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/fg/ - Fangames

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See newspost on Uboachan front page - PHP Developer Wanted to Develop Secret Weapon (to win the spam war)

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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.

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

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Something beautiful that's what


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You may just be right.


Sabitsuki in banchou Mako's clothes is HNNNNNNNNNNNGHHH!!


Why are her pigtails censored


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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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How do you guys motivate yourself to play all the YN fangames out there? Once you've played YN, .flow, 2kki (and maybe LcdDem) you've pretty much played them all.
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Once you've played Yume 3kki, there's no need to play any other fangame, because no game will ever be better than that.


In a sense even YN alone had unlockable areas. Part after Uboa is a prime example.


>the unlocking of an additional Nexus door once you get to a certain area
Yume Nisshi also did something like this, where you started off with four doors in the nexus, and could unlock more when you reached certain areas or exited through the other doors.

Something I'd like to see more in fangames is the use of things like orbs (like in Me and LcdDem). I think they're pretty interesting and really go a long way to making people actually explore the world.


Sometimes I feel like drama is a big motivating factor around here


That's understandable. Viral works like that.

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Hi guys, here's a thread for DvD where you can talk/complain/debate/whine etc. about the game as well as its progress, its spinoffs (see: 4/01), and some other stuff.

I'm a skeleton/budding sprite animator, so I can pretty much tell you that the progress is heavy on sprite animation. At the moment we're working on Urotsuki primarily. God bless this goddamn walk cycle and god bless Pico.

Feel free to ask questions. Though I have to say that some are better asked on the forum rather than here.

(Also, if you are a sprite artist, please post on the forums if you're willing to join the team. Again, animation is one of our biggest priorities with the game.)



>The screenshot section on the website appears to be unfinished, showing off an older version of the game. Do you think there should be some pictures of the Sabitsuki update?

I'll talk to Mat about it. He runs the website.

>Also, how are Monoe and Monoko going to be turned into full characters?

The first thing is that the movesets are created for characters with tag in/out in mind. Monoe and Monoko are somewhat like exceptions because of their limited movesets, but the other characters in games like .flow, y2kki etc. have more expanded moves.
The tag in/out system simply hasn't been implemented yet, that's all.

As to your question about opening a window for background characters … we have to animate them, they have to have movesets first, though. If they have no interesting moves or distinguishing features we won't implement them. But adding a whole load of background characters would put an enormous strain on the animators and keep the game from being truly complete for much, much longer.

As for fangame protagonists, those are in the "Other" section - there are a few lined up, and even one that I'm handling on my own since I got permission from Saki Izuriha.
We're considering the idea of more fangame protagonists than YNFG side characters.
Post too long. Click here to view the full text.

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Ok next try, but this time no bashing Someday or Jojo will get mad/sad.

-Yume 2kki-

I felt it really really forced, shoving obvious simbolism in your face, areas so dissonant one to another.

You can see that there wasnt a real union between collaborators, also i feel being named Yume 2kki its a little too pretentious, trying to mislead people into thinking its the sequel to Yume Nikki by Kikiyama.
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>>10015 how's that paranoia working for you?

Anyway she didn't just gank music from other sources, that'd be too normal. She also turned the volume up. Way up.


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omg what the fuck is that TL
I bet the db meter is completely fucked up


ahhahahaha whaat?
for what purpose


God where was that ynfg … called like Demencia or something? It was just posted on the ynfg wiki.

Then there was another one that had stolen all the music from basically the top 5 YNFGs… Sushimon, you should know about that one, right?

As for me personally it's Miserere, Me, YNisshi and … hrm probably Hallucigenia. Haven't played new Me though so while I'm biased as hell, I can't say much about it now because it was updated.



Probably because she liked it so it must be as loud as possible. To the point where it clips horribly.

Ambient tracks for an atmospheric game need to be loud at all times.

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