much finished. The front door is now what takes you to the obelisk; it's no longer connected to her room for some odd reason.

In a future version, the front door will lead to the surrounding area rather than simply teleporting you to the obelisk.

No.3413

>>3412
I am loving this fangame more and more

Never stop

No.3418

>>3412
Another thing I like are railroads/tracks. =3
And the docks too, I like the docks; so if it's attached to the docks, I'll probably like it too.

>>3408
Wow, the room looks nice.
I like that small TV.
I never noticed before, but there's something I like about your pixeling style; everything seems look "right"/correct.
It's hard for me to explain how I feel about the graphics, but just know it's a positive feeling.

>>3413
I agree with this message. *_*

No.3451

I'm thinking of adding homages to other fgs in the form of unlockable/purchasable clothes that don't go away when you leave the room, enter hell, and unequip effects.

It's like the dressing room in Yume 2kki, except you can wear the clothes anywhere (and they are located in your home).

I'm thinking of having Maria's (FLUX) and Me's (Me) clothes as the debut costumes for this idea in a future version (probably 0.02).

>>3418
This living room and the appliances are roughly based on the stuff I had in the duplex I lived in during my early childhood. I was born in 1993, but we still had appliances from the mid 80s and late 70s (our fridge was definitely a late 70s design, I could tell from the brand and the faux wood paneling). The only modern thing we had at the time was our television sets; we had push-button controls instead of dials.

No.3458

File: 1327666607613.png (14.66 KB, 640x480, NFSS1.png)

One last teaser as version 0.01 is getting packed up and ready to ship. All that's left to do is mapping and maybe a few stray tiles or an NPC. This kind of thing does not take me a very long time to do (an hour's work at best), though I will probably find something I missed and ship on Saturday anyway.

As this scene illustrates, hell (well, a more literal description of this place would be the demon and spirits realm or something) obviously isn't full of wisps and bird people (not what they're called in-universe, but a literal description is good, right?)

Also, I still want to know that people think of the idea I outlined in >>3451

No.3460

>>3451
Seems interesting, though it will take a bunch of time for coding and making sprites.

No.3465

>>3460

Making sprites will be the time-consuming part. It will take maybe an hour or two per sprite. The event programming will be incredibly simple.

I wouldn't announce it or bring it up if I was incapable of doing it. My plan is to have a common event that checks whether the outfit is equipped and takes the appropriate action.

No.3470

>>3451
> unlockable costumes
Well, I'm always for more unlockables; and buyables are good too. And I do like alternate costumes.
What will happen when you equip an effect while you're wearing a different costume (i.e. would Eun look like "Me" wielding a Scimitar)?

>>3458
> "if only I could pinch my cheek"…
I like the Yume Nikki reference. =3
It's humorous, yet the sentence is still ominous.

> "a literal description is good, right?"
Yup.

No.3472

>>3470

>effect stuff
Nah, the costume change will only affect the "normal" sprite (technical reasons). You can change from your costumed self to an effect and back. If I gave each of the costumed sprites a scimitar sprite, I'd have to wind up making more than 4 fully-animated sprites per costume. I'd also have to figure out a way to manage this so that the game chooses the right version of the effect, and I'd wind up with as many copies of the scimitar effect as there are costumes +1. It would be manageable, but not any less of a nightmare.

>References to other games
There's plenty in that area. This character herself is of some importance, and she has many lines of dialogue even in her present state.

No.3473

>>3472
> Effect stuff
Yeah, I figuered it would be a tough job. Kind of disappointing, but never the less, I'd still like unlockables of any kind (costumes included).

> "many lines of dialogue"
You have no idea how much that phrase appeals to me. (@_@)

No.3474

OK, I just played v0.00+. The game is awesome, I love it, but there are some errors - lack of system sounds, for example, two of three of the footstep sounds don't play, and the game lacks a needed "object2.png" file.

Other than that it's very good.

No.3478

>>3474

I have no idea why that happens. It's in the folder.

Well, I suppose I'll have a version with the RTP packed in in the future.

No.3479

>>3474

Fixed the problem. It's the fucking rocks. It'll be present in the next update (I'm so close!)

No.3502

Uploading Version 0.01 as we speak.

No.3503

Here's the download link (took a frustrating amount of time):

http://www.mediafire.com/?4keq71376402e87

It's still not a giant game by any means, but there's a lot more stuff. The game is essentially double the size of the last version, if not more.

No.3505

File: 1327808793234.png (6.91 KB, 631x478, error1.png)

I'll be test running this game for errors. Found one

No.3506

File: 1327809182863.png (5.57 KB, 628x470, erorr2.png)

I'm not sure if this was intentional or not, but when you enter this room the screen changes tint after you enter it. You might want to use
>hide screen
>tint screen
>teleport
>show screen

so it would look a lot cleaner.

No.3507

File: 1327809282349.png (4.08 KB, 636x475, error3.png)

When you go through the 2nd door in the hallway of doors place, it teleports you next to the door as opposed to in front of it

No.3508

>>3506

That was intentional; there's a partition between that room and the adjacent room that closes after you pass through it. The other way around was negligence, however.

The rest of the bugs have been fixed, but I'm waiting on others before uploading a bugfixed version.

No.3509

I played this and it is even more awesome than before.

My favorite part was the creature's talk about machine guns and learning a lesson from it (what was that about anyway?)

No.3510

>>3508
okay. Awesome :D

So for the game is amazing. Everything is so gorgeous :O

No.3511

http://www.mediafire.com/download.php?hcx7c6f2qe7g17c

^Bugfix version is now up. The old link won't work because I removed the file to reserve space.

I'm glad to see you are enjoying the game. I'd also like to pre-emptively apologize for Pimiko II not having anything to do at all, but if I wanted to make it a full game I'd have to leave you hanging for another few weeks while I make all the stuff for it, and it's absolutely not more important than working on Hell itself, so I left it pared down and had it gracefully terminate after a certain point.

Another note:
If you enter the building with the cracked wall from the other side by taking the roundabout route through the railyard and docks, you do not have to break the wall. This was intentional as well, to make testing different scenarios easier. In future versions, there will be more cracked walls and this wall will be properly sealed on both sides.

No.3512

Lol, the sailor apparently disappears when you find out that s/he is a boy.

No.3513

>>3512
Some /t/ materials we got here

No.3517

>>3513
I'm being serious. You need to talk to an NPC in the red hotel-like area, then she'll appear in the dock. If you talk to her, you may get a certain message that confirms the sailor's gender, which makes said sailor disappear.

No.3518

I haven't finished playing 0.01 yet, but it feels like the dialog has added that surreal feeling which I felt was absent in 0.00. Good stuff.

