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/fg/ - Fangames

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🎉🎉🎉 Happy Birthday Madotsuki! 🎉🎉🎉

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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.

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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.
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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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…or just an excuse to show off my cosplay, but I hardly see any fanart for this game and it makes me sad :( (my hand isn't bruised in the photo, that's marker)
Theories/fanart/what you liked/didn't like about the game/etc
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Wow, really nice!


Wow that cosplay is awesome, great job!


This should really be in /cos/. Moved.


Moved to >>>/cos/1150.

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There are more maps for the Yume nikki fangames like this one?

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Okay, on the Fangame Me, I popped up this minigame (Dog's Day) and loved it because it was so intentionally awful. It's my favorite minigame out of any other fangame.
So, the first time I booted it up, I beat it. I died a few times, but I beat it after like five deaths.
And now? I have no idea how to beat it.
I'm pretty certain it just suddenly became literally impossible.

This part right here:
How the hell does anyone get past there?


Get closer to the bush and jump. The jumps go in diagonal.


As soon as he jumps right at the bush, his legs touch the bush and he dies.
This is only happening for the second bush, and not the first bush.
It's not like I'm tryharding to beat it again, but I just find it odd how it suddenly became impossible.


Typo, typed 5 instead of 6.

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I'm looking for a fangame that was posted here years ago. I don't remember much about it, but I made a quick mockup of what it looked like.

I remember it being pretty bad.


… Me?




>posted over 5 years ago


I liked how he refused to call Yume Nikki by that name and insistently referred to it as Dream Diary even though literally nobody else does

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So this whole little scenario was awesomely creepy. Glad to see you took this farther, it was one of my favourite events.


It was beautiful. Thanks yo, for coming again.


I like this game quite a bit. I'm glad there is an update. It felt like one of the most promising fangames when .02 came out. I sent you an email before and you said you were dealing with school, so don't worry about the delay.


So, has this game been abandoned?


>It is currently on indefinite hiatus.

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New version:
Title bugged
Still without load/save
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Learn tumblr devfagets, this is a game


Awww ye


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omg omg thanks for all your comments, especially M-256 who has return from her grave,
I add some gif showing up the battle thing I've made this week, which it's pretty funny and buggy. as always


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Holy shit! that weapon is pretty more interesting than a knife


combat too? god damn you're going all out with this, i'm excited!

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Hello /fg/

I found Uboachan a year ago and posted a few things here on making my own fangame. I've been a huge fan of Osamu Sato works and Yume Nikki for the longest time, and I've always wanted to try my hand at making a "fangame", even though I don't think I would stay very true to the original Yume Nikki- I like to make it my own thing.

A year later, I'm still in on the idea. I have entire levels planned out meticulously in my head, I have ideas on characters and how I want to spin it around how I've felt in the past few years. But the problem is getting it out on paper. I feel like I have "Blank Slate" syndrome, where I just end up staring at the default RPG-XP graphics staring back at me and don't know what the hell to do as everything circles around me. I'm not a good sprite artist and I can't make good music (But I could get somebody to do it but probably only if they knew I was going to finish the project) and with generic RPG city tunes and the default player sprite walking around bright grassy fields I can never get in the mood to actually START my project. I've taken a break to do university stuff and learn how to draw as it's a skill I've always wanted to have, but it's always been nudging me in the back of my mind day by day.

Does anyone have any tips for somebody starting out? Ways to keep inspired, ways to get into the mood, ways to start from a blank slate and push yourself forward until you really get in the groove of developing?

PS: Sorry if this isn't the board for this or if stuff like this gets posted a lot. I lurked around the programming thread for a while, but I don't really have any programming questions.

(Artist of image is Zdzislaw Beksinski)
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Some people just have a hard time starting, bro. Shit's hard. It all takes quite a while and it's quite a task.

Imagining a game and making a game are VERY different.


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That's my point. The whole thing seems like just a good fantasy coming from OP. If OP had been atleast a bit serious about his game, he would have notes written down, sketches drawn up, probably even an alpha version, especially now that it has been a year.

But I can get that the OP is looking to push himself out of that state. In which case, I recommend a little, unlined notebook everywhere you go. Ideas aren't thought up while sitting down, sipping coffee, waiting for it to happen. Ideas will pop up any point in your day and its your job to take it recognize it and jot it down as soon as possible.
As someone who doesn't really make games but rather in the advertising environment, I suggest you don't think too deeply when cooking up ideas. Of course, this generalized idea only works for base ideas like what your theme for this world will look like for example.

Also google mindmap, its a really good way for conceptualizing ideas.


I have written mostly everything down in notepad on my time off from work, I just failed to specify in the original post

but thank you for your advice everyone, I have been slowly working on learning how to sprite over the past few days. I have drawn concept art fairly recently as well, and am currently in the process of trying to translate it to sprites.


If you have levels already planned out, draw them out on graph paper (roughly) and see if they work. Head space and real space can be surprisingly different.


The best tip I can give you is start and don't stop. I'm one of those people that easily falls prey to not finishing stuff if I stop. (Which is what happened to my own fangame… At least it wasn't released at any point.)

General tips:
- Work on the most story essential stuff (as far as you have a story) first and finish it. Padding can be added later.
- Add your own flavour to your fangame. Even if you don't stray from the standard formula of exploration and getting effects, it's still a good idea to add something that makes you game identifiable among the crowd. E.g.: .flow is recognizable by its gritty, industrial style with body horror as a common motif, Ultra Violet has a lot of pastel colours and bunny-themed things, stuff like that.
- This is more of a personal preference, but avoid adding a hell maze. These worlds are commonly hated among fans, lack creativity and they often don't add anything to your game other than frustration. Smaller mazes are fine, though.

Some tips for pixelart:
- Practice small pixelart and go from small to bigger. Bigger pieces tend to take more time and patience. Find a scale you are comfortable with.
- Avoid using 100% black and 100% white, especially together. (Same goes for any highly saturated colours, like the ones commonly associated with MsPaint). It really strains the human eye to look at such intense colours. If you look at e.g. the White Desert in Yume Nikki and compare that to 100% black and 100% white, you'll see that the White Desert uses less intense colours. It's fine to use these for e.g. sketches and temporary lines, but in finalized pieces they should be nowhere to be found.
- Avoid pillow shading at all costs. (This one counts for art in general.)
- Try thinking of each tile in RPG Maker as roughly a 1x1m or 3x3ft square. You don't have to take scale too seriously, though, especially if you stylize rather than go with realism.

For music (finding music - I can't make music myself):
- I tend to prefer Japanese resource sites as they usually aren't very strict with any non-commercial use of their stuff. Try looking for loop sections as these are in general more fit for games. Do take note that some songs end with fading out music rather than cutting off to start again if you use MP3/OGG music rather than MIDI, so always check how it ends.
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