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/fg/ - Fangames

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File: 1454379117457.webm (456.8 KB, 1280x720, test.webm)

 No.11301

I don't know very well how to explain this but bear with me
Four years ago I played Yume Nikki for the first time, and I enjoyed it quite a bit, at the same time I was really getting into programming and had become a full-time NEET
So I took my sweet free time and started cloning the RPG Maker engine onto the HTML5 Platform, my aim was to build an engine powerful enough so that It could run Yume Nikki flawlessly and possibly make it so a single instance could be played by a lot of people at the same time, so you could have the experience of bumping into other people as you play, with the possibilities of some minor interaction
Thing is, I'm lazy as hell and get depressed fairly easily, so the project didn't really ever get too far, biggest problem was that I couldn't build a disassembler to fetch all the vital data I need from the Yume Nikki inner code, and by that I mean general event handling, I also don't know the game well enough to clone it with the poor documentation it has, and by that I mean few strings of japanese scattered across it's RPGMaker file
The engine itself I was building, however, works fairly well, as it is it can mimic most rpg maker interactions fairly easily besides some graphical shenanigans, which weren't easy to handle at the time in HTML5, dunno if that has changed, most stuff works well like AI handling, Map building, visual layering, Event positioning and handling, memory management, Sound effects (Including, of course, the different sounds for different grounds), etc etc, it has some of the multiplayer aspect built in, but that's pretty much at 10%
Why I'm telling all this? Well, I didn't plan on going back to it, it's been untouched for years, and I don't even remember how it works right now, but recently there was a pretty good Yume Nikki thread on 4chan that got me a bit nostalgic, and honestly, it's a shame I could never got to do anything with it, reprogramming the entirety of Yume Nikki might be beyond my abilities, but even then, maybe I could work something out with it, maybe even a fangame, although my drawing skills are pretty much nonexistant
I don't really know what to do with this, but I'd really like to do something
Pic related, it's an ancient snippet I had around when still working on it

 No.11302

>>11301
I've noticed I fucked up with the spacing, so for your viewing pleasure here goes the same wall of text, this time with proper indentation



I don't know very well how to explain this but bear with me

Four years ago I played Yume Nikki for the first time, and I enjoyed it quite a bit, at the same time I was really getting into programming and had become a full-time NEET,
So I took my sweet free time and started cloning the RPG Maker engine onto the HTML5 platform, my aim was to build an engine powerful enough so that It could run Yume Nikki flawlessly and possibly make it so a single instance could be played by a lot of people at the same time, so you could have the experience of bumping into other people as you play, with the possibilities of some minor interaction

Thing is, I'm lazy as hell and get depressed fairly easily, so the project didn't really ever get too far, biggest problem was that I couldn't build a disassembler to fetch all the vital data I need from the Yume Nikki inner code, and by that I mean general event handling, I also don't know the game well enough to clone it with the poor documentation it has, and by that I mean few strings of japanese scattered across it's RPGMaker file

The engine itself I was building, however, works fairly well, as it is it can mimic most rpg maker interactions fairly easily besides some graphical shenanigans, which weren't easy to handle at the time in HTML5, dunno if that has changed, most stuff works well like AI handling, Map building, visual layering, Event positioning and handling, memory management, Sound effects (Including, of course, the different sounds for different grounds), etc etc, it has some of the multiplayer aspect built in, but that's pretty much at 10%

Why I'm telling all this? Well, I didn't plan on going back to it, it's been untouched for years, and I don't even remember how it works right now, but recently there was a pretty good Yume Nikki thread on 4chan that got me a bit nostalgic, and honestly, it's a shame I could never got to do anything with it, reprogramming the entirety of Yume Nikki might be beyond my abilities, but even then, maybe I could work something out with it, maybe even a fangame, although my drawing skills are pretty much nonexistant
I don't really know what to do with this, but I'd really like to do something

Pic related, it's an ancient snippet I had around when still working on it

 No.11303

File: 1454380525056.png (315.06 KB, 1063x605, 1441517688836.png)

To be honest, the whole YN world is pretty dead as of late, as the new trend shit is to make cheap horror games.
I honestly recommend you working on something different altogether, but your idea of implementing multiplayer interaction sounds really, really nice and something too cool to leave aside, so now I have mixed feelings about what you should do.
I think that it actually may work pretty nice if done, be it either a fangame or that YN clone; however, bear in mind my warning.

If you decide for the later just drop a post around here, I know japanese and how2RPGfucker so I can translate stuff for you and help.

 No.11304

>>11303
Is the scene really dying? Well, it was never that much active to begin with, but I was hoping fan projects such as yume 2kki were able to keep the interest alive

And about working on something different altogether, well, truth be told I also used the engine to try working on an horror game that didn't really have anything to do with yume nikki at all besides the general "RPG maker feel"

It was meant to be essentialy a co-op horror game where you had to escape a cursed building in 12 hours (which would be about 2~3 real time hours) by any means possible, even if at times that might lead to screwing over the other people you were playing with

But as I state before, It's a bit hard for me to maintain a consistent drive to do things, specially something that takes so much care. Besides, I really can't draw for shit, it really didn't go very well, I'm not even gonna post a picture of this one since it looks so ugly

 No.11305

File: 1454404300452.png (863.54 KB, 600x719, CYt4r39WkAA5XoB.png)

Unless some bigshot identity mentions or even brings up Yume Nikki, I can pretty much bet that the whole scene is dying if not dead.

To be honest, I'm actually surprised it made it till 2016. I have no clue how the scene is in japan and likewise have no clue how active the 2kki devs are at their chans. But I'm also guessing the numbers aren't as motivated as they were a few years back.

watarumaps best maps

 No.11306

If you dont know what to do with it then just opensource it, maybe someone else can find use for it.

 No.11308


>>11306
Thing is, I WANT to make use of it, I just don't know how to go on doing that, maybe I could work out some community project of sorts, or team up with someone who can help with the visuals and general aesthetics, when it comes to programming I'm pretty confident on my abilities

If I were to opensource I'd like at least to do something with it before releasing it, besides, as it is right now It's really not that useful for general use, there are no graphical editors or anything of the like besides a hastly put-together map editor, everything is built by command line, you'd have to be familiar enough with scripting to the point where you'd probably not need this to begin with



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