No.3542

I'm gonna take a short break from working on this game, maybe three days or so. I lost enough sleep over it that I started having some crazy REM rebound and a host of other problems.

Maybe I'll draw some art instead, wind down a bit, and get back in the groove after a few nights of sleep.

No.3553

The game won't open :/

No.3554

>>3553

Get the RPG Maker 2003 RTP. Then try again.

If you already have it, telling the error message would help. Otherwise, it's out of my hands.

No.3555

>>3554
Thank you!

No.3570

I mostly lurk Uboachan these days without commenting on anything but I should say I really dig this game so far. Everything looks and sounds top notch and it's intriguing enough to make me want to play every new version. I believe that deviating from standard YN formula (no plot, no dialogues and so on) can only be a good thing. Now some questions:
1) Will we learn more about the world in which Eun lives?
2) How big is the game world going to be?

No.3572

>>3570

1)Yes, particularly with all the supplementary material that will be present in the future versions (currently, you can get a rough estimate of the time period and Eun's living relatives)
2)Originally, not very big. However, taking all of the interactables and information and NPCs in the denser worlds, the worlds become less of a vessel for effects. So it will be pretty big. Also, take into account that in later versions, the "game world" includes Hell (more literally the Demon/Spirit World) and a portion of the normal world.

No.3609

Okay, I think I found most of everything now.

The dialogue really sets an atmosphere I didn't notice before, and I like it quite a bit.
The upgrades/expansions you made to some of the areas are VERY welcome; that's more to explore after all.

Obviously I'm looking forward to the next version and future updates, but no rush of course; break well deserved I think. =3

> the vendor
This is just me thinking out loud, but I wonder why the Meat Bun Vendor in the "tinted room" (>>3506) has a sped-up animation when you equip the Scimitar, but the Vendor at other locations does not. Hmm.

No.3630

Hey, Mishka, I was wondering, where do you get your sounds? (Or do you make them?)

No.3634

>>3609
The game will be back in full production later tonight. I'm going to add a lot of new stuff, so I can't say when the update's gonna hit.

>>3630
I get the sounds from freesounds. Except Eun's voice files. I wanted to record the train noises outside my home, but I don't have any good recording equipment.

No.3637

Apparently the game isn't playing the footstep sounds? Well, the carpet one is playing. I checked and apparently 2k3 can't play the sounds when they play perfectly outside of there…

No.3638

>>3637

I know that RPG Maker 2k3 and 2k can only use 16 bit PCM WAV files. And I made sure that is the type of sound I used.

It plays for me (I have 3 footsteps, all of which work in the maker and out, and only 2 of which are used).

So if someone could investigate this problem, I would be grateful.

No.3639

A negative endgame of sorts or a plot mechanism would be cool- by which Eun can be corrupted, summoned bit by bit or otherwise made to eventually become a true denizen of Hell, and have it become increasingly disturbing as this happens and she gets closer to purgatory.
For the future, perhaps of course.

No.3655

Mishka! I read through this whole thread and I wanted to let you know my commenting was most definitely not out of pure obligation! In fact, before I even talked to you one on one and before you reviewed my game, I promoted yours on tumblr because I loved it so much!

I'm downloading your update right now and I'm really excited about it. Your plans for the game sound absolutely amazing to be honest and I hope you keep working on it.

On another note I cannot stop doodling Eun. Her character design is fantastic and honestly playing your game makes me want to use madotsuki sprites again because you made Eun's sprite work so well. :33

No.3665

>>3655
It's always good to hear from you, bleet. I'm glad I did not quit this game yet.

I'm working on it still, and I'm going to be taking it to version 0.02… sometime in the future, I can't say when. It will be a big update, once again. New areas, features, etc. Possibly a new effect.

Oh, and Irene's costume is one of the unlockables I was thinking about. Every game pays homage to the other fangames, and this one is no exception. I'm going to try to focus on the american fangames first, and then maybe get some of the japanese ones later.

No.3679

I liked the "ending" of Pimiko II by the way; very humorous. xD
This is probably thinking a bit ahead, but, how do you think you will implement Pimiko II later on? I mean; will it just magically get past that part in a future version of Hell Diary, or will you have to do something in the game to "fix" Pimiko II (like maybe finding a new one in Hell)?

In case you're wondering, no I'm not expecting a new version to come around soon just because you started work on it again. Xp
Hearing that the next version is likely to be at least double the size of the previous always gets me excited though. X3

No.3685

>>3679

I'll probably just retcon Pimiko II's technical problems.The current version (ironically) is merely there to see if the game works.

No.3688

File: 1328266228784.png (14.12 KB, 640x480, SS2.png)

This room has been completely redesigned. Rather than the sprawling epitome of bullshit navigation, it's streamlined so you can get to the worlds without as much walking, with all of the events intact and all of the teleports edited to reflect the new design.

West-Dragul Stairway
East-Desert
South-Apartments/hotel/motel/arcology
North-Undecided area to be included in the 0.02 update

No.3689

>>3688
Ah, so it's going to be a bit more like .flow's nexus I suppose.
I liked the look of the old one, but this new one still looks pretty cool.
Not as much room to walk now, but I think convenience wins over exploring large empty rooms (despite the fact that I, believe it or not, do like exploring large empty rooms). xP

No.3734

>>3689

I figured people would want to spend more time exploring the other, more interesting areas than dicking around in a huge, featureless hall.

This new one is also more claustrophobic, as well.

No.3752

>>3734
Very true.
I think it'll make the other worlds seem bigger too; going from a small claustrophobic area to somewhere larger.

No.3755

>>3752

In addition to that, some of the areas are actually going to be a bit larger in the next update. I'm going to add more hidden passages and things in addition to the new areas and other features.

The trend of each update doubling the size of the game can't possibly continue, though. I think 0.02 will be the last doubling. (Though, technically, 0.01 was much more than double the size of 0.00+ from a content standpoint)

No.3757

>>3755
> no more doubling the size after v0.02
At least the game will likely be sizeable after the next version; so I wouldn't think there should be a need to double the size every time, as far as that's concerned.
…Besides, that would increase wait time between version launches. =P

> more secret passageways
Well all I can say is; "YES!!!"

No.3759

In unrelated news, I expanded my fangames review policy and I'll probably make more posts on my site related to developing these games (tutorials, that sort of thing):

http://mishkafaulken.com/2012/02/04/updating-review-policy/

You can also suggest a game for review (any fangame) while I work on the next version. It'll be a while.

No.3792

I have to say this is probably my favourite fangame right now. I like how there are no looping areas and yet it feels large, and that there could be things you missed. Most fangames just try to hide stuff by making ridicilously large loop areas, which in my mind is just annoying. Well done!

