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/og/ - Other Games

saya no uta
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File: 1526443631137.jpg (52.69 KB, 816x624, Milya.jpg)

 No.5135[Reply]

I finished translating Milya. The game is, for some reason (i.e. the engine can't handle memory allocation with some textures), very prone to crashing, and although I managed to improve the overall time between crashes (a lot), it still happens from time to time. The good thing is that this game isn't that long and you don't need to save or anything like that anyway. But I insist that it crashes as a fault on the engine side, so please spare me the complains.

Milya in Japanese can be downloaded here:
https://www.freem.ne.jp/dl/win/13977
(Link provided through lol's site http://rustlimbo.webcrow.jp/games/milya/index.html )

And the patch can be downloaded from here:
https://mega.nz/#!p2oDCIzA!yV2lReNQlx8zSXaZHdK4uTIDkjK0VQgCIupd9whQae0
Just extract the files inside the original Milya folder, and when asked if you want to overwrite things, say yes to all.

Inside the ./www folder, you will find a copy of the original CommonEvents.json file, plus a backup of the english one. In case you want to switch to the original language again, all you have to do is copy the CommonEvents[EN/JP].json file, paste it inside the ./www data folder, and rename it to CommonEvents.json (overwriting the file there).

However, if you find that extracting a file is too difficult for you to handle, here's a download with the executable already patched:
https://mega.nz/#!kzJDmYbR!SFKQYF3mSRXjdKz_pEuAEC12CF7abn49HqMedE5trnI

Post too long. Click here to view the full text.
10 posts and 3 image replies omitted. Click reply to view.

 No.5198

>>5193
A transcription of the game would be nice to have, thanks.

 No.5200

File: 1533525889616.png (471.06 KB, 600x600, 1465825224717-3.png)

>>5198
I tried replaying Milya and writing down within the file all you see so you could follow the context, but unfortunately the crashings and need for adding jump points (more on this later) takes more time than I can actually put down for this. Instead, I'll write the general feeling of the game here.

I divided the game's text into what I called "branches". They aren't branches in the classical way (i.e. a byproduct of making a "choice" within the game), but rather just different loops that run when you start the game. When you play for the first time, you run what I call "branch 0", which will always be the first branch the player sees the first time they play the game.
Sometimes when playing, for example, "branch 2", two or three snips of text from "branch 05" will appear, before jumping back from where it left in "branch 2". This is what I denominated "Jump Points". This makes understanding the story more difficult, therefore by reading this script (which is in order and with corresponding text inside their respective branches), you will probably have a better understanding of the story than just by "playing the game".

With all that said, here's the file: https://pastebin.com/XeSJbFTN

And some context: Some of these branches (those that don't seem to be narrated by "the protagonist", i.e. a girl who goes to this café in a forest) are generally just text over a black background. The others are, as I mentioned, apparently narrated by the girl, who walks through different maps through passages, corridors, what looks like some forest path, a field, basements, etc.

If you want to discuss something or have doubts about anything in the file, feel free to ask and I'll try to fill as many holes as possible.

 No.5203

>>5200
Thanks a lot for providing this.

I've only read the script once so I barely understand anything, but man, lol really loves his mind screw and disease plots, doesn't he? Either way, looks like I'm going to have to do a lot of rereading again to try and figure this one out…

 No.5347

According to lol's twitter, apparently he's remaking Milya in Unity (same engine AruMa KeteRa used) to be more functional

 No.5348

File: 1550158278625.jpg (120.9 KB, 400x300, 1415607861006.jpg)

>>5347
You guys are free to use my translation (or improve it, if you feel like it) for the unity version. This is going to be a busy year so I'm not sure I'll have the time to do it.



