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/fg/ - Fangames

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Captchas didn't work. Sticking to janitors while we try to think of something else.

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 No.502[View All]

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)
66 posts and 11 image replies omitted. Click reply to view.


Version 0.07 is out!
Download it here: http://theotherline.yolasite.com/

Many thank-yous to all who helped test the game!
Also many thanks to fans of The Other Line!
Thank you!

—0.07 changelog—
-Intro slightly updated
-Several new areas added
-BGM and graphics were changed in a few existing areas
-The title screen’s BGM was changed
-Some existing areas’ layouts were also tweaked
-Some new sound effects (some replacing old ones)
-Misc. graphical updates to various characters/objects
-Mail system implemented, you can now recieve letters from people
by checking the mail room (it’s in the real-world apartments).
Sometimes letters may give you gifts.
In this version (0.07), there are 2 letters you can recieve.
+Developer’s Letter
+Friend’s Letter
You’ll be able to see the Developer’s Letter
from the start, but you’ll have to unlock Friend’s Letter.
(Friend’s Letter also gives you a gift. Although the gift itself
was in past versions of the game, you just get it this way now.)
More letters will be implemented in the future.
-HP system implemented. You’ll start with 3 hit points.
While on the other line, you’ll loose HP when you get hit by monsters
and obstacles. You can increase your HP by 1 by interacting with
the vending machines scattered throughout the areas (each one
requires $2). You can have a maximum of 10 HP at any given time.
If you lose all your HP, you’ll be forced to hang up and your
maximum HP will go down by 1. (If your max HP is 3,it won’t go
down by 1, so no matter how many times you “die”, you’ll
always have at least 3 HP.)
-Some puzzles and obstacles implemented
-New hanging up animation
-8-bit menu implemented (meaning you can use effects in the 8-bit
area now)
-Places in the 8-bit area now have BGM (And some other slight changes)
-Some events added, there’s now a total of 11
-Event(“EV”) counter added (it’s in the menu under your HP)
When you view an event, it’ll go up by 1
-Various bug fixes
-The player can no longer skip the intro. This feature was removed
because it caused several small errors that couldn’t be fixed.
-No new effects (so the total amount is still 18).
Sorry. As you can see from the above, I’ve been busy implementing
other things. There will be a total of 20 effects and the last 2
should be coming with the next update.
Planned for a future update is a sound test that will be accessed
via the radio in your apartment. You can see a small teaser screen
for it by interacting with the radio in this version, but it isn’t
functional yet. Also, the game does NOT have any endings yet.
They will be implemented soon.

—Other things to note—
-This game is still incomplete. Some of the “story” elements
may seem a bit scattered right now, but they’ll all come together
eventually. Please be patient.
-Likewise, there aren’t many enemies or obstacles yet. More will
be added in the future.
-There’s still no ending yet. However, I can comfirm that The Other
Line will indeed have multiple endings. Alot of stuff concerning
the endings is still up in the air, but I believe I can comfirm
that they won’t be labled as “bad ending” or “good ending”.
-The thunderbird effect’s wings clip into various walls and objects.
I’ll fix this in a future update, please overlook it for now.

For bug reports, see ‘contact info’ at the bottom of the readme file.
Thank you.


How do I get pass the spike? I have a few items left to get and that's what's stopping me.


Use the Alien to return to the nexus and then come back to that area.


Oh okay. I didn't think that because I thought the map would reset if I exited out or warped back.


Hii I love this game :') keep the good work on it! I'm kinda shy to leave feedback so I didn't feel like coming to tell you how much I like the game (I'm such a bad person sorry x3) but now I thought I HAD to inform you about few glitches I've seen (so I could help you improve the game :]!!).
I'm having problems with certain event that triggers when you find a mirror, when event is done the screen goes too foggy so I use alien effect or wake up to get out, now everything seems fine but I can get through walls, I save(in a different file) and restart game and I still can get through walls :s tried the vent 4 times and it keep happening.

Another thing, without that wall glitch, I can get through a library wall and I thought that wasn't intented since there's nothing through that wall.