Also, i like the description you give stuff when you examine them. They seem like you actually put some thought on it instead of "a desk".

No.3826

File: 1328489041148.png (Spoiler Image, 523.12 KB, 1920x1247, ChunPromo.png)

>>3792

Thanks so much, I appreciate that you enjoy the game (and I also like that someone agrees with me on the stupid looping areas).

>Picture

If you've read the letter, you will know that Eun has a little sister. This is a picture of her.

This picture is actually half a year older than Hell Diary, and there was a wallpaper version on my deviantart before I deleted everything, but here you go.

I understand that bleet and Rindre may have doodled or drawn Eun at some point (or maybe just announced it, or something), and might have been wondering what colour her eyes were. Well, Eun's eyes are red like her little sister's.

No.3829

>>3826
Cool! I've seen that picture around somewhere. I've been meaning to ask, I've seen some characters from an interesting language in the game and in your pictures relating to it. Did you make up this language or is it an existing language? *if it is an existing language or someone has asked this before, please forgive me!*
Anyway, I love the graphics in this game, simple but gets the point across. It's nice to the eyes :)

No.3830

>>3829

>script

The script/s you see in the game and related media are part of a constructed language. I came up with the script over the course of a few months, and it basically has two mutually intelligible versions:
-A blockier, syllablic-arrangement.
-A cursive, letter-by-letter arrangement like you usually see in latin script and cyrillic.

>Pictures

It's likely you've seen a lot of these pictures before if you've been following the thread before I abandoned my deviantArt page to commit to my site full-time. If anyone wants them, I can arrange to have them collected and put into a download available from my site.

There's going to be new art, too, especially art of other games (such as Lcd Dem, Yume Nisshi, etc.)

No.3875

File: 1328595520273.png (354.32 KB, 1250x1253, Vendor.png)

Well, there's two things I want to talk about real quick before I get back to work.

>Picture
This is some quick artwork of the fruit vendor (that isn't selling anything yet). I drew her in a really cartoony style because… hmmm… I felt like it.

>Other news
Still mired in all this administrative bullshit that comes with preparing to get to work on a new version. Changing the title screen—this time, the change is more than just a stupid version number. I completely redrew it, pixel by pixel. I was starting to really, really dislike the whole YN-ripoff vibe it was giving off, and I realize it may have turned away a few potential players.

In addition to a new title screen, I'm also going to update the RPG_RT.exe icon. Not only does it still say 0.00 (even though the game is at 0.01), but I just dislike the design and I think a new one that's more indicative of the game it's associated with is in order.

Also, I posted this earlier and for some reason it created a new thread. If this happens again I am going to flip my shit.

No.3935

Sorry I haven't posted any updates or anything in a while. My game isn't on hold or being reevaluated or whatever, it's just that a whole lot of work is being done and a lot of it needs to be carried out in secret.

Dialogue is getting cleaned up, graphics are being drawn, music is being deliberated on… and the overall plot is beginning to unfold.

Also, I've been playing Corpse Party, so there's also that.I might talk about it in a blog post or whatever.

No.3936

>>3935

No worries. It's good to hear stuff's still being worked on, even if you can't show us any of the work at the moment.

Also, it's nice to hear someone else here's playing Corpse Party, since I've been playing and loving the hell out of that game, recently.

No.3937

File: 1328797425056.png (4.39 KB, 320x240, HDtitlescreen.png)

>>3936

It's absolutely fantastic. Got it last night, finished it all in one sitting.

Now, I'm normally pretty manic when I get new games, but this one was so awesome and so frantic at times I nearly fainted from excitement.

In quasi-hemi-demi-related news, I mentioned that I updated the title screen, yet never showed it. Well, here it is.

No.3938

>>3937

Heheh, yeah, I know what you mean. I normally tend to pace myself when playing games, but kept wanting to play more and more with Corpse Party.

That new title screen looks pretty nice. In comparing it to the old one , I notice the same, Korean-like text was there, but I never noticed it before. Are those letters spelling out "Hell Diary"? Or something else?

No.3941

>>3938

You'll probably find out what it spells over the course of the game. Trust me, I'll try to make it really, really cool when it happens.

It's probably also worth mentioning that "Hell Diary" is kind of just the subtitle of the game at this point. Not because I want to sever any possible ties with Yume Nikki, but because I really want to tie this whole thing tightly to all the source material I've been writing for this game world for the past six or so years. Obviously it was originally just fiction writing, buuuuut I like interactive media better.

No.3975

>>3941
> learning what it says on the title screen
I know I say this a lot, but, that sounds pretty cool. One more thing I'll be looking forward to.

On a related note: I only noticed those symbols in the original title screen after I found out about this in-universe writing system (I originally thought it was exactly the same as Yume Nikki's title screen, in red…Of course I was very wrong).
Now that I think about it, does the language/writing system in Hell Diary have a name yet?

No.3976

>>3975

It does, but it's not really cool or flashy or anything. It's called "Block Ittiyin Script", because it's the Ittiyin alphabet arranged in block form.

The scripts are mutually intelligible because of this, but the Block version does not have the labiodental fricative sounds (You know them as "f" and "v").

To put this in real-world perspective, it's like how both Mongolia and Russia use Cyrillic, but Mongolian has additional common phonemes that they have altered the alphabet to account for.

No.3982

I like the new title screen!

I think it's cool how much thought you've put into the world of the game. It makes me feel like there will be a lot to discover about the protagonist and her story. Which is really nice. It'll be like putting together pieces of a puzzle.

No.3988

I'm glad people are still looking forward to this game (particularly with the recent mass exodus from this board in regards to some well-founded criticisms of the scene).

Production has slowed down dramatically, though, because I've been contemplating switching game engines for this game, for several good reasons:

1. Resolution is too low, 16x16 tiles isn't enough for me to work with at times.
2. People are having technical problems directly related to the age and bugginess of 2k/3 (such as random resource files going missing).
3. Convenience. The engines I'm looking at have some scripting features I would like to make use of and accept a wider variety of filetypes for resources.

It wouldn't be too much work for me to "port" the project into there, and the next update was arriving next month as it was, so I can take this and really add some nifty stuff, if everyone's willing to wait a bit longer.

Don't take this as the final word on it or anything, but please keep it in mind if this starts to drag out.

No.3994

>>3988
May I ask what game engine you're thinking about switching to? I was wondering about switching to a different engine for my game also before I get too far in production.

No.3996

>>3994

I was looking at either Gamemaker, the Chingu library (for ruby), and RPG Maker VX Ace.

Ace is basically RM2003 with all of the best features of VX and XP (easy to make large sprites, higher tilemap resolution, ladder tags, scripting using Ruby-based RGSS3)

I was hoping I could get an engine that used either Python or Ruby, since Ruby's got lovely syntax and I have a bit of experience with python.

