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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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We are about to have an influx of refugees from the shuttered 8chan, and this is probably inevitable.
However, this is not 8chan, and it's definitely not 4chon.
Participation is welcome, but a sudden sharp increase of alt-right material and garbage posts will not be tolerated.
Please leave your hitlers, seisatsu.pngs, burning crosses, and shitpost floods at the door.
Even on /ot/, we expect some level of quality in our posts. Please familiarize yourselves with our rules and guidelines, and make sure to lurk before posting.
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Enjoy your stay and don't be a dick.
-Seisatsu

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 No.1004[Reply]

i have rpgmaker xp and i want to make a short yume nikki fg, are there any resources to help me do this? no experience in coding or rpgmaker, by the way

 No.1005

>>1004
my first tip for anyone ever trying start using rpgmaker xp or making yume nikki fangames is to just watch tonnes of tutorials on the internet. most things aren't intuitive or out of the box and you might need a lot of help when it comes to something very specific.
oh, and also get used to searching through forums and finding posts with "nevermind fixed". it's a very common thing, so heads up for that.
otherwise, just go nuts. spriting can easily be done in mspaint but if you want something exact use gimp or krita.
for music i suggest either pxtone, if you want something more chiptune sounding or lmms if you want to use actual soundfonts.
oh, and most importantly, dont give up. it tends to happen a lot because of the problems that arrive when using older software like XP on more modern hardware, but getting through those troubles is part of the experience, i would say.



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 No.1002[Reply]

Hello all,

Hope it won’t be out of line if I post this here. I’ve been working on a kind of Yume Nikki derivative game which tries to apply that kind of wandering structure to loose and colourful collage worlds. It’s a little more compressed and lacks the effect system but I hope it will appeal to people who enjoy exploring strange digital rooms. It is a paid game alas and costs $6. You can find it here: http://harmonyzone.org/10BeautifulPostcards.html

Wishing you the best in your travels,

thecatamites

 No.1003

oh shit lol, so weird to see you postin in such a niche weirdo zone. I guess it makes sense. Your stuff is great, keep it up!



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 No.996[Reply]

Hey everyone! So, I and a couple of my friends are deciding to make a short fangame. I'm making the tiles for the game since I have a bit of experience in pixel art. As I'm looking through Yume Nikki's game files to capture the style of the game and seeing through the tiles piece by piece, there's just one thing that really boggles me and that's with some of the tiles, mostly on the walls. I'm not asking as for how they were made but more on its textures. They use up a lot of colours and are spread very unevenly, yet, they all somehow manage to blend well together. I'd like to know if there's some sort of trick to get those results of texture done or do I really have to place each pixel manually and hope for similar results. The images below have arrows on them just to show what I mean. Thanks for reading!

 No.997

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I'm not quite sure what you mean, but you mentioned images being "spread unevenly" so I'll hang on to that and you correct me if I misunderstood you.

I included screenshots of RPG maker (that's .flow, though) which should kind of explain this. Basically, you just copy and paste tiles from the sheet into the game. Each tile should have a specific size, then you just click the thing and click on the place you want to put it in.

So it doesn't matter how you spread them on the sheet.

 No.999

>>997
He's talking about pixel placement when making tiles, not how to use tiles.

OP, the only cases in your pictures where I'm 100% sure it was done through some texture or algorithm are the walls (e.g the desert ones, mado's room, the wall where you get the ghost kerchief effect). Those more than likely had some "noise" added onto them and then filtered to get the resulting "texture" feeling, then one side got darkened to get a 3D feeling.

The floor wood boards and the book shelf on Mado's room, as the bricks in the skygarden are more than likely done by hand. Just practice a little.

I have my doubts about the sand in the desert. It seems done by hand but don't quote me on that.

 No.1000

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>>999
ANON WHAT ARE YOU DOING.
Also, 1000 GET!

 No.1001

Understood! Thank you, both. I'll see if I can figure it out.



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 No.946[Reply]

Hopefully the right place to put this, but looking for a couple people to help play-test an upcoming game.

Best way I can describe it as a cross between LSD and Dreaming Mary. It all seems very randomy but does have an overarching horror element exposed late-game that ties it together. Very heavy exploration based with levels that change themselves as you progress.

Does require a decent gaming rig, and fully supports local CO-OP. The game is finished besides any last minute bug-fixes or additional hints as needed.
3 posts and 2 image replies omitted. Click reply to view.

 No.950

I'm going to go ahead and move this to the indie gamedev board.

 No.952

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>>950

Cool, thank you.

>>948
>>949

Awesome! Feel free to e-mail me at: kle(AT)waifu.club and I can get you a copy.

Also full disclaimer, I do plan to put this on Steam for a few bucks since I've sunk a lot more money and time into it than I care to admit. Will definitely give out keys on Uboa though (And of course free copies to the testers), since I really just want people to try it out.

A quick trailer is now up at: https://steamcdn-a.akamaihd.net/steam/apps/256734700/movie480.webm

 No.954

File: 1542882595590.png (2.9 MB, 1922x1080, emo.png)

Well if anyone stumbles back in this thread and wants to try it out on Steam: WDJ8D-786AJ-YF5VT

 No.993

>>954
er, what's it called? Can't find it on steam without a name :^J

 No.994

>>993
Kitten Love Emulator
The code is expired though.



