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/fg/ - Fangames

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New scanlations released!
All scanlations now available for reading and download through the Patchy Illusion Team Reader.

File: 1451612726024.jpg (125.04 KB, 550x400, 54368327_p0.jpg)

 No.11225[Reply]



File: 1441573526633.png (19.15 KB, 122x56, Untitled-2.png)

 No.10955[Reply]

What kind of character sprites do you prefer to see in fangames? Do you like to see new character sprites, or do you prefer the commonplace Madotsuki sprite edits?

As long as the Madotsuki sprite edits are relatively nice, I usually favor those over new sprites.
1 post omitted. Click reply to view.

 No.10957

File: 1441576217847.png (186.54 KB, 540x306, lookatyourface.png)

>commonplace Madotsuki sprite edits
Aka recolors, fuck that shit, it's not the fact that they are recolors, it just gives the impression of playing another fongom clone.

I have played lots of fangames for long time already and now I kinda beg for different things, even in those minor details, let's get real most fangames are literally the same thing.

A mado edit doesn't mean a game is bad or unoriginal, it's just a "ew" first impression to me.

 No.10958

My preference goes something like this:

Completely original sprite > Mado edit > RPG Maker default sprite

 No.10959

File: 1441589480176.jpg (42.87 KB, 512x344, TiZiwOE.jpg)

>>10957
same here

 No.10982

File: 1442491796658.png (19.36 KB, 137x114, yuppo.png)

I actually think Mado recolors are quite charming in fangames. Of course, it is fun to see original sprites, yes, but I do enjoy seeing what others can pull off with a basic Mado-type sprite.

Though, that's just my opinion!

 No.11224

I prefer Mado edits.
It feels more like a proper continuation f the game universe. I mean yeah, new sprites are nice but the original style is my favorite



File: 1404176496581.jpg (127.38 KB, 1052x587, 70a69b648e.jpg)

 No.9417[Reply]

Hi all,

I started making a small game which is greatly inspired by both Yume Nikki (for the world you can explore non-linearly) and Digimon World 1 (because you can take many forms depending on your stats).

The name has been found quite lazily: Yu(me nikki)Dig(imon)

The game was started for an RPG contest, made by RPG Maker (even though my game wasn't made with RPG maker…)

You can download the game here: http://contest.rpgmakerweb.com/game/view/id/707#.U7IHMbFReAI (thats my submission page)

If you liked the game I would really appreciate if you could share the link. Otherwise I just want you to play the game to have your feedback.
I'm going to continue the project (as there are still some bugs), but I this version can still be played and be enjoyed by most of you I think.

 No.9418

As to what isn't really explained in the game:

Killing creatures and collecting orbs increase your karma.
Karma can be use in the pause menu (X to open the menu during exploration), to increase your health, shield, dark, light, rock, or fire affinity.

I'm waiting for you feedbacks guys, hope you will enjoy

 No.9419

Please, don't be an asshole and don't use the fucked up mechanics from Digimon World 1, PLEASE.

 No.9420

Haha, the only mechanics I took from Digimon World 1 is the evolution system, the fact that you have many different routes for killing the enemy, and when you die, you go back to the "baby" stage.
I removed the "death from old age" as I didn't have time to balance it to make it an interesting mechanics (and I think that forcing you to die, if done well is really interesting: force you to restart a new path, and avoid being overpowered).

 No.9421

File: 1404213939076.jpg (107.98 KB, 1056x592, 886fb20be7.jpg)

Oh and, here is a screenshot from the battle screen.

There are 4 types: Dark, Light, Rock and Fire. Each types have strenght and weaknesses against other type (like in Pokemon)
When you start casting a skill, your type switch to the one you are casting, so will have to try to always take the type which is strong against the attack you will be receiving.

The battle system is much more dynamic than your regular JRPG and there really is a big difference between a good and a bad player, which what I think makes the game interesting.

Tell me what your thoughts are

 No.11222

File: 1451498910074.png (919.14 KB, 1854x950, ClipboardImage.png)

You may enjoy the web-browser version (I know I would).

https://dl.dropboxusercontent.com/u/30215159/Yudige/YudigeWeb.html

Give it a try ! Image and music produced by me



File: 1449936748785.gif (30.37 KB, 500x333, tumblr_nqycs8FhsR1rd379do2….gif)

 No.11193[Reply]

Does anyone know if Dream vs Dream has been cancelled? The website is down and their tumblr hasn't updated in months.
3 posts and 1 image reply omitted. Click reply to view.

