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/fg/ - Fangames

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🎉🎉🎉 Happy Birthday Madotsuki! 🎉🎉🎉

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Hi, I'm a newcomer here but have lurked a small, teensy while. We (my dev partner in crime and I) have a game in the works that I believe is far enough along that it'd be worth sharing here.
To be frank, this started out as a fangame but veers further and further from that initial vision. I believe it shares an artistic vision with fangames in that we want to make the player explore and keep playing to see more of the game's visuals, but otherwise it may be more akin to something like Space Funeral for example. There is a traditional RPG system and focus on gameplay with more defined goals and minigames, and we've tried our hardest to make it actually fun and another reason to want to keep playing. If it doesn't fit here, I understand and apologize.
Without saying much more, we try to give this game an identity with the hand-drawn aesthetic and more focus on humor without resorting to being offensive or tasteless. There is also a far more concrete plot, but it is absent from this demo- which you can grab here:


There's more info like credits/to-do list in the included text files. Hopefully it's alright to post here and you guys enjoy it.


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>To be frank, this started out as a fangame but veers further and further from that initial vision.
If you don't consider it a fangame anymore, then you should post it in >>>/og/ instead of here. To be quite honest, this feels more like a surreal adventure RPG instead of an exploration game like YN/YNFGs.


Oh, okay. I suppose there's no way for this to be moved on an imageboard though.


Certainly not a /fg/ thing, but the game looks awesome, it's different, and different is good in my book, graphics feel very nice, gj OP.


Moved to >>>/og/3794.

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I'm currently developing a game in unity and wanted to ask help from this board in particular. I'm not quite yet ready to show anything yet (everything is in early stages at the moment you can only move and cycle through a test effect menu as well as use a few test effects) but I wanted to get feedback on certain things.

In a month or two I will present the more intricate details about this game, and its style.

Here are a few things that I've finished or am confidant in saying:

The game handles pretty much exactly as Yume Nikki handles.

The perspective is similar to the perspective in RPG maker simply in 3D. This gives a bit more freedom in regards to camera angles.

The Effects menu is now a small scrolling set of items which can be cycled using "Q" and "E" alternatively if you're using the YN control scheme you can cycle through the menu using "A" and "D".

When all of the visual GUI components are completed, the menu will present itself visually as a thought bubble above the player's head. There, three items are shown, the Effect you're currently using, the effect before it and the effect after it. The menu will endlessly cycle and is smoothly animated. You can confirm your choice using the "spacebar" or "enter" keys or simply close the menu.

I'm trying to remove most screen covering menus with alternatives like that to make everything feel a bit more natural.
Post too long. Click here to view the full text.
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Here's the updated version of the save menu.

Hopefully within the next couple of months I'll have something a lot more interesting to show you all. Within the next few days I'm actually going to start creating the first incarnation of the starting room. I'll be back when that's done.


may be i can help you by some point. write here what you need and if i can gelp you i will.
unity is FREE for non commercial use


I think programmer should set up environment for visual artists so they can easilly make their worlds.
now i dont programming anything because of depressive episode but in future i may programm a nexus and general purpose scripts to ease work of visual artists
i also think of architecture where general purpose scripts like cast effect or change self model to visualise effect compiled to dll or embedded to exe and unity scans folder for user scenes, places doors in nexus scene and teleports gamer to scene when door activates.
for example.
so for designer or visual artist there needs only few scripts



also the nost annoying thing here is model animation. even if anon want to make models he also need zbrush or something like that to create custom models.

but in unity 2d may be used sprites from any projects if it author wants to participate


This project is pretty neat overall, anon. One of the things I was going to suggest was that rather than using full 3d models you should do a 2.5d system; that makes it much easier to implement characters as well as giving the game a more RPGMaker-esque look and feel. Paper Mario-esque 3d sprites sitting on planes, basically.

I've got some experience working in Unity and C# so let me know if you encounter any problems and maybe I can help out. I've also got an Oculus Rift DK2 if you're interested and need a tester.