File: 1544657094752.png (136.08 KB, 1920x1080, bedroom.png)

 No.5318[Reply]

Hey Uboachan, I'm not posting this game in /fg/ since I don't know if it's a fangame or not, but I'm pretty sure it's something worth asking about. Do any of you know anything about Nocturne? What I know so far is:
-You play as a shadowgirl named Soentsuki. (Pictured in what I assume is her room)
-You go through a two-screen hallway into a black void where only Soentsuki's eyes are visible.
-The game has a small chance of loading you into a Red Room that locks the game up. Otherwise, the dark room is a softlock.
-In another edition, modified for 100% Red Room, I've managed to move around and discover that the "Red Room" has two screens, but you're mostly stuck on one.

Any info besides this, including decompliling it (It was made in an older edition of Game Maker, I assume) would be appreciated. If need be, I can post a download link for the game.

 No.5319

You don't need to submit a name nor your mail to post here.

>Do any of you know anything about Nocturne?

Yes, an unfinished and abandoned project with weird gimmicks but not much else.

>Hey Uboachan, I'm not posting this game in /fg/ since I don't know if it's a fangame or not

It is, well known fact, the -tsuki makes it obvious too.

>Any info besides this, including decompliling it (It was made in an older edition of Game Maker, I assume) would be appreciated.

Well, you pretty much resumed what is available at all. You can butcher the game yourself if you're that interested, really, but you won't find much.

>If need be, I can post a download link for the game.

It's not in the fangame archive (or at least in the directory list), so that'd be appreciated.

 No.5320

http://www.mediafire.com/?qjx5xq98a6cb3xe

Here's the download, other anon. Sorry, I never post here anyways. Also, I would decompile it if I could, but all I have is a .exe. I'll try opening it in like WinRAR.



File: 1490666699268.jpg (86.37 KB, 599x338, crosscode.jpg)

 No.4829[Reply]

On kick starter there was this pretty good game that got funded called crosscode. It's based on the same sort of concept as sao. You're stuck in a virtual game, etc., etc., etc. There's also some memory loss thrown in. Despite the generic premise, the game play is pretty fun. There was a really extensive demo on newgrounds(which is how I found out about the game) which they later removed. I remember that they almost didn't get funded, but came up with a weird gimmick at the last moment where giving 40 dollars suddenly meant more or something. For some reason no youtubers talked about it when asked to despite raving about shovel knight. I suspect that all of that promotion was payed for. Yacht Club Games already existed before shovel knight so they probably had the money to get some people to shill, not that I could blame them for doing so.
5 posts and 3 image replies omitted. Click reply to view.

 No.5277

File: 1539189587676.png (91.71 KB, 1136x640, 1-screen-5-2-dialog.png)

>>5275
>I really want to know where this game lies on the scale of, "retro graphics"
This is a meme, it doesn't matter. All that matters is "does it look good?".

>tumblr artstyle

That's probably in reference to the character portraits. I don't want to list all the features, but if you compare them to a generic tumblr drawing you can see the similarities.

>If this game is bad, I wonder how one guy or a small team would go about making a good one.

Do you think it's bad? If not then it doesn't matter. Try not to gauge quality on the opinions of one specific community, especially one where everyone copies each others opinions like /v/. Anyway, you like Yume Nikki right?

 No.5278

>>5277
>meme
I wouldn't say so. Something like fez or undetale being praised for its graphics is a problem. As for the character portraits, everybody keeps posting the older, shitier versions for some reason. I don't know. I want a real explanation or a diagram or something so I can know what should be avoided.
I think the way other people sees things is important. I don't want to be the guy that likes Adam Sandler movies. If i'm going to spend time on something, i'd like to know its true value.
>you like YN, right?
What does that have to do with it?

 No.5279

>>5275
It does look "retro" to some degree, the shading and colors are distributed in a similar way to what old hardware would allow, it's good to note not all pixel art is instantly retro, the term became a buzzword to the point it doesn't mean anything anymmore.

I can confirm the portrait art looks EXTREMELY tumblrish, just browse the art tag in tumblr and you'll see, personally I don't like it, but the person behind it can actually draw, unlike Undertale's author.