VX Ace is probably going to win it, though, simply because it wouldn't be much of a change to use it over using RM2003. I probably won't be making Madotsuki sprites anymore (I know some people like them, but with the higher supported sprite resolution I'm getting a little greedy here).

But as I said, we'll see.

No.4003

>>3996
I'd just like to say that I would be interested in seeing a game like this, made with Gamemaker.
It was the first game making engine (or whatever you call them) I used, but I never completely got the hang of it; it's pretty simple, but still fairly complex (especially compared to RPG Maker) in my opinion.

If you decide to switch over to another engine, I'm going to be very interested to see how the graphics will be.
Either way, I'm overly confident that I'll be happy with whatever you do. xP

No.4008

I should have a prototype of the new engine build sometime in March. I would have it sooner, but I'm preparing for a big move to a new state and I have to kind of wind down all of my activities (been playing Skyrim and Persona 3 Portable in the intervening time).

The new build's going to potentially be a vastly different beast from the 2k3 version, and I hope you'll enjoy it when I release a taste of it next month.

No.4020

File: 1329322137752.png (779 B, 33x50, NewEun.png)

Pictured: Eun's new default sprite.

Just to prove I've made my decision and I'm working hard to make this game. I can now appreciate the additional space I have to make tiles, icons, etc., since it's kind of difficult to make certain details with 16 by 16 tiles.

No.4022

File: 1329348554528.jpg (10.92 KB, 284x311, HNI_0031_JPG.JPG)

>>4020
Maybe I'm overreacting, but; OH MY GAH! That sprite looks amazing! (O.O)
Okay, in a less enthusiastic fashion; Oh man, I really like how that sprite looks. (*_*)

Needless to say (or not?), this has me hyped to see how the rest of the game will look.
I'm also very interested in knowing if gameplay will change at all; since a new engine may allow for more things like an HUD, a different control scheme, etc. (…not that an HUD is completely impossible in RPG Maker 2003).

No.4024

>>4020 It is, of course, your artistic choice, but I don't find myself becoming very fond of this style. I guess it's because it's used in every other RPG Maker game. Regardless it still looks nice and I am anticipating more.

No.4025

>>4022
I was originally going to go with the closed-eyes thing again and basically just have a scaled-up, slightly more detailed version of her old sprite, but I figured I could do one better and have it more apparent that she's clearly a grown woman rather than a kid-proportioned adult.

Control scheme's basically gonna be the same, but there are going to be a lot of differences in the actual game itself. The dialogue will probably have graphics to accompany it much of the time, and the setting in hell is going to change quite a bit. It's not going to be as "compressed", and some of the areas are going to be dropped entirely (such as the desert).

Navigation's still going to retain the same format and idea that the 2k3 version had. Interactables, etc. will basically be the same.

The glyphs will also be unchanged.

No.4026

>>4024

I was at first not too keen on changing the style of her sprite either, but I figured the closed-eyes/squat body thing was a little too overdone in the realm of Yume Nikki-ish games. I still wanted taller proportions than the default VX sprites, so I studied the mack sprites (which would fit my pixelling style for 32x32 tiles better) and decided to make the sprites for the game based on those proportions, but with no outlines and a more restricted palette.

It's basically a compromise of two things I wanted when I was doing the 2k3 version (higher fidelity but retaining sort of a cutesy look). And of course, it has to match the artwork that I'm doing for the portraits.

Most importantly of all, though, her eyes are NOT closed for the duration of the game.

No.4083

Still working on the project, but I might move it off of Uboachan after I complete the demo. It won't be a version-by-version piecemeal affair anymore, simply because of how I want to tell the story.

Also, another minor announcement: the real world has as much to do with the narrative (if not moreso) than Hell does, so don't expect to be doing all of your exploring/investigating in Hell.

No.4087

>>4083
> exploring the "real world" in Hell Diary
One more thing I'm looking forward to.
*checks list*

> moving the project off of Uboachan
If you don't update this thread anymore, I guess I'll have to leave comments on your blog.
If you continue to update this thread, I guess I'll start leaving comments in your blog anyways. =3

No.4171

A bit of an update on Hell Diary:

-Game's coming along quicker than expected (probably because I willfully kept myself disconnected from the internet even though we had access to it since the first day we moved in.) Expect to see some screenshots this week, but don't be surprised if there aren't. Four tiles in this engine is the same amount of work as sixteen of the old ones.

-I moved from my old house to an apartment in the DC Metropolitan area, so that will hopefully explain why I haven't updated the site.

-I'll put up a brief summary of Eun in the near future, probably with accompanying screenshots and artwork.

-Lastly, rest assured that my pixel style for the tiles and characters in this game is actually largely unchanged. Still bright characters with minimal use of outlines, the tiles are not super-rendered and are dithered rather than blended (it actually looks kind of like Corpse Party.) Basically, it's the same style that I used for the RM2k3 version, just taking advantage of the higher graphical fidelity.

No.4174

File: 1330321223911.png (9.09 KB, 760x200, Mishka HD Header.png)

I also changed my site header image today, just finished up.

Hope you like it!

No.4196

>>4171

Nice, I'm looking forward to seeing what the game's like in this new engine. What's shown in >>4174 looks nice, though it's not too much to go on. That simplicity works pretty well for a header though, I'd say.

No.4200

I'm sorry there's not much to go on thus far (truly), but I can at least say that the header image of Eun was made with her actual sprite and actual tiles from the game (except the chair, which I drew for this image).

I can, however, tell you a little bit about Eun (since I don't have the oppressive yoke of YN-likedom still looming over me and this information is quite important):

Eun is an independent contractor who handles paperwork, operating expense reports, and holiday events for the constabulary office in Nampodon (alternatively called Nampodong or Nampodongu by the large Ittiyin minority there). She lives in a small apartment with her sister Chun, who recently got transferred to a different prefecture.

Some of this is stuff you already know from the previous iteration of the game, other stuff is some backstory you might want (all of which is mentioned in-game as well.)

No.4234

File: 1330538566329.png (14.58 KB, 640x480, HDSS1.png)

Screenshot of Eun's room. I'm going to have to make the bed bigger, perhaps (and replace that coffee table with a sofa bed or empty space or something.)

No.4249

File: 1330704402808.png (7.61 KB, 544x416, Hell Diary Title.png)

This is the title screen for the game (I figured it needed a new one since it's on a new engine with a different resolution). It's similar to the title screen that I was originally going to put into the discontinued version, but with a few additional embellishments, etc.