 No.11198

>>11194
Never give up the dream

 No.11199

File: 1449983790630.gif (134.82 KB, 427x240, Touhou_Cirno_hue.gif)

>>11198
If you want to be delusional, go ahead. But before that, let me call bs.

Also, Cirno dubs always tell the truth.

 No.11200

I haven't heard news of it being cancelled, but at this point, it may as well be.

 No.11201


 No.11202

File: 1450014353451.gif (10.24 KB, 190x190, Cakerotsuki.gif)

I only saw a few things being posted in a tag.
Which is a shame.



File: 1449157065762.jpg (172.6 KB, 1366x768, wall2.jpg)

 No.11165[Reply]

Hi everyone. I'm making a fangame, and I have a doubt. (I think this is the correct thread. If not, corret me)

Well, there's this thing of the animation before changing effects. (Battle animations, I believe are the name. The default animations are nice, but I want to make my own. So, how do you do that? There's a base or something? A image that tells you where every frame should go?

Thanks in advance

 No.11166

>>11165
Hey, welcome to the site!
The battle animations format really depends on the engine you're using for your fangame.
If you're using RPG Maker 2003, these are the sizes you should use for the files:

Battle Animations
Folder: Battle
Image size: 480x480
Each cel in a battle animation is 96x96 pixels. This allows 5 cels per line and 5 cels per column.

Battle Animations (large)
Folder: Battle2
Image size: 640x640
Each cel in a large battle animation is 128x128 pixels. This allows 5 cels per line/column.

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

 No.11167

File: 1449164349914.jpg (182.15 KB, 600x420, gundere4.jpg)

Nice guy Sushi saves the day, I was going to shoot.

 No.11168

File: 1449173179358.png (24.36 KB, 615x84, Screen Shot 2015-11-05 at ….png)

>>11167
Fangame devs are an endangered species, wouldn't want my license revoked.



File: 1445479172692.png (47.48 KB, 1173x1509, tumblr_ma25yevyc91ra40qwo1….png)

 No.11046[Reply]

Does anyone have a download link for The Wire Gates? Google is being profoundly unhelpful.
4 posts and 2 image replies omitted. Click reply to view.

 No.11067

>>11051
Shit happens man.

 No.11091

>>11052
When is this coming out? I'm just kinda curious haha.

 No.11093

>>11091
Dev said they will have a demo soon but I'm not sure http://traumerei-project.tumblr.com/ I personally dislike every part of it.

 No.11094

>>11093
We all know you've already bookmarked the page and constantly follow it. Its okay though, we still love you.

 No.11095

File: 1446941660163.webm (649.25 KB, 640x360, SHUTUP.webm)




File: 1445772973857-0.png (80.21 KB, 800x600, Photo1.png)

File: 1445772973857-1.png (58.33 KB, 800x600, Photo2.png)

File: 1445772973857-2.png (124.92 KB, 800x600, Photo3.png)

 No.11055[Reply]

Anybody got here before? Is there anything to do there?

 No.11090

If you interact with the small creature in the third picture, it'll follow you. Killing it makes a message box appear with an ellipsis. After that, the game may not let you back into the arrow world. Haven't been able to get the arrow to show back up after killing the little creature.



File: 1379523113959.jpg (60.27 KB, 800x600, thread.jpg)

 No.8432[Reply][Last 50 Posts]

Hello everyone. So, I've played Yume Nikki this summer and enjoyed it so much that I couldn't resist to make a fangame.

Yume Nikki 3d was made in a few days and instead of using RPG Maker, I used an old 3d engine from the 90's. The alpha version is short and may be completed in 20 mins or so. Your task is to find three keys in random locations and open the exit. All locations are connected by portals. For the most part I tried to create my own locations instead of copying ones from the original game, and only a few places have references to the original Yume Nikki.