And one last thing, I like to use the speed up the thing at the beginning offers you, but it's gone whenever I change or use and effect.

Not talking about glitches anymore, I'm playing ver.0.07 and I've found 9 effects (including the one I can't complete because it glitches) and it says there are 11, I can't find the other 2! are there really 11? I'll keep searching anyway and if I find another glitch I'll tell you about it. Waiting for update <3



I'd like to congratulate you and show my appreciation for this game.

It's really beautiful. And it isn't by any means half-assed, like so many other crappy fangames on here. You must've worked incredibly hard on it and for a long time, too. I like that it doesn't just have darkness, but very light and beautiful areas too, mixed with melancholy areas.



I'm this person again, and I noticed an error - after consulting the gears room in the high school, I went to the lower floor and was killed by that purple monster. The screen turned black and stayed black - it's still black. I'm kind of sad because I got the mohawk effect there and don't wanna do it all over again :'(

If I may make a suggestion, the ghost effect should be used to turn Nathan invisible to everybody.

By the way, this game is incredible. It really is. You've gotten the right mood, which is melancholy but still comfortable, and many of the places here are the same ones I see in my dreams.

This is a million times better than most other fangames.



Me again, I noticed 3 other errors - when you stop time in the school, enter the vine-covered guitar room where a new effect will be obtained in the new version, then exit the room, the school looks normal once again, and is populated – the clockwork is still stopped in the room, though.

The other is that you can't enter the phone booth once you have exited it, though I don't know if you have intended this or not.

The other is that if you have chosen a speed from the invisible figure outside of the phone booth, the speed goes back to normal if you change effects.


File: 1364584581254.png (56.95 KB, 640x480, screenshots2.png)

Yikes, sorry for neglecting this thread so much.
I apologize about these glaring issues… I'll be sure to be more careful/thorough with testing for the next update.

>Mirror on alternate school bug

Actually is fixed in the version currently available (0.07+). 0.07+ is a modified 0.07 that fixes some issues (such as this one).
>Library wall bug
>School normal/alternate mix-up
>Can't re-enter phone booth
Actually wasn't a bug, but I'll still fix it since it makes since that you'd be able to go back in the phone booth.
>Speed-up bug
That little shadow guy was originally just a part of debug, but I left him in since I always saw players go into the debug rooms of other fangames just to speed up. (a good example being .flow.) Since it was originally only for debug, it'll be removed in the future, thus fixing the issue.

Again, I'm really sorry about all these errors!
Did you by chance use the Debug room? I had a little thing set up so that if I entered the debug room I'd return there after dying (this was for debugging purposes). Although I'm aware that, because of some programming changes, it may cause the game to crash or act strange if a player enters the debug room and then dies.
>>7383 (and others)
I'm really happy you're enjoying the game! I hope that you'll continue to enjoy it with the coming updates!

Oh, and I also update on the game's progress via the development blog on tumblr (http://the-other-line-devblog.tumblr.com/). Attached to this post are some screenshots that I recently posted there, plus an extra.


File: 1364585028657.png (7.32 KB, 320x240, ghostscreen.png)

>If I may make a suggestion, the ghost effect should be used to turn Nathan invisible to everybody.

You mean, like, if he were to turn invisible, and you were to talk to someone, they wouldn't be aware of your presence? This actually sounds like a cool idea, if that's what you mean. Thank you for your suggestion!



The file's been updated to fix all known errors in the initial release.
2 more checkpoints for the guitar were also added, making a total of 3 checkpoints.



I really look forward to playing this!!! I'm the same person who posted the last 3 posts/comments.

Thank you so much for your hard work!!!


File: 1371599781698.png (215.88 KB, 600x800, YO SOY EL MAS FUERTE.png)

Bumping because I love this game and I can't wait to see what you do with it next. I wish I would've downloaded it before my trip so I had something to do on the plane.


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Yo soy la más fuerte*


>implying cirno isn't manly as fuck


How do you break the ice wall in the caverns?