And now to announce a few more changes that might turn a few more YNlike fans away (stuff that I've been thinking about for the past week):
-The Effects system has been removed completely. It's been replaced with simply items and glyphs. You find items, some of which can be used on the map to perform a certain function (not entirely unlike effects, though I think comparing it to Yume Nikki's idea of 'effects' is a little inappropriate for the description of these). There's still the scimitar and the glyphs, but now you can collect other things in addition to the former 'effects'.
-The glyphs can be used in the normal world as well as Hell, and you don't need to make a cosmetic change to use them. They cost MP (or in some cases, HP, which I will bring up later).
-HP has a use in this game; it's sort of a tolerance to Hell, in a sense. You need a certain amount of it to enter certain areas, and it can be damaged if you get caught in a trap or you are in a particularly oppressive area without some kind of protection. If you run out, you are either shunted back to the normal world and forced to rest for a day, or your soul becomes too weak to return to your plane and you effectively die. In your world, you typically aren't in any kind of situation where you can lose HP, but it can happen and you will be forced to rest for a period of time.
-The game has no time limit, but certain events only happen on certain days, both in your world and in Hell. If you are forced to rest on these days, you will miss out on important information or treasure or something (determined on a case-by-case basis).

No.4253

>>4249

Actually I'm rather excited to hear this! I'm willing to try any game once and it was originally the glyphs and music that got me to really like this game.

I like the idea of stuff on certain days. Are you planning on ways to help us keep track of what day it is and what kind of system are you putting in place to count days? Are you going with traditional calender days?

No.4260

>>4253

Yes, there will be a way to keep track of what day it is. You'll have a calendar that keeps track of important events and the date, and it's all based on the in-Universe calendar.

Each year is divided into either 14 months or 4 seasons, and has between 371-372 days. The dates are organized day/month/year, and the game begins on 13/2/2221 (the day that the letter to Eun from the last version was delivered.)

As far as important dates, characters will remind you what events happen on what day most of the time, and I'll find some way for the calendar to keep track of it.

The 2k3 version was originally supposed to have a pared-down version of this, where you got letters from Chun and some other characters over the course of the game and time would pass after important events in Hell.

No.4332

I'm really sorry the "Common Pitfalls" article isn't up yet. I just finished it and when I hit "Publish", my internet connection was so slow that it closed the connection and I lost most of the progress from the draft of fthe article. Basically, I have to rewrite half of it because FiOS is not nearly as fast as they advertise it to be.

No.4334

File: 1331140099174.jpg (21.98 KB, 360x270, HNI_0040_JPG.JPG)

> in-game calendar
I don't want to overreact, so I'll just say; "That's cool!"
Anyways, that reminds me about the calendar in Persona 4 (which is also in Persona 3, I believe); although, it's only because I haven't played many games with in-game calendars where stuff actually happens on certain days.

Pic kind of related (cus it's from Persona 4, and it's sort of my reaction).

No.4336

>>4334

I did sort of have the Persona games in mind when I was coming up with a way to provide some kind of challenge for the player despite there being almost no real combat in this game (or in the case of an altercation, combat is totally a non-option anyway) and I think that making the player think carefully about how they ration their time is a kind of addictive element that will shape how they approach challenges in the game and come up with strategies to solve the puzzles or gather clues or what have you.

I haven't actually had time to work on the game for the bulk of the past week because I've been drawing a picture and I've entered into some kind of negotiations… Hell Diary may get bundled with an RPG upon full release, but only time will tell.

The developer is a young, but talented newbie who's got the pixel art chops and wants to crank out a fun little RPG project before teaming up with me to make a big project (probably another RPG). This is probably half a year away, though, because I have to finish Hell Diary first.

Just a little heads-up, maybe a pleasant surprise for RPG fans (it's a combination of a western RPG with JRPG elements, sort of like some of the Dragon Quest games and set in some kind of weird world).

No.4349

File: 1331167461497.jpg (266.89 KB, 975x800, persona-4-buruma.jpg)


No.4384

>>4336
Wow, even your future is exciting. *_*
I'll just focus on my excitement for Hell Diary for now though (boy am I excited).

No.4386

Do you think that scathing review you wrote of Yume Nisshi will ever come back to you as Karma?

No.4387

>>4386

Personally, I don't care. I think the game is incredibly boring, even for a fangame. I don't know why I should be crucified for it.

Or do you think that I should give a glowing review to every fangame I've played, regardless of how bland and uninspired it is?

If someone wants to refrain from playing my game simply because they didn't like what I said about Yume Nisshi, so be it. I don't know why it's such a big deal; if I wanted more players, I could just announce my game on RMN and RMRK anyway.

No.4390

Suppose you'll finish your game and someone will write a scathing review for it stating that it was bland and uninspired.

No.4391

>>4390

Like I said, I don't care. Is it really that much of a big deal to you that I was unimpressed by the game?

And how would getting a bad review be "Karma"? That's just "someone didn't like the game." It happens. Get over it.

No.4394

>>4386

He was just being honest in stating his own opinion on the game (An opinion I happen to agree with, actually), and ultimately, that's all any review really is, someone's opinion. It's not like he attacked the game creator or anything, so I don't see what's so bad about that. I'd think most would find an honest review preferable over sugar-coated lies for the sake of keeping things positive.

No.4403

>>4386
If Mishka just stated that he didn't like Yume Nisshi or if he had stated his opinion crassly, I might understand him receiving any hypothetical backlash. But he didn't do either of those things; he explained his opinion well and he did this in a respectful manner.

No.4406

A good example of a review that attacks a game for no good reason is probably this one:
http://www.gamezebo.com/games/fortune-summoners/review

Or any of those corn-fed, "official", rating-system-based reviews. My reviews don't have ratings so that people who are interested in my examination of the game can go and play it without too much colouring of their opinion going into it. Naturally, my opinion's gonna sink in there somewhere, because I think a review shouldn't be just a list of features or elements either.

Oh, by the way, Fortune Summoners is a really great game. Imagine Houchou Shoujo Gensoukyoku (AKA Yume Nikki Gensou), but with more story and better artwork. And even better combat. Really, a combination of HSG and Sorcerian. Sort of.

No.4416

>>4406 Thanks, just found what I'm going to be doing today.
For all it's worth I agree with Mishka's look on things, and while I can see what people meant by the whole blandness giving it a "gloomy" feeling, there are far, far better ways to do that.

No.4476

File: 1331490286984.png (593.34 KB, 785x2000, Nastya.png)

Art of one of the characters from the game. I don't think I can actually use this CG for a scene in this game, not due to censorship or anything, but because it doesn't actually fit anywhere.

It does fit on this board, however.

No.4493

>>4476
> Nastya
Cute (yup, that's all I can say).