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Im swimming in a goddamn sea of wips and this is annoying, are there any good finished yn fangames except .flow
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If you have an account in niconico, you can compare it with "standard" Microsoft MIDI's synthetizer sound (which is shit) with th ost:


Alternatively, you can do as >>10634 said. Archo SoundFont is pretty cool.
However, bear in mind that it consumes more CPU resources, depending on the buffer and latency. If you're installing it, make a restart point for the OS in case you want to uninstall it later.
That's why I recommend buying a synth instead of a soundfont, but well…

>do you use it personally

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T-This arouses me.. Im hobby musican and I got a mighty need of getting it. Sadly with my income (0) I won't get it for one or two years rip me.
I compared it to normal midi and it sounds gorgeous, it's probably worth for the money, sadly I have no idea how to use these things wich makes me extremly sad.

That could work too, if it works with rpg maker 2k3, or is it an software that replaces the midi player for the computer?

As well for my search of finished(games with endings) yn fangames, I tried Yume Graffiti, wich is pretty pleasing to play, and I still have to figure out how to get the other ending. I took a look in Amihailu in Dreamland, wich does look intresting, but I don't know. I might go for DID next, and gonna check the wiki for more games.

does anyone know about "The Other Line"? it's an older fangame i used to love but i don't saw any updates from the creator


>That could work too, if it works with rpg maker 2k3, or is it an software that replaces the midi player for the computer?

VMIDI synth is a "software" synthesizer, contrary to "hardware" synthesizers like SC-88/55, YMXG, etc.

It basically "replaces" Microsoft MIDI Synthesizer with any SoundFont (AKA an "instrument bank") you load onto it.
The sound samples of windows are hideous, and with a softsynth you can replace those by more dynamic and realistic sounds.

So, ANYTHING that plays MIDI will use the new synthesizer (In the case mentioned, VirtualMIDI synth) with the soundfont of your choice.

As I mentioned before, if you're planing to test it, make sure to mark a restart point in your OS. I installed it once in an old notebook and the CPU didn't stand it too much, even when I downgraded the latency and the buffer to the minimum respectable level.
If you trust your computer isn't old or shitty, chances for this to happen are low, but it's better to foresight any problem and hand over a solution beforehand.


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why didn't i knew sooner about this


you need huge buffer if you cpu overloading/ latency will be huge too because uf buffer. low latency/buffer can be only if hardware good enought

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General design discussion, because there should be one (but really it's because I could use the advice).

1. What kind of music do you prefer? YN style, where it is either ambiance or very short loops, or an actual soundtrack (which would make the game's filesize shoot up)?

2. What ratio of doors in the nexus to total number of dream world in the game is best? Say a game has 20 different dream worlds, and the nexus has 12 doors, that means only 40% of the games areas you have to find by exploring. But if it was a ratio of 20 worlds to 5 doors, plenty of the game would be explorable but the nexus wouldn't have very many doors. What ratio do you prefer?

3. Would it turn many people off if the ending wasn't very ambiguous, thus leaving little room for speculation and theorizing? It's definitely part of YN's appeal, but would most of you like it if this rule was broken?
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They're great


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I think they suck, or, it must be quick. Being stuck in the same room for more than 3 minutes kills my thing.


Oh wait, >>10583 here.
I thought you mean puzzles like the ones of 2kki. The in-game, decisive-for-the-sake-of-moving-forward-in-the-plot kind of puzzles aren't my thing either. But if you meant side-play puzzles that add insight of the story or new data that you wouldn't normally get through the normal gameplay, they're more than welcome.


YN's effects are scattered pretty well throughout the worlds. Some areas have effects while plenty don't. By my estimation there were less rooms with effects than there were with effects to find, but I could be off. What ratio of effects to areas would be not to thin and not to thick? Of course, ideally there should be plenty of events in a game and at least one point of interest in each area.