I'm glad that you guys are enjoying the game! I'm already working on the next update, which will include at least one new dungeon. This dungeon will require a bit more effort to reach than either the Crystice Caverns or the Sewers Dungeon, so it'll be a bit tougher. I'm planning to make the difficulty of dungeons work in a similar fashion to monsters- the further they are into the other line, the tougher they'll be. Of course, there'll be some exceptions, due to the fact that some ares may be reachable earlier due to shortcuts and alternate paths, but all this will be taken into consideration when designing areas.

Hint: What's a good conductor of heat? (one of the effects utilizes this material)


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Here is a preview of a new dungeon that will be in the next update.
It’s still in its early stages of development as of this writing.

For the next update, I’d like to focus a bit more on polishing existing areas and features rather than new areas. That’s not to say that new areas won’t appear or that there won’t be many, because there will still be new areas, I just plan on focusing a but more on the existing stuff and improving it.


File: 1376711189110.png (15.32 KB, 640x480, screenshot_8-16-13.png)

2 things:

1) Someone sent in a pretty nasty bug, I'll be patching it within the next few days and releasing said patch to the public.

2) I have a preview screenshot for you all. Don't be fooled by it's similarity to Yume 2kki's dressing room, it's something a bit different (somewhat hinted at in the screenshot).


Yes. YES.


You're a QA, aren't you?



Way to necrobump a thread of four months and slowpoke reply to a post of two years at the same time, dipshit

this is me slowpoke-calling you out on it



File: 1390362082995.png (35.93 KB, 640x480, screenshot_1-21-14.png)

Sorry for kinda neglecting this thread…

I thought I should share what I've been posting on the development blog, since I know not everyone uses Tumblr.

First up is a screenshot from what will be a new part of the introduction.


File: 1390362214096.png (20.87 KB, 640x480, screenshot_1-11-14.png)

Next up is a new custom menu system. RPG Maker's default menu worked for me for a surprising amount of time, but it finally got to the point where I thought a custom menu would greatly benefit the game. It'll be a pain to fully implement, though.

Some of the menu fields are blank because the menu wasn't finished when I took this screenshot, all of the fields but the money window will be properly filled in the update.


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A new area.


File: 1390362517511.png (26.64 KB, 640x480, 12114_3.png)

Another new area.

This one's still really incomplete (what you see in the screenshot is literally the entire map at the moment).


File: 1390362596500.png (7.56 KB, 640x480, 12114_4.png)



File: 1390362674537.png (10.48 KB, 640x480, 12114_5.png)

Aaaaand that's pretty much it for now.


Lookin' good, as always.



Here's a video that shows off the action battle system. I'm really concerned about this feature, so I need players' opinions before going any further.


I'm feelin' it


If you hammer out the bugs, I don't see any problem with playing the game with that system in it.
Would the only weapon be the scythe
or stuff like guns also?

You probably shouldn't overdo it with the enemies though. I can see it getting annoying if it's in most of the maps.


The Other Line is going through a rather large overhaul. Here are some new additions that people can expect:

-Party members will now join Nathan at certain points during the game.

-The Other Side of The Line will become more fleshed out as its own unique world.

-Related to the above, players will be able to explore 4 Ancient Cities that are scattered throughout the “Other Side” with various goals.

-There may be one exception, but I currently plan on allowing the player explore the cities in any order. In order to have a nice difficulty curve, I’m going to have the Cities’ layouts and enemies change depending on how many Cities you’ve conquered beforehand.

-5 Effects will be dropped in order to streamline the gameplay.

-The story’s outline is more or less done, but many details still need to be decided upon.

-The introduction will be vastly expanded upon, introducing the main characters of the story.

-At the end of each Ancient City, the player will face a boss. Don’t expect to just go in with your scythe and slash them all to death; there may or may not be a bit more involved…

-Combat is going to take a backseat to traps and other such obstacles.

-Despite the fact that the game will make a heavy emphasis on story, exploration of the world will still be an important aspect. As seen above, I’m also still wanting to go for a non-linear approach, though there may be some times (such as the intro) when the player will just need to accept going on a certain path.