No.4494

>>4476
>>3826
>pictures

sobbing

No.4495

>>4494
>sobbing

I too am sobbing, because I spent a week I could have been working on the game by doing this picture (I am suuuuuuper lazy, so it was more like 6 hours' worth in work total.) It's a shame I can't use it in the game, but at least it gives you a pretty good idea of what her actual portrait will look like.

Still, I wanted to get back into the habit of my old sketch-line-colour technique to curb the laziness of the sketch-colour process I used for the vendor and Eun doodles. I haven't done a picture in the style you see Anastasiya here since October and I wanted to get back in the process to do the character portraits and artwork for this game.

Additionally, I really want to pack more animations into this game over the previous version (having special sprites for Eun casting spells is one of the things I was thinking about.) For me, it's totally doable and I think it's touches like that that rockets the pixel art and animation quality of a game from "alright" to "awesome".

No.4496

>>4495
More animations? I'm getting that "awesome" feeling already, just by thinking about them. *_*

No.4500

I've sketched Eun's portrait for the game (record speed, got it done in an episode of South Park).

I'll also post ecchi CGs of characters from the game as I make them, as well. It's kind of a staple of mine to draw pinups and such, so I couldn't resist the allure of doing it when I finally got back to drawing.

No.4501

>>4500

I like your drawing style, so I'll be looking forward to seeing those.

No.4540

I'm sorry about the delay on posting the second "Pitfalls" article. But I do have a lineup of articles planned for the series:

-Common Pitfalls of Fangames and How You can Avoid them parts 2 & 3
-Getting Started (basically an article telling you how to get started with making the game and what steps you should take in pre-production, in addition to things you should keep in mind.)
-An article basically outlining all of the research I did for this game.

>Research done for this game
I poured a lot of time researching technology that was available to the western world in the late 1980s and early 1990s, particularly with respect to computers (a part of our history I'm pretty well-versed in, but I needed a bit more brushing up.) I even spent some time with emulators of business machines of the time, such as the Japanese PC-8801 and PC-9801 from NEC, the IBM PC/AT, and TRS-80 computers from Tandy (the TRS-80 in particular, I have extensive experience with, along with the CP/M operating system that shipped with some of the models of these machines).

I also had to research some other things, but I think I'll get to those when they come. Urban architectural trends is a big one, though.

No.4611

File: 1331845997150.png (9.68 KB, 256x512, Eunhouse_A5.png)

I really want to update the site with more articles and such for the "For Developers" series, but I've been losing progress and the Part 2 of the Pitfalls series is stuck in draft limbo because my connection's been too spotty for me to reliably expect to upload anything.

On the good side, I've been able to make a whole lot of tiles yesterday, including these lovely stairs. The perspective is different from the style I used in the Legacy edition of Hell Diary, since the game is no longer in an isometric perspective.

No.4612

>>4611
I agree, those stairs are lovely.

I'm sure you know this but, I'm still looking forward to those articles. Good to see some progress with the tiles though.

No.4614

There's more tiles than that, but they're in a different portion of the set. I underestimated the size of a tileset (I mean, I know there are a lot of parts in the VX-style layout, but I didn't exactly expect that much space was available to me to work with after using 2k3 for so long!)

No.4628

Hey, I downloaded one of your early releases way back and I just wanted to compliment you on your pixel work. It's some of the best I've seen in this genre.

I also wanted to give you props for the map using ladders as spacing between the checkered platforms. It definitely evinces a strong creative ingenuity at work.

This project has my humble blessings. Just don't get discouraged and quit. "Capitulation is the greater sin" afterall.

No.4678

So where is the progression of this game going?

No.4680

I've been working on tiles and sprites. There's been a bit of a slowdown as I'm preparing for school again, but bear in mind that there's a lot that needs to be done before there can even be a playable demo.

No.4681

So, when can we expect that?

No.4682

You can be patient and wait. News will come as things happen.

No.4735

File: 1332517488096.png (953.03 KB, 1228x2000, Noyemi and the Honey.png)

Alright, that's enough screwing around for me. Time to get back to work.

In other news, I got the TFM MM to make Yamaha OPN/OPNA-style tunes. I'll use a few in Hell Diary and I'll make extensive use of it in a future project.

No.4750

http://mishkafaulken.com/2012/03/26/common-pitfalls-of-fangames-and-how-you-can-avoid-them-part/

New installment of Common Pitfalls (Finally!!).

Time to get back to work.

No.4756

>>4735
Why are all of the female characters sex models.

WHY?!

No.4757

>>4756
Mishka said in >>4500 that drawing pin-ups is sort of a staple of his.
Perhaps Mishka will elaborate further.


The last pin-up wasn't exactly to my liking, but I like Mishka's art so I'm looking forward to future art of this kind.

No.4760

>>4756 >>4757

Pin-ups are my most popular kinds of pictures, especially pin-ups of women. Normally I'm really keen on drawing guns and machines, but guns and machines don't sell, you see.

I like to think that people would be attracted by their looks and stay for the way the character is actually written (I hope!).

No.4782

File: 1332974607435.png (10.49 KB, 544x416, HDSS2.png)

Screenshot of the bathroom (I'll also be updating the bedroom shot on my site. I think the old one looks terrible.)

No.4807

I'm working on sprites for the other three core main characters, allow me to briefly introduce them:

Constable Ae-Cha Kukoba: Aged 26. Constable with the Nampodon Constabulary Office. As of 13/2/2221, it's basically her second week on the job out of her probationary period (which she spent with the Jikjon Metro Police.) Rank-wise, she's above Eun (a civilian contractor) but she looks up to her.
Anastasiya Faulken: Aged 15. She's a second year student in Bromnia City High School, one of two students to disappear out of class 2-B, which was on an overseas field trip to Nampodon.
Nadezhda Sokurenka: Aged 16. Another foreign student who disappeared under mysterious circumstances in Nampodon. She's a third year, technically in class 3-F but she was one of the third years chosen for the 2-B trip to Nampodon.

For a bit more backstory, this game takes place in the country of Galwihanawe, near the capital city of Jikjon. The missing students are from a country called Bromnia, which is across the ocean to the east.

Also, Anastasiya is the only character on this list who was in a previous version of the game; she's the redhead with the spectacles.

No.4808

>>4807
Boy, I'd love to read a videogame instruction manual written by you (they don't have as much story stuff in them these days). In other words, I think you've got some interesting backstory brewing.

I like Anastasiya by the way; she's cute and funny.

No.4817

When it comes to stuff like this I get a lot of inspiration from the old-school. I grew up playing a lot of neat adventure games and back then manuals had a lot of nifty information in them.

Hell Diary's pretty much an adventure game, and I think it would help to not be so cryptic about the setting. Nothing upsets the flow of the narrative more than a big text dump containing information that the character should already know. I always thought that was odd.