Undertale graphics aren't retro, they are just outdated, simplistic and minimalistic to the bone, I mean, if you go to the Atari era, you'll see a couple messy pixels with one color could represent a person, Atari games are great and fun to play that doesn't mean it looks good or the graphics age well.

Both games are considered retro, yet if you compare UT's sprites with these, you'll easily notice this is a superior technique, character design is superior too, UT's MC design reduces to "average person with shirt, pants and shoes", it looks directly inspired from a random dude on facebook.

/v/ used to love Yume Nikki, but after it got a Steam release they hate it, yes it's a hipster circlejerk.

 No.5280

>>5278
>Something like fez or undertale being praised for its graphics is a problem
Why is that a problem? Who's it harming? If people like Fez's graphics then they're allowed to give them praise. It's a pretty game, it doesn't matter that it's not copying an older style or that it "didn't take enough skill". The same principle applies to Undertale, though for all the moaning people do about it getting praised for it's graphics, I've never actually seen anyone do it. Maybe it's just the places I hang out, but it seems to me like that idea was made up by the people who moan about it.

>I think the way other people sees things is important. I don't want to be the guy that likes Adam Sandler movies.

So in this metaphor the reason you dislike Adam Sandler is not because you think his films are bad, but because it's uncool to like them? If the popular perception matters more than the artistic vision, then why even bother trying to make something new? If all that matters to you is /v/ thinking you're cool then your game will be nothing but an amalgamation of other games they like, which is pointless since those games already exist. Obviously I'm taking what you said to the extreme, I'm just demonstrating why the principle you're following is ridiculous.

>If I'm going to spend time on something, I'd like to know its true value.

There's no such thing as a "true value" to art. Art exists to be enjoyed by humans, so it's value is subjective. It's your time, so you should use it to make a game that is valuable to you, not other people.

>>you like YN, right?

>What does that have to do with it?
You said "If this game is bad, I wonder how one guy or a small team would go about making a good one". Sorry if you meant an actual method to follow, I'm not good with subtext but the way you started the sentence with "if this game is bad" made it sound like you were stuck for examples of good games made by few people (and were therefore basing your decision about whether small teams can make good games only on this).

 No.5281

File: 1539286862623.jpg (53.13 KB, 850x527, __original_drawn_by_ioio_o….jpg)

>>5280
It's less about other people's perception of me and more about myself. I think the quality of a person has too much of a parallel with the things they like to just be a coincidence. People are always eager to reject that line of thought and I get why, but I just can't. I'm just so much more likely to enjoy the company of somebody that prefers Frankenstein over Twilight. I'm probably not going to like people into pop-rap either. It's hard to explain in words, but I just feel it everyday.

Not only that, but I've been thinking about making something of my own. I don't want to be an Adam Sandler or a Phil Fish. Coming to appreciate and understand, "higher", things is like a form of self-improvement to me. I wont stop enjoying things just for other people, but i'd like to be aware of their faults.
>>5279
I've never actually used Tumblr except for a few specific people's pages. I'm seeing a lot of thick outlines, accentuated, bulbous noses and lips, pastel colors and eyes that are too close together. Would you say that's accurate?



File: 1538130068120.gif (18.5 KB, 180x179, Ghost-u5d.gif)

 No.5214[Reply]

It is my pleasure to introduce a new project I have been working on for the past several days. The Uboachan Dream World MUD is a text-based, in-browser multiplayer game where the users create the content with in-game commands. The focus is exploration, but I plan to add some more dynamic kinds of features later on.

You can play the MUD in your browser at http://dream.uboachan.net/ or follow the link on the sidebar.

This thread is for comments and questions, and eventually I will collect my answers from this thread into a FAQ for new users. Some user guides will be very helpful in navigating the command system, so ask me whatever and I'll try to write some good posts.

I would also like feedback on how easy/difficult/pretty various aspects of the MUD are to use.

Github: https://github.com/seisatsu/Dennis
35 posts and 4 image replies omitted. Click reply to view.

 No.5265

Ok, help has categories now. Some commands are in multiple categories.