Link: http://www.mediafire.com/?or73j9j3kkq5h3e

Screenshots:
http://i.imgur.com/GemVU8N.png
http://i.imgur.com/RK8iODl.png
http://i.imgur.com/EAqStV9.png
http://i.imgur.com/TW2tTnh.png

Enjoy
203 posts and 42 image replies omitted. Click reply to view.

 No.11017

>>11014
It dont work. :(

I think you should include linux support, linux is rather large these days, even steam is supported and i bet many here cant afford windows and wont put up with piracy.

 No.11018

File: 1443909181329.gif (1.43 MB, 700x350, laugh_gandalf.gif)

>>11017
>i bet many here cant afford windows and wont put up with piracy.
Good one.

 No.11019

>>11017
>i bet many here cant afford windows and wont put up with piracy.
You know, like you could just have VMs or a small partition…

 No.11020

File: 1443994156146.gif (3.46 MB, 420x305, comingout.gif)

Just joking around a bit.

Madotsuki finally decides to escape the room, and outside she finds a typical low-class russian environment, complete with a curse word on the wall.

 No.11021

Playing this game again made me realize how much I need more 3D YNFGs in my life. Thank you for making such great games.



File: 1442511830709.jpg (11.43 KB, 222x227, images-6.jpg)

 No.10984[Reply]

I'm planning on making a Fangame, but could tell me the do's and don't of making a Fangame. (pic not related)

 No.10985

File: 1442513379798.jpg (159.27 KB, 800x800, smug_anime_face15.jpg)




File: 1438034616897.png (85.1 KB, 731x101, sucky dumb thinh.png)

 No.10855[Reply]

ITT: Bad ideas for a fangame you had before, but are now glad you never actually put in a game.

As for me:
>Homestuck inspired world
>A world where you were brought to the next map by randomly stepping on an unmarked tile

 No.10944

>one of the dreamers must get through scenarios demanding very quick response time, and they never get a fast movement Effect to help them

Instead, I'm giving that dreamer a completely different objective from the other dreamer(s). No, it's not "collecting orbs."h

 No.10945

Please don't make your dreams into Saw traps

 No.10973

>already did all of my bad ideas

I've come to the realization that there is hardly ever a justification for even a moderately sized looping map in all directions. Smaller, intricate, constrained maps are better. Or if you want looping, making it easy to navigate with sprinkles of significant landmarks and clear directions for those who just want to get through it is best.

 No.10979

>The hell maze is a reference to yume nikki and that makes it ok!

 No.10980

>>10979

Only if there are cues and hints that guide the dreamer rather than deceive them.

Also, for heaven's sake, make it look different. No more red shit.

YN + fangames are often lacking in the anti-frustration features.



File: 1441061748155.png (12.31 KB, 173x112, Waddles.png)

 No.10942[Reply]

Hello, I just recently found more Yume Nikki fangames, and I really want to play a lot of them. Do you have any recommendations? I've already played .flow and am in the process of playing Yume 2kki. I'm going to try out Me eventually.
I'm looking for games with lots of interesting and useful effects. That's what I loved about Yume Nikki. Well, not all of them were useful, but…
Also, it'd be nice if there's lots of places to explore.
If you can think of any fangames that fit those areas, please tell me! Thanks!

 No.10952

Ultra Violet is a very charming game. The worlds are all a treat for the eyes, and you can get an effect that allows you to save inside the dream. Please give it a try if you haven't done so already.



File: 1438602839289.png (59.75 KB, 480x624, FeutskiRevisedArt.png)

 No.10894[Reply]

Why aren't you playing Ignite? It's the best fangame.
1 post omitted. Click reply to view.

 No.10936

BECAUSE IT'LL NEVER BE FINISHED
NEVER EVER
Seriously, the creator has a problem with procrastination.
Feutsuki is still best protag, though. Second only to W.T.

 No.10938

File: 1440618532835.jpg (40.85 KB, 500x500, 1367420484206.jpg)

>>10936
>Seriously, the creator has a problem with procrastination.

What are you saying, this is the problem of 99% of the devs

 No.10939

>>10938
Moreso than usual in Forty's case.
He switches projects practically every month.

 No.10940

>>10939
Because who wants to be stuck doing a YN fangame? The idea of making one is quite appealing, but once you get started on one, it's not quite as fun as making your own original project. Most of the time it's just making tilesets and coding the same thing over and over.