I'll keep all the puzzles in the side goal then. It should work out fine as I already have a side story portion planned, although now I'm not sure if I should keep the hint system now.


Not sure why you're trying to focus-group the development of a fangame though. At the end of the day it's really not gonna matter what we tell you we like or don't like because we're such a small sample you might as well just do whatever it is you want to do or read the various fun/mock threads about dumb things devs do.

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Yasumeru Version 0.00+ is here!
Now with:
>A new Nexus door
>Two new effects
>A whole bunch of bugfixes (Shout-out to Ichini-san for bugtesting!)
>Some extra polish and shine
>A computer menu with 7 unlockable wallpapers
>An ending
And more!

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I know it says it's "RPG Maker Tumblr" but it's basically another in a long list of (unsuccessful) YN Fangame dev boards. Now taking bets on how long before this one's a ghost town!
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I might join myself but not engage with the community much, I don't want to send the wrong message because I love uboachan


I was talking to a friend about this today and realistically, will it actually play out? How many recent collaborative efforts actually published something? I can think of at least 3 that didn't. Everything's very uncoordinated.

Anyway it's kinda funny because I actually was teaming up with others to revive Indiesomniac but it's probably dead forever now that this exists. I'm unsure how long this board will exist but the enthusiasm seems strong in this RPG community.


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This thread has nothing to do with uboachan or /fg/, plus the discussion derailed to talk about other forums.
This is breaking rule 10, advertising with misleading information, and also is unpolite as fuck.



When I originally posted the thread, I'd been linked to the forum from a known FG dev resource (which has since distanced itself a bit) and 50% of the members were the usual suspects. Besides, it's not any more of an advertisement of an off-site board as any of the other threads about new boards were—this one just had a surge of membership from a different community I couldn't have predicted.

Also, /fg/ is largely dead anyway and the remaining threads are all poking fun at the community at large. Though, I agree, this either belongs in /ot/ or in the trash now.


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see pic

>/fg/ is largely dead anyway

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Can we have a thread for removed content? I remember there being a white room in a much, much earlier version that would have no exits once you entered it. I've never been able to find it since I first started playing the game, and I assume there is a lot of content like this that just disappeared with updates.

Also, this guy.
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Here's a few of the earliest versions put on the developers' uploader.jp.


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This actually makes an interesting call back.


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Do you think we should make distinctions between removed content that was changed (i.e: 710's nexus maps), removed content that has files still in the game (i.e the platform game that was referred to in >>11325) and completely removed content (such as the white room with black objects)?


That idea sounds more organized and neat. I like it.

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Just checking this place out…


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summer pls go


General banter with no specific discussion topic goes to /ot/. /fg/ is for fangame discussion.


Moved to >>>/ot/12741.

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Uboachan I'm bored give me some dev fag stories
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Don't bleet yourself up over it. Like I said here >>10515 , a lot of us here totally get it. I'd like to get some work done on things too once summer starts. We could work on it (I mean time management and getting projects done and stuff) together. But don't feel guilty about a project, that'll probably just hurt motivation because you won't want to think about it


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>Revealing our secret plans to the public
You will face martial court for this


>Find Uboachan in 2009-2010
>Decide to make Madotsuki recolors in MSPaint of myself
>Play around with the idea of making a fangame of me for my friends and I to play
>Give up on it
>See someone make a thread on uboachan, "Make a short fangame in a week" or something like that
>Heck yeah I can do that.
>Use some old assets from original game
>Get way more in depth
>Avoids all other projects until I finish this game
>Four years later I still haven't finished the game.

I took a year-long break and am trying to finish at least a prologue to the game but it still feels overwhelming.


Moved to >>>/ot/12595.

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Why are all nippon fangames the same shit
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Don't be like that I mean, OP is "Why are all nippon fangames the same shit" what did you expect?
Let's not… Let's NOT


Crap, they found out.
Retreat everybody, commies are heading this way.