-Stats are being introduced: Attack, Defense, and Speed. More on these later.

-Almost every music track in the game is going to either be remastered, extended, or possibly both.


With all these changes, I feel it might be getting to the point where it'd be more logical to simply refer to this as a "game inspired by Yume Nikki", rather than a direct fangame. I'll probably deal with this a bit later, right now I need to focus on getting the next demo ready.

If you have any questions, feel free to ask. I'm hoping to have some game footage out sometime soon, but I want things to look presentable, and right now things are kinda all over the place, especially since I'm internally moving around tilesets in a more sensible order to make my life easier.


File: 1407190985281.png (43.45 KB, 320x240, tol_preview_8-4-14.png)

Here's a screenshot showing a bit of progress I'm making.


I have to say, psi, it's wonderful seeing your artstyle progress! That house is so impressive; making Americana houses is difficult for me, but I'm super excited to see how good you've gotten! Keep it up, I think TOL is going to be fantastic, yume nikki fangame or not.


So when will the game be back on your site for download?


It says it'll be back when the next version comes out, so I'll assume then.


This looks mighty interesting but I can't seem to find any download links to your latest update or your site.

Anyone got a site or something?


http://the-other-line-devblog.tumblr.com/ and http://theotherline.yolasite.com/
But please keep on mind there won't be a download link available for a while.


File: 1410738828122.png (33.87 KB, 320x240, preview6.png)

Sorry to those asking for download links; I just didn't feel like the old version was worth playing. There were so many unfinished things and nasty bugs that I just decided to pull the whole thing.

This next update will be a bit different from the norm; the player will begin the game and a screen will come up. From said screen, they will be able to play through the following:


>Nexus (from here you can explore the first 6 worlds, but you won't be able to go any further than just the beginning)
>City Skywalk
>Abandoned Mall

v0.10 will add a small preview of one of the Ancient Cities I mentioned in the past, as well as a demo boss fight.

Here's a small preview of the City Skywalk: https://www.youtube.com/watch?v=XgwROZkLj4c

The box-like thing that the video starts at no longer leads to the train station, but to a new area that players will be able to visit in this upcoming update.



b-but you can't even dl the latest version

this shit's looking pretty good tho psi


File: 1421652503134.png (21.53 KB, 640x480, preview_12-31-14_1.png)

Hello, Uboachan.

I just wanted to drop by and let you all know that this game is no longer considered a "Yume Nikki fangame". It has evolved to the point where I feel comfortable and confident that it can stand on its own two legs without the fangame crutch.

That being said, I will no longer be posting updates to this thread, as this is a board for fangames. I may start a new thread in /og/, but I'm not sure how many people would even be interested in such a thing.
I will continue to answer questions that are posted to this thread. If you'd like to follow the game's progress, I have a development blog that you guys can check out: http://the-other-line-devblog.tumblr.com/
I know not everyone uses or even likes Tumblr, which is one reason why I've thought about making a new thread in /og/. Let me know what you guys think.

And now, one final update for this thread.

During the course of this past year, the game has more or less gone through a complete overhaul. It is now an action/adventure game with RPG elements. There are elements (characters, locations, plot points) that will be carried over from the initial draft of the game, but even returning things are seeing drastic updates and changes.

For the past two years (!) I've been working on the game's plot, and it's finally gotten to a near-final draft with only a few working details that need to be addressed. I've also been giving a lot of thought about what I want to do with the Ancient Cities and have come up with what I believe to be some interesting ideas. I will say that some of the ideas I have and plan on incorporating into the game are quite… controversial, to say the least, but one of my goals is to design a game that's both meaningful and fun to play. Only time will tell if I'll be able to successfully pull it off.



I'd suggest you change the protag's eyes if you want to distance the game from YN, the closed eyes is the first thing people expect from a fangame



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.


File: 1425844371855.png (63.41 KB, 640x480, preview_aquarium.png)

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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