 No.10941

yiff yiff



File: 1438408341587.png (153.35 KB, 500x267, 10 day nap.png)

 No.10886[Reply]

Favorite non-nihongo (secret elite speak for japan) fangame?

 No.10903

Gnosis. Though I'm excited to play Dream Genie though I haven't yet.

 No.10904

>>10903
Agreed, the art is superb and the author is not desperate for attention, which is a great plus.

 No.10905

File: 1439428540319.jpg (74.3 KB, 398x604, yumenisshidev.jpg)

>Implying I would ever like jap trash
ching chang chong much special fuck westerns

Miserere btw

 No.10937

Somnium is best.



File: 1428181441848.jpg (22.29 KB, 550x310, 1428135866972.jpg)

 No.10304[Reply]

ITT: Things that you're tired of being repeatedly used in fangames and don't want to see anymore.

For me it'd have to be mazes or worlds consisting solely of poorly done blood and gore
28 posts and 17 image replies omitted. Click reply to view.

 No.10344

File: 1428344641253.png (82.57 KB, 298x422, 1424654492895.png)

>>10343

>I think the biggest problem is that most of the games are basically the same game with a different look. This would probably be fine if the type of game we were making had some kind of gameplay that made up for this, but YN basically has no gameplay at all.


Because they're fangames. You know the Pokemon franchise? Although it's dressed different with a different story, it's still the same old formula of catching them all.

But then again, each Pokemon game that comes out has new gameplay elements to keep players from getting bored and continuing to buy the games, so you're not necessarily wrong. More developers could stand to put their own original content and ideas into their games, but if you stray too far it won't even look like a fangame anymore. And that's what pissed the people above off.

 No.10345

>>10344
Just because it's a fangame you don't necessarily have to make a exact copy of the original gameplaywise. For example, wouldn't you consider Dream vs Dream a fangame?

I'm not saying you have to be that radical, but if you ever want me to start playing fangames again more than once a year, you'll need more than a wanderfest to get me interested, no matter how pretty the wanderfest is.

YN was a wanderfest. And that was fine, because it was the first of it's kind. It worked because it was new and unique. But it's a type of game that does not stand being played over and over. You need to put something in the wanderfest to make it more interesting.
You can still HAVE a wanderfest, but you can also have gameplay, and you SHOULD. If I ever make another YN fangame I will definitely have some kind of gameplay.

You can still have all the things that made YN unique, like weird locations, mysterious creatures, exploration, dreamlike landscapes and the general mood of the game. Fangame is a broad enough term that you don't need to make a copy of the original to be able to call it a fangame.

 No.10346

>>10345

DvD is a fangame because it uses characters from Yume Nikki, specifically meant as a tribute to Yume Nikki. Other games are fangames because it's made in the same style as YN.

I'm not saying you're wrong, you pull many valid points. There's over 100 fangames these days full of the same exact thing. It's getting old, but there's only so far you can go from the source formula before it stops being a fangame.

Gonna make a new thread for this debate, since I'm quite interested in knowing how far others think a fangame can go before it stops being a fangame.

 No.10888

File: 1438429179559.png (21.8 KB, 640x480, passed out on sand whoops.png)

you know those long, diagonal pathways that force the player to alternate between two directional arrows in rapid succession in order to get anywhere?

y'all need to knock that off.

 No.10913

>>10888

this image is making me laugh way harder than it should
but yeah especially when there's a method to walk diagonally it's a teeny bit lazy spose



File: 1438410850450.png (15.94 KB, 640x480, ScreenShot_2015_0801_01_29….png)

 No.10887[Reply]

Why do fangame-makers still think stuff like this is fun to explore? It's just the same stuff going on for who knows how far… I'm a pretty big liker of fangames, but I'm all for getting rid of the trend of objects sitting on top of a parallax background.

 No.10889

No one thinks that is fun to explore, they just lack the talent and brain cells to do any different.

 No.10892

File: 1438469104514.jpg (26.7 KB, 320x240, creepy sad music playing.jpg)

>>10889
True. These types of maps always seems to be insubstantial bullshit. Prolly why I really like wataru's maps in 2kki. Those maps really are fun to explore.



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