All this last activity we had these past 2 weeks are just random sprouts of stupid "no im better then u" "prove me wrong fegget" "ever1 ITT must sux my dick" kind of forced fights.



Yeah but this garbage has basically spilled into pretty much every /fg/ thread that isn't about a game, pushing them all off the front page and displaying to the public that what we actually care the most about is who fucked up this week.


Right, you have Mishka's thread in page 1, there are others not so far away, why not just giving them a bump then?
We could easily get back in track to the time in where devs were not divas.



>I really disagree. It's not a concept you can really do much with, so if the execution isn't completely awful it appears competent by default. In short, not difficult to do. Why congratulate them for being safe with one of the simplest, easiest concepts to make a "game" from?

I'll give you that because you're right.
I guess I've just grown cynical on the subject; largely because of this.

>On the other hand, I agree with this. You can "push boundaries" while just being every bit as lazy and unimaginative as your counterpart.

Just because (insert western game here) added text or some other basic concept to its game doesn't suddenly make it creative, or even good.

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Hi ubuu, found some edgy shit about me on the internets that is fucking hilarious, wanna share a laugh?


My favorite parts are:
>always moving under shadows , moving the threads of social networks and manipulating people with absolute power, hatred and ego.
lol a mix of batman returns and Shishio from Rurouni Kenshin

>They are a secret society of Uboachan (AKA ILLUMINATI)

>they gather in IRC chat rooms and build stupidly complex plans to gather entire communities into self hatred and “board wars”
I fucking lol'd, reminds me of this https://www.youtube.com/watch?v=O2rGTXHvPCQ

>using many fake identities and even hacking emails,

If it was that easy I'd be rich now.

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>no cirnoget


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>As funny as this is, there is always a probability somebody may take this seriously and, while I don't care much about what dumblr thinks about me, I don't like it being marked as a "bash" center with "SECRET SOCIETY KOOL KEDS CLUB" and loonix hackers persecuted by the NSA.

aw my little chesir is growing up isnt he cute


Okay, you win, it would be pretty cool, nevermind everything, this is a hacker site now, every ubuuchoner uses gentoo and is part of anonymous and bullies little spanish forums.


just to clear up any misunderstandings, ubuu never ruined flux and i just left for a while.

i'm always here in the backseat watching the shitstorms happen and it's all so entertaining. sorry for being a whiny pissbaby before lol but i was young.

also i'm posting FLUX to /og/ when i feel like i'm ready to make a thread.

chesir recommended i post this. check my dubs

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A debate from >>10304 sparked my interest, so I'm making a thread for it. How far do you think a fangame can stray from the original formula of Yume Nikki before it stops being a fangame?

There are traditional games like .flow and 2kki that are great in their own right, and then games like Fleshchild and Hell Diary that are also nice, but have lots of original content.

Hell Diary for one confused me quite a bit, since I didn't think it could be classified as a fangame. How far do you think a dev can take their game before it's no longer a fangame?
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In general terms I think a fangame must have a very strong focus on the "dream world" and the dream world should tell more of the story than the real world does, if it does at all. One should be able to construct a theory on the "dreams" the PC has alone, with YN's theory board being an obvious example. While the real world can influence or provide some clarity, the main goal of the game is to completely immerse in the dreamscape and derive most important characteristics from that medium.

Of course there are a lot of games that follow that kind of format in different ways, so more specifically: the worlds should vary moderately in how abstract they are, there should be symbolism more than concrete evidence of the plot (for example, monoe's smug smile implying she might be a bully in real life versus monoe actually bullying and treating madotsuki badly in her dreams), an ability to roam almost entirely freely, perspective/graphical warps (think famicom world), little to no sensible dialogue, and in return the waking world should provide very little, if any plot relevant information/events.

tl;dr dreamscape is most important, plot/characterization needs to be symbolized, player can really only theorize what's happening

For every degree the game strays from (ex. adding copious/sensible dialogue), it becomes less and less of a fangame.