No.4822

Common Pitfalls Part 3 is up:
http://mishkafaulken.com/2012/03/29/common-pitfalls-of-fangames-and-how-you-can-avoid-them-part-3/

This is the last installment of that series. Up next is a series of tutorials on getting started. If anyone wants to link me to resources I could link in the article(s), feel free to comment on my site or send me an email.

No.4894

Well, I cancelled work on the RMVXA version so I can work on the RM2k3 version. I'm going to take out the Scimitar and the glyphs and replace them with more traditional effects (a blinking eye and a sugarcane knife) and I'm going to replace the hotel with a huge field of tiles that make noise when you step on them.

Also, all the dialogue and shoppes are being removed, too. And you have to go to bed to enter Hell. Which is a huuuuuge maze.

No.4895

>>4894
All the other gamedevs made this exact post on tumblr.

Anyway, HAPPY APRIL FOOLS!

No.4897

>>4895

I actually yanked the idea specifically from the Elysium City devblog. It was completely hilarious.

No.4964

File: 1333763965311.png (176.34 KB, 429x809, Lyusyasverd.png)

No update (sorry), but this is a character I'm roleplaying to get a feel for her when I make a new game after Hell Diary. The details at this point are vague but the game takes place entirely in Hell.

No.4967

>>4964
Looks pretty cool.
The shield and sword gives me the feeling that gameplay will be like top-down Legend of Zelda games (maybe because I've been playing Minish Cap too much recently…).

No.5022

To all that were worried about pictures that aren't safe for work or don't like pinups very much, I have a trio of very family-friendly images up on my site:

http://mishkafaulken.com/2012/04/11/pictures/

Each of them is done in the cartoonier style Eun was originally drawn in, but bolder.

No.5024

>>5022

Nice. As usual, I really like your artwork.

No.5258

File: 1335141637426.png (153.75 KB, 388x820, Ksenia.png)

My work ground to a halt after I got started playing DnD again. But I will have time to work (slowly) on this game in a week or two, and I'll have progress screenies. It's just that the stage of development is so early and there is so much to be done, it got overwhelming.

Pictured: another miniature I drew for one of my characters in the DnD campaign. This had some significance to the game.

No.5259

>>5258
Oh, is that the lewd one you mentioned [on your blog]? Red skin, pointy ears (connection to lewdness?), etc.

No.5262

>>5259

Yeah. The reason I say it's lewd is because several of our players go crazy whenever I play this character. Well, two players. One is a man who plays a swordsman, and the other is a female player who wants to be turned into a succubus (and plays a female character).

She is powerful and fun to play, though. Many a comedic moment has stemmed from her propensity to radiate excessive heat from her skin (she's got the blood of fire elementals, and is thus resistant to fire.)

No.5263

File: 1335145897188.png (408.92 KB, 800x900, hells diary.png)

so, I made some fanart because I loved playing it >w< (also I uploaded it on tumblr)

No.5265

>>5263

Very unexpected (and appreciated)!

I'm saving this; I'll round it all up and show it off in a post in the future.

No.5266

>>5263
I just want to say that that's some pretty cool fanart…You know, because Eun looks cool in it.

>>5262
Well that sure sounds like it fits the definition of the word (according to dictionary.com).

No.5268

>>5258
Ah, I understand how you feel. Completely revamping a game is really tough no matter how "small" it is, and switching Hell Diary over is no exception!

I'm kinda glad to hear this little update to be honest; Hell Diary is just one of the most promising games I've ever played and I love it so much. :'33 So good luck! I know it's overwhelming but I believe in you and I'll keep waiting eagerly for the next big update. <3

Also just commenting that I do love your art style. It's very unique and I love your use of color, so to see some new art is great too. :3

No.5442

Break time's over, I'm getting back to work. If I work diligently every day, I may be able to have a preview build available in mid June or so. I'll wait until there's a drought in other releases, then pop off the new one.

No.5446

File: 1336356040332.png (11.49 KB, 544x416, HDSS3.png)

Eun and Ae Cha are off to work. VXA has native support for trailing party members, so there's no script finaggling involved for me to do this.

No.5450

File: 1336434630038.png (12.65 KB, 544x416, HDSS4.png)

This is a scene used to debug a sprite and a tile arrangement; it's not going to be in the final game, but I thought it looked nice.

No.5451

>>5450
Looks good except the left door light source is the floor.

No.5454

>>5451

That's because I didn't edit the doors of the "lit" door set, just the doorway. They use the same door graphics as the "unlit" door. I still need to edit them (accounting for light source, etc.) but the dark door set looks good (not pictured.)

No.5456

>>5454
All is well then.

No.5471

File: 1336886173984.jpg (113.18 KB, 303x396, iStock_000003601713XSmall.jpg)

It's exciting to see some progress.
Just thought I'd mention that.

No.5475

You can download the 2k3 version of the game and use the tiles freely. Just please credit me for the tiles so that others might know where to get them if they want them.

Games I’ve seen that use one or more of my tiles already:
*FLUX (floor tiles in Maria’s living room from the screenshot)
*The Looking Glass (The doorway tiles in the sewer are a grey version of the Hell Hub doorway tiles)

(Reposted from my site^^^)

If anyone has any specific addition requests to give more pieces to some of the tilesets, feel free to drop me an email and I'll work on adding to the tiles in my free time.

No.5496

I'm thinking of deleting this thread here ('cuz this game has nothing to do with Yume Nikki; it's not a fangame.)

No.5497

>>5496

Well, I remember a non-fangame development thread being moved from /og/ to /fg/ awhile back, plus there are a couple other games in /fg/ that may not be considered fangames, so I think /fg/ is kind of for development of games in general at this point, and not just for Yume Nikki fangames.

In any case, I think it's nice having a thread for the game somewhere or other on Uboachan. It's kind of easier to keep track of the development of various games when you can view them all at one place.

No.5500

File: 1337097207134.png (2.97 KB, 236x219, NadyaINastya.png)

The text says "Sokurenka Nadezhda" and "Palken Anastasiya" in Ittiyin script.

Anastasiya was the girl with the spectacles from the hotel in the shitty ass 2k3 version of the game.

No.5504

>>5497
I remember nothing of that sort, so you're welcome to search the board or the archives for the actual thing.
I believe this should stay here because Mishka is known to us as a "fangame maker" rather than just a random developer in RPG Maker.

By the way, we can move threads around. Don't delete this. It'd be a waste of historical development of this game / your projects in general.

No.5505

File: 1337195241721.png (10.97 KB, 544x416, DSBIOS3.png)

Spent a few minutes to event the save system into the game. By default, Eun can save the game at her desktop computer; though she can take a diskette with her and save the game at any computer that accepts 5.25 inch diskettes.