Unless there are other suggestions, the next major update will probably be either keys or mail.

 No.5266

The "describe" commands now let you insert a paragraph break. Use a double backslash wherever you want to split the paragraph.

 No.5267

Added a telnet service at dream.uboachan.net:37378. Currently, users accessing via different backends cannot see or interact with each other, though they can edit the same world.

Edit: Telnet and websocket users can now interact.

 No.5270

The "look" command now shows item and exit IDs next to their names, and the "go", "get", and "drop" commands now support IDs in addition to item/exit names. This should make interacting with items and exits with long names less obnoxious.

There are also single-character aliases for some common commands:

"hello -> say hello
#hello -> chat hello
.user hello -> message user hello
:dances -> action dances
>big door -> go big door

 No.5271

Moved to >>>/ig/872.



File: 1528601708792-0.png (14.83 KB, 500x226, tumblr_inline_o4b67mL6sl1q….png)

File: 1528601708792-1.png (77.31 KB, 500x375, tumblr_inline_o4b92rTtHf1q….png)

File: 1528601708792-2.png (27.16 KB, 500x375, tumblr_inline_o4b93fdpzg1q….png)

File: 1528601708792-3.png (112 KB, 500x375, tumblr_inline_o4b94rwZkl1q….png)

 No.5163[Reply]

Hello Uboa! I'm here to post an old, complete game that I have made (in rpgmaker 2003, released in 2016), called Jasei No In: The Serpent's Lust.

RPGmaker.net: https://rpgmaker.net/games/8710/
Devblog: http://bleetdev.tumblr.com/jaseinoin
Direct Download: https://www.mediafire.com/file/psrbohbwxd9hk11/Jasei+no+In+v.1.3.rar

This game was a project from university a few years ago, that I expanded into a full, completed game. JNI is a project about adaptation, specifically: I adapted half of a short story (usually called Jasei no In or The Serpent's Lust or some variant) from a collection of classic Japanese supernatural tales (called the Ugetsu Monogatari) and turned it into a videogame.

From my devblog:
"Jasei no In: The Serpent’s Lust is a short, linear game with a strong narrative… This particular story is a very popular one in Japan, and has gone through many adaptations since its initial creation around 1776.

The protagonist, Manago, is a simple weaver girl who gets caught in a rainstorm. A mysterious man in white appears out of nowhere and shields her from the rain, lending her an umbrella. Feeling indebted to him and perhaps a little attracted to him as well, she tries to return the umbrella to his manor hidden deep in the woods. Manago quickly becomes swept up in a romance that is not all that it seems, and must figure out who exactly the mysterious man in white really is, or face severe consequences.

The game isn’t horror, but it contains supernatural/paranormal themes."

Post too long. Click here to view the full text.

 No.5164

File: 1528601851397-0.png (79.47 KB, 500x375, tumblr_inline_o4b941Q7AA1q….png)

File: 1528601851397-1.gif (1.74 MB, 410x342, tumblr_nyry7lKAsJ1r18yoxo1….gif)

File: 1528601851397-2.gif (499.83 KB, 500x288, tumblr_nzdpi87kMc1r52zijo1….gif)

And here are a couple more images/gifs of the environments as well.

 No.5177

This looks pretty cool. Did some research in to the name, looks like its an amalgamation of some old Chinese stories with some spins on the plot.

> 蛇性の婬」は、『雨月物語』中唯一の中篇小説の体をとっている。原話は、『警世通言』第28巻「白娘子永鎮雷峰塔」であるが、途中から終結を道成寺縁起へ結びつける、独自な要素をもっている。


Jasei no In is a novella from "May Stories (lit. rain month stories)". The original version is from "Stories to Caution the World"'s 28th volume, "The White Maiden Trapped in Leifeng Pagoda", but along the way combines the ending of "Dojoji Omen" (the story of Kiyohime) and has its own unique elements as well.