But there's also >>10348 to consider. Though I agree anything with canon characters in it is a fangame no matter how it's executed, I guess I discussed 'original' ynfgs with the stuff above.


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When the only connection it has with yume nikki are only references and nothing from the gameplay (or even the idea) at all.
There are thousand of games, movies and books about dreams; the fact that in your game they have relevance doesn't make it an insta-fangame, neither it does that is loosely based on the idea of "go to sleep, get some kind of thing like an effect, ok thats it gratz broh". That's just a game with yume nikki's most classical and basic input from the player (effects, dreams) hard-glued onto your game, and to be honest, it feels extremely forced and out of place.

There are fangames that aren't an exact copy of YN since they add great ideas yet they don't deviate themselves too much from the general feeling. For example, The Looking Glass. Yeah, yeah, story, lots of dialog, relevant characters rather than dull non-speaking NPCs, but it still was a pure fangame at its core: simple exploration through an odd world with strange characters, and you could build thousand of theories about why such a thing was possible.
The thing we loved and adored about Yume Nikki wasn't just walking through deep-meaning art w/ scary NPCs and 2deep4u imagery, it was that we could spend hours just THEORIZING why everything was that way. It was discovering that things weren't placed there just to look pretty and make us guess why vomit-chan was so fucked up and then keep moving to the next scene.
In the last years, it feels like most of the newer fangames are just trying to copy the "uh, this is weird and makes me uneasy" feeling rather than trying to build a strongly-based meaning behind why they make their things. Instead of thinking throughfully what they're trying to convey, it feels more like they're trying to appeal the "dark" side of these games fans and they forget what's behind the main stage, which leads to the classical "MC is hikikomori, was abused, possibly raped, bullied, and then proceeds to end their life at the ending".

Now, there are excellent fangames that gave one step forward this idea of meaning-behind-the-scene and "deep teen hikiko" cliché and turned out quite nicely, being Miserere an example. Leaving candy-eye graphics aside, the game was great because you could see how deteriorated was Kenshin-chan's mind due to solitude and how it was slowly developing into a great mess. And even then, the main feeling during the whole game felt really yume nikki-esque.
There was this game Post too long. Click here to view the full text.


Lots of different ways a game can be a fangame (Yume Nikki 3D, Dream vs Dream, that one platformer, even a theoretical 100% Orange Juice-esque game with Yume Nikki characters, all fangames as they're all derived from the original Yume Nikki), but in the sense of just an RPG Maker exploration game…

Honestly, it's a pretty gray area. In my opinion, it simply has to be an open world game where you collect things. Surreal worlds, similar sprite style, those things tend to help but aren't entirely necessary. Heck, you could probably get away with making a cutesy pastel pixie explore a calendar, go into different holiday worlds like Christmas or Halloween, and find things like a Christmas tree or a carved pumpkin, all with a sickening sweet 60s family friendly feel and I would probably consider it a fangame. But then again, it also depends on the context in which it's posted. If the dev says it's a fangame, or if it's first posted on a site like Uboachan, I'd probably consider it a fangame. If the dev said it wasn't, it's be a game with similar gameplay but separate from the original. It's a really vague area.

Though, a dev saying their game is a fangame doesn't automatically make it a fangame in my opinion either. Say Fleshchild for example. I wouldn't call it a Yume Nikki fangame, it's something all it's own at this point. You collect stuff, but it's linear, and the linearity really takes away that Yume Nikki feel. Still a good game, but not what I would call a fangame (nor does the creator anymore, I think).

Oh man, people still remember You May here.



>Hell Diary's fangame status

Originally it was pretty much your standard fangame; it just had equippable magic in addition to the effects. After that I decided it'd probably be easier and more sensible to make it a completely different kind of game because it was clear I really just wanted to do something else with it. Which is why for the longest time newcomers were probably wondering "what's this doing here?"