It's really the most appropriate system, seeing as the game takes place during a PC boom and I figure that, as a computer enthusiast, Eun would use them as save devices. It's not a graphical system by any means; the most popular Operating System is the Delmunsoft CCP/M (Consumer Command Program for Microcomputers, a not-so-subtle shout out to the Control Program/Monitor for intel 8080-based computers and some 16 bit machines in the 1980s.) It's like a combination of CP/M, DOS, and NEC Basic.

No.5506

>>5504

Here's the thread I'm talking about, in which the creator didn't consider their game a Fangame, but it got moved from /og/ to /fg/ regardless.

>>1713


Here's a game that while definitely inspired in part by Yume Nikki, seems a bit less like a Yume Nikki "Fangame", at least not in the way the term is usually used around here.

>>4184

I don't really care if this thread stays in /fg/ or gets moved to /og/ in the end, though. I just hope it doesn't get deleted.

>>5500
>>5505

Those may just be small details, but I find them pretty neat.

No.5507

File: 1337202534441.png (9.36 KB, 544x416, Pimikotheme.png)

>>5506

I'm also adding a sound mode in the form of collectable diskettes that can play music back on your computer. It's not music from the game, it's actually music made specifically for you to collect.

To make it, I'm using TFM Music Maker. The reason being that the TFM software emulates the TurboSound FM sound module, which is 2 YM2203s (two OPN chips, which were used in the PC-8801 and PC-9801).

No.5508

> saving using diskette
Sounds like a cool way to save. Are we gonna find out what Eun is saving on the diskette (I'm guessing a diary of sorts [uninternational reference])?

>>5507
> collecting non-BGM music
I think I get over-hyped for the strangest things, but collecting music which doesn't actually play anywhere else in the game sounds like some pretty sweet collectables.

No.5513

>>5506
Middens was basically chased off the board after the thread turned into an all out war between Collage lovers and haters.

The other project looks horrendous and abandoned and I'd boot it to /ot/ the second I saw it if I was a mod then (also, note that mods didn't have the ability to move around threads until recently).

>>5507 I approve of this.

No.5521

I'm gonna hammer out one last dump of resources, and then I'm going to take a break for a week or so to build a foundation for the next project (which is probably going to be written in python.)

I intend to get going on it almost immediately after finishing Hell Diary, and I want to make sure the engine functions properly before I screw with anything.

No.5533

Alright, the resource dump probably isn't gonna happen. I spent around 3 hours making a huge animated sprite (96*150) and about 15 more hours dissecting code and libs and shit to get it animated.

I stick with the decision, however; here's what is done so far:
-a single 3 frame sprite (more will be added, just figured out how to get it moving)
-a title card
-some boilerplate that forms the bare bones of the game engine.

I'm not abandoning Hell Diary, but I am going to put it on the backburner for a few weeks to get this framework set up for this game. Hopefully, the project will be a portfolio-maker and I can actually make some money off it.

No.5534

You should fake people out with a different size floppy disk to be used in a different type of computer found in another part of the game.

No.5550

http://mishkafaulken.com/2012/05/22/for-developers-choosing-an-engine/

Alright, I know there were some people who wanted to know the merits of different engines, so I summed them up in this post and even went as far as to add some additional resources in there for people who don't want to use RPG Maker.

No.5564

File: 1337747991109.gif (8.81 KB, 32x68, Chunwalk.gif)

13 frames. My god.

Well, at least you know that the animation quality is good, right?

No.5565

>>5564

I like it. The walk is nice and smooth and I like the the overlapping action with the hair, but I think her legs could bend a little bit more at the down and passing position along with them extending more before the contact. otherwise it almost looks like she's trying to walk up stairs.

No.5570

File: 1337780800826.gif (9.42 KB, 32x68, Chunwalk.gif)

Alright, I tweaked it a little. I tested it in-game and it looks much better than the slight differences here would suggest (I also added an additional frame to complete the hair waving portion.)

I'm not making any more changes to this sprite sheet because I want it to continue to loop properly.

No.5588

File: 1337928340239.png (4.73 KB, 179x107, Pimiko II.png)

I spiced up my Game Info section with some banner images and new information on my projects: http://mishkafaulken.com/about/

Pictured here is the official Pimiko II banner and titlecard image.

No.5594

I'm announcing here that Hell Diary is going on indefinite hiatus so I can put all my work towards other pursuits, one of which is building Pimiko II and looking into packaging options for it (since it's much less straightforward than packaging an RPG Maker game.)

No.5605

This thread is going bye-bye.

No.5607

>>5605

So, are you going to create a new thread when you have more to show on either Hell Diary or Pimiko II, or will we need to keep an eye on your website for futher info?

No.5608

>>5607

You'll probably have to keep an eye on the site. This thread's downright embarassing and I really don't like looking at it anymore.

No.5655

>>5608
Well, just keep it around to keep the "historical development" of Hell Diary, like >>5504 said. You could ask the mods to auto-sage the thread if seeing it is that bothersome.
Unless it's that embarrassing for you, in which case delete it. Your call, of course.

No.5656

(polite sage, because you don't want this bumped too much I guess)
I would really appreciate it if you didn't delete the thread. I have no problem moving/saging/whatever the thread, but I don't see it as embarrassing at all, it's more of a "here is how I successfully created a fangame" example. An extensive example that shows hard work over time.
Please ;_;

No.5657

>>5656
Nekutan, the thread has been saged this morning. I hope that's okay. :>

No.5658

I don't care what you do, so long is the thread is out of the way.

Autosaging opens it up to being reinstated later, I suppose, but that's unlikely to happen anytime in the forseeable future. People really care about making their own fangames and getting approval from japan more than they care about this game or any of my other projects, presently. And I suppose that's alright, but it really removes the need for it when I'm usually just talking to myself here; I have a blog for that shit anyway.

No.5882

Alright, I'm still working hard on the game, but it's going to take even longer than I expected to get a pre-alpha of the VXA version out. I picked the 2k3 version back up and I'm going to update it so that people can play that while they wait. It would actually be much quicker to completely overhaul the 2k3 game than it would be to do all of the work I have left to do on Hell Diary VXA's pre-alpha.

And if a mod spots this, go ahead and remove the sagelock on the thread.

Also, the 2k3 version is getting changed dramatically. I'm cutting two areas and reorganizing a third, the effects are getting removed (the glyphs and scimitar aren't, however), and Chun's letter is getting re-dated so that this game doesn't clash with the VX Ace game.

No.6125

For anyone who doesn't know, an update is available.

http://www.mediafire.com/?88pyuhl430z3r1r



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