この小説を粉本として書かれたとされる日本の文学作品に、江戸時代後期の上田秋成作とされる『雨月物語』中の『蛇性の淫』[32]がある。

Won't bother translating this, but for those interested, go to https://ja.wikipedia.org/wiki/%E9%9B%A8%E6%9C%88%E7%89%A9%E8%AA%9E#%E8%9B%87%E6%80%A7%E3%81%AE%E5%A9%AC

Anyways, the art looks great. I'll definitely give it a shot.



File: 1528603086473.png (27.11 KB, 640x480, preview.png)

 No.5165[Reply]

Hello, and here's another old, complete game that I have made (in rpgmaker 2003, released in 2016), called The Huntress of the Hollow.

Itch.io: https://bleet.itch.io/the-huntress-of-the-hollow
RPGmaker.net: https://rpgmaker.net/games/8722/
Devblog: http://bleetdev.tumblr.com/huntress
Direct Download: http://www.mediafire.com/file/myfcsxya7tdax7b/The+Huntress+of+the+Hollow+v1.2.rar
(If it says it needs the RTP): http://www.mediafire.com/file/b2uh4vsv2oil9c5/The+Huntress+of+the+Hollow+v1.2+with+RTP.rar

Huntress is my passion project spin on Little Red Riding Hood, and is a pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across. It's a short story with multiple, sequential endings that all conclude the story in unique ways (except for when you die early in battle/get eaten by a wolf), with a bonus room at the very end.

From my devblog:
"Lenora Calamint lives with her mother in a small village called Pokeweed Hollow on the outskirts of a forest. She often delivers food to her stubborn grandmother, who prefers to live alone in the woods. While the forest is a dangerous place full of wolves, the village and her grandmother's house were peaceful.

However, once a travelling, charismatic hunter decided to settle near the village and offered to protect it, the local wolves became mysteriously violent and began to attack the village in erratic bursts of activity. Due to these events, some villagers praise the hunter for his help in keeping the wolves out of their homes. The others can't help but think there's something suspicious about the matter. Despite it all, Lenora still has a grandmother to take care of, and so she wakes up to begin her routine of visiting her grandmother anePost too long. Click here to view the full text.
2 posts and 4 image replies omitted. Click reply to view.

 No.5169

>pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across.
So, like undertale? There's even faceless cutscenes. You sprite work looks nice, but you might want to put more detail into profile shots(the first game). The technicolors look nice in a stil image, but I imagine they would be a bit of an eye sore if you're playing the game for a long stretch. Maybe more neutral colors would be better in a future game. Conveying atmosphere is harder if every location is full of hot pinks and highlighter orange. Those locations should pop out and stick in the player's head as being unusual.

 No.5170

>>5169
>like undertale?
I actually had not played undertale until after finishing this game, and it's not like undertale at all. There's quite a few pseudo-rpg games out there, my actual inspirations for this one were my friend moga's games (her Ghost Suburb series,) but there's also a bunch of others mostly on rpgmaker.net. OFF was also a great learning tool with basic battle effect animations.

Since Huntress was intended to be a short 1hr game, I took a lot of shortcuts in design and to experiment with color. The cutscene art is loose and featureless so I could make as much art as possible for endings. There's larger, detailed portraits in regular gameplay dialogue (bigger than Jasei no In's). The color palettes shift fairly frequently and the player won't stay in one area for long. I tried to make the music (royalty free) for each area match the atmosphere, so I do recommend playing it to get the feeling. There's let's plays on youtube if playing it isn't feasible (and I recommend ManlyBadassHero's LP in that case).

A lot of my color palette issues came about because I made this on my old 2010 dell laptop and the saturation on that computer turned out to be super wonky and I had no idea. A lot of my artwork from that time was a lot brighter or clashier than I physically saw myself. I wanted it to be much more balanced and less saturated, but I only just got a new laptop without the saturation issues and the game's complete and 2 years old already.

I learned a lot from this project and it definitely has a lot of flaws, but I hope anon enjoys it for what it is!

 No.5171

I've played this before, good work bleet, it's pretty.

