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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.
Your enthusiasm intrigues me. And also, what >>2358
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.
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.
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.
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)?
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:
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.
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.
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.
- Set Key Input Process to store Shift Key (7) in variable .
- Have "branch if variable  is 4
- Set whatever you need (move events, teleport event, etc.)
in the conditional branch, and probably have "set variable  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).
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.
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.
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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*
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
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.
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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.
I agree; especially after seeing >>2421
The area in that screenshot just looks so RPG like to me. *appealed*
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.)
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).
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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).
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.
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.
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.
>>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.
>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):
(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.
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.
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)?
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.
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.
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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!
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Screenshot of one of the new areas to be included in the 0.00+ update.
I'll be looking forward to it.
I like calling it v0.00+ by the way. =3
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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.
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*
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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.
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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
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.
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?
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.)
>>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$!
Ok so here's my thoughts on your game:
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
>>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
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.
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?
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.
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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.
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.
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.
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') )
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.
By the way, this post is serious and not sarcastic in anyway.
I really was just joking about the ego thing…(damn it (-_-) )
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.
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
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
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.
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.
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Well Mishka, just letting you know that I is happy you're marching on. X3
Nice to know you're feeling better.
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.
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Here's a screenshot of Eun's (WIP) living room. On the table, there is a tea set and a letter from someone.
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.
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.
Sounds pretty cool. @o@
In-game languages are always pretty interesting.
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.
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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.
I am loving this fangame more and more
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. *_*
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.
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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
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.
>>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?"
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.
>>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. (@_@)
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.
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.
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I'll be test running this game for errors. Found one
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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
so it would look a lot cleaner.
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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
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.
okay. Awesome :D
So for the game is amazing. Everything is so gorgeous :O
^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.
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.
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.
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.
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.
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.
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.
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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.
North-Undecided area to be included in the 0.02 update
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
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.
I think it'll make the other worlds seem bigger too; going from a small claustrophobic area to somewhere larger.
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)
>>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!!!"
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.
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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.
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 :)
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.)
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Well, there's two things I want to talk about real quick before I get back to work.
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.
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 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.
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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.
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?
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.
>>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?
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.
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.
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
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.
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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).
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.
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.
>>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
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I also changed my site header image today, just finished up.
Hope you like it!
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.
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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.)
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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).
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?
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.
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> 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).
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).
Wow, even your future is exciting. *_*
I'll just focus on my excitement for Hell Diary for now though (boy am I excited).
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.
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.
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.
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.
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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.
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".
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.
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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.
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.
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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.
Why are all of the female characters sex models.
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.
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!).
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Screenshot of the bathroom (I'll also be updating the bedroom shot on my site. I think the old one looks terrible.)
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.
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.
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.
All the other gamedevs made this exact post on tumblr.
Anyway, HAPPY APRIL FOOLS!
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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.
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…).
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.
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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.
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.)
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so, I made some fanart because I loved playing it >w< (also I uploaded it on tumblr)
Very unexpected (and appreciated)!
I'm saving this; I'll round it all up and show it off in a post in the future.
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).
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
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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.
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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.
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It's exciting to see some progress.
Just thought I'd mention that.
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.
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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.
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.
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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.
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.
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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).
> 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.
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.
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13 frames. My god.
Well, at least you know that the animation quality is good, right?
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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.
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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.
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.