I think that any surrealism-based adventure game could be called a Yume Nikki fangame within reason, if you cite it as an inspiration and you're honest about it. Hell Diary definitely isn't and I quickly realized that, but I'd consider Amihailu in Dreamland one even though the gameplay is very different in many ways. The main character is bizarre and difficult to understand and the world is surreal, even though the trappings are in a tile-based version of a 90s point-n-click and not explicitly set in a dream.


It's probably hard to draw any specific line and say "this here is a fangame, this is not". I think a large part of it lies in the intention of the gamemaker. If the aim is to make a fangame, chances are I would call it a fangame even if it deviates alot from the original unless it doesn't share any similarities at all. For example a game that looks and plays like Counter Strike with no characters or locations from Yume Nikki, I would be hard pressed to call a fangame of Yume Nikki. I doubt that would ever happen though.

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 No.502[Reply][Last 50 Posts]

The Other Line is a fangame that I've been working on for some time. In this game, you enter the "dream world" through your telephone and save by making markings in your wall. The game focuses mostly on pure exploration. There are effects to collect, but they're mostly just to either help you explore more of the "dream world" or just for fun/cosmetics. (The "goal" of the game, or rather, what you have to do to get the ending, has not been decided as of version .05, but more than likely the effects will tie into it somehow)
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That's already been changed tho. They're closed in that screenshot because he's getting up from bed, but if you look on the blog, there's a different screenshot that shows him with open eyes :p



I'd follow the /og/ thread if you made one. I played one of the earlier versions a few years ago and some of the areas were comfy as heck.


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Thanks for the criticism. You don't have to worry though, because as >>10083 said, they've already been changed (see screenshot).

I'll consider making one, but for now there's not really much to say. Thanks for the support.


Anyone have a mirror link to DL?


Dude, just wait until PSI releases the next version.

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Hey Ubuu, have a thing I've been slaving over for the last 3-4 days.



Sure this is nice, but couldn't you have posted it in its thread?


I simply hadn't been able to find the game's thread last night when I posted this.


I was unaware that another person had translated this game, as it's been a while since I've read the ultra violet thread extensively.

That being said, think of this as an alternative rather than a replacement. I'm not here to steal anyone's thunder.


Ah, that's ok. Normally, most of the games are listed in the sticky; but if by any chance you can't find some, you can try the search function (check the board index above, in the block which says rules / faq / search / archive / manage).



Thanks anyways for sharing a new translation! I'm sure you put a lot of effort into doing so.
IIRC, I wasn't really that fond of the existing translation anyways, I'll check this out.

I wonder if Ultra Violet will ever get updated or if it's abandoned.
I enjoyed playing it, it's got really good quality for one of the less popular fangames ;_;


I don't even know how I missed the search function, but then again, I've never looked for one before on this site. Sorry about that.

I basically poured all my free time into it the last few days, so I'm happy it's wasn't completely for nothing.

I have no idea if ultra violet is still being updated, but since I can't seem to find gozo-ropp's twitter account anymore and saw that he has deleted all his Pixiv uploads related to the game (save for one), I'm not feeling too positive. It might or might not be abandoned at this point. Still, I hope that's not the case, as it's my favourite Japanese Yume Nikki fangame to date.

File: 1396332573021.png (3.5 MB, 3600x1734, DreamvsDreamLogo.png)


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File: 1396406110633.png (388.7 KB, 798x595, awesome skeleton hell.png)

Something beautiful that's what


File: 1396413444137.png (Spoiler Image, 310.16 KB, 795x596, hawt.PNG)

You may just be right.


Sabitsuki in banchou Mako's clothes is HNNNNNNNNNNNGHHH!!


Why are her pigtails censored


File: 1424654475253.png (977.87 KB, 800x600, Ack.....png)

Why am I playing this game only now, it is just like a dream come true!
The art, the things, all the damn endings, ah I can’t deal with all this awesome ;u; Laughed so much I cried. It was too beautiful and perfect.

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