 No.5172

>>5171
Thank you very much! I'm glad you enjoyed it! I hope to do more with something like this in the future, because I really enjoyed making it.

 No.5173

I liked this game, the choice between the final boss was well done. Neat battle music too.

Of all your games it's probably my favorite, so I hope you got in a direction closer to this.

My biggest complaint were probably the talk portraits though. The faces were all pretty bland.



File: 1521262030679.png (401.56 KB, 530x300, Ahandung.png)

 No.5090[Reply]

I fucking love anything by Osamu Sato, LSD, Dream Emulator, Eastern Mind: The Lost Souls of Tong Nou, Chu-Teng, etc. It's so fascinating to research these games and everything else Sato has made.

Anyone else agree?

 No.5091

>>5090
Hell yeah

 No.5130

>>5090
Awww Heyulll Yeeaaahhh

 No.5133

here is his youtube channel

https://www.youtube.com/osd310

 No.5159

If anyone's interested, there is an online archive of all his games and shit.
http://satoarchives.com/



File: 1517957764295.png (31.46 KB, 115x94, kill me please.PNG)

 No.5048[Reply]

Why do Japanese RPG Maker games have more of a well-known following than say western RPG Maker games?
Is it because western indies are so full of themselves because they think their game is art or something?
Of course there are exceptions (such as OFF or Lisa the Painful, for example), but it just seems that people are more receptive of games like Wadanohara or Towelket instead of games like bleet's games or Sore Losers.
1 post and 1 image reply omitted. Click reply to view.

 No.5052

>>5048
Their priorities are completely different.
The western dev seems to focus on gameplay and implementing some robust gameplay mechanic, or making the game beautiful and distinct visually.
The jap dev on the other hand, focuses on story and characters. The popular RPG maker games all have story and character as the focus, not anything else. Even if focus was put to make the game appealing visually it's for the sake of characters and not for the sake of the game itself.

I would argue there isn't a correct approach, it's just modern audiences, or at least people who are willing to try RPG maker games lean toward preferring story/characters.

 No.5069

File: 1519376918010.png (28.98 KB, 350x263, Space_Funeral_9768.png)

>>5048
You forgot Space Funeral which was popular enough to get a fangame.

 No.5070

>>5048
They're not. Towelket is unknown in the west and Wadanohara got popular because of Tumblr.

Takamo's games, Penpals, Pom Gets Wi-Fi, Dreaming Mary, and Your Star were popular for their time. Fleshchild had a big fanbase too.

Interest in RPG Maker games has simply died in general.

 No.5092

RPG Maker is just way more popular in its home country of Japan.

 No.5132

>>5048
There are barely any western RPG Maker games that aren't memes or fangames. You've got your big ones (Off, Space Funeral, LISA, Hylics, etc.) and you've got a few dedicated creators, like bleet and Takamo. And that's basically it. It's not a popular engine outside of Japan.

You'll see a boom if one of the shitty bigger let's players ever get ahold of it again.



File: 1430442183372.jpeg (72.08 KB, 278x400, Metallia-303315-full.jpeg)

 No.3741[Reply]

Any Witch and the Hundred Knight fans, or???
1 post omitted. Click reply to view.

 No.5057

>>5055
>wish i could play it
How are you a fan if you haven't played it?

 No.5062

pc port when?

 No.5064

>>5057
im a fan of arpgs in general, i would like to play this game. sorry for the confusion

 No.5093

>>3741
Great yuri love story

 No.5129

File: 1524692497710.jpg (425.82 KB, 1280x1774, 145.jpg)

The OST is fantastic

https://www.youtube.com/watch?v=F-v1-GOe188
https://www.youtube.com/watch?v=T4yztyZPcyw

I wish I could play it but I don't have a ps3 or 4.



 No.5123[Reply]

Any Persona fans in the house?

 No.5124

What did you delete?

 No.5125

>>5124
accidentally fucking deleted a picture of akechi

 No.5126

>>5125
repost it



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