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 No.21[Reply]

Post screenshots, pieces of tileset/character sets, code snippets of whatever you have been working on for now for people to marvel/laugh at/criticize/give tips.

Pictures related.
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 No.988

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Timelapse of the first animu styled pixel art portrait I've attempted for the RPG I'm working on. Still WIP and I will add more details + shading later, but I could use a second opinion of it so far.

 No.989

>>988
Fairly decent. Not sure if it's intended but she looks yandere as fuck.

 No.990

>>988
those are some creepy ass eyes

 No.991

>>989
>>990
I'm glad it's not completely shit and yeah the intent was to make her look fucking crazy, since I'm aiming for some kind of war torn setting filled with broken people.

 No.992

>>988
I like the design but maybe hire someone more skilled to draw it for you?



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 No.872[Reply]

It is my pleasure to introduce a new project I have been working on for the past several days. The Uboachan Dream World MUD is a text-based, in-browser multiplayer game where the users create the content with in-game commands. The focus is exploration, but I plan to add some more dynamic kinds of features later on.

You can play the MUD in your browser at http://dream.uboachan.net/ or follow the link on the sidebar.

This thread is for comments and questions, and eventually I will collect my answers from this thread into a FAQ for new users. Some user guides will be very helpful in navigating the command system, so ask me whatever and I'll try to write some good posts.

I would also like feedback on how easy/difficult/pretty various aspects of the MUD are to use.

Github: https://github.com/seisatsu/Dennis
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 No.983

>>891
Any plans to implement keys that multiple people can have soon?
I'm working on a new section, but my whole idea needs sharable keys to work.

 No.984

>>983
Yes, see >>935. The feature will be called "duplify item".

 No.985

>>984
Cool, I somehow looked over that post. Keep up the good work.

 No.986

>>985
Added the (un)duplify item commands.
Tell me if they break.

 No.987

Further discussion will take place on the new board.



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 No.654[Reply]

I've been working on this since more than 6 years and switched engines multiple times, until it became an RPG Maker 2003 game.

It's a survival horror game set in the far future were all humans mutated into deformed monsters. You play a roboter with the mission to liberate them from their suffering by finding the ultimate weapon of mass destruction and exterminating everyone so a new world can be created.

On your way you find various weapons and tools that you can use both for fighting and solving puzzles. Enemies have a limited vision radius so you can either fight or try to sneek past them.

The game is based on various nightmares and real life experiences I had and is intended to be a criticism of the injustice of life itself and more or less serves as a way of dealing with the frustrations in my life.

I'm still working on a demo that I intend to release at the end of this month. The combat system and most of the weapons and the enemy AI are already functional, but I'm somewhat stuck with making the 3d models for the enemies and spend too much time drinking myself away.
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 No.857

>>856
Install the 2003 RTP then.
Download it here:
https://www.rpgmakerweb.com/download/additional/run-time-packages
If it doesn't work, download the Japanese version of RTP linked below. You probably need the English one, but try this if it doesn't work
https://tkool.jp/assets/files/2003rtp.zip

 No.858

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Okay it works with the english RTP. Everything seems to be working fine. Diagonal movement and/or strafing would be nice. Not sure if RPG maker supports mouse aiming, that would help.

It works, but I'm gonna need more gameplay before I can make a judgement about anything.

 No.859

>>858
>Diagonal movement and/or strafing would be nice. Not sure if RPG maker supports mouse aiming, that would help.
The engine sadly doesn't support these out of the box. It's possible to do this in later RPGMaker versions through Ruby scripting, although very much a hassle.

 No.953

>>856
Seeing people ask for this brings me back

 No.961

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I didn't manage to get much done last year, and sadly not only when it comes to this game. However, this weekend I've felt somewhat motivated and added some new things.

The main thing that I accomplished is that I combined the Fist and Power Hammer so now it is possible to do different attacks depending on how long you press the attack button. You can either throw some quick punches, do a knockout punch, or by fully charging up the fist, catapult enemies through the room like with the Power Hammer. For this I also added a new element in the interface that displays the estimated power of the punch while you hold down the action button.

Additionally I added the possibility to change the equipped weapon quickly by using the number keys. And also fixed all bugs that I could find.

And finally, I created a page on itch.io for the game to have a place to comfortably post the latest version and whatever else.

https://lance-of-longinus.itch.io/de-evolution

I didn't get forward with making new enemies, levels or anything in that direction, but I hope to do that somewhere in February.



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 No.784[Reply]

https://www.youtube.com/watch?v=GR2E5WpGwq4

This is the trailer for a little walking game I have been doing in my spare time.

You explore a surreal world and slowly stumble upon your past memories that reveal the story. There will also be a climactic ending, etc.

I hope to release a complete version in April.
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 No.851

>>850
I've been quite busy so I haven't had a chance to play much. I will say I'm still optimistic about the game and eager to play more when I can.

One thing I've noticed though is that it seems pretty huge so far. And without a central hub world, it gets really easy to lose yourself exploring, so if I have anything to criticize so far it's that. One area that frustrated me were some caves I found that were pretty repetitive and empty.

 No.860

>>851

Thanks for the feedback!

It does get pretty big. The railroad is supposed to funtion as a sort of red thread that can be used as a starting point for exploration. I will try to improve upon the player guide sometime soon, with some pointers for the larger mazes.

Also, it is on Steam now:

https://store.steampowered.com/app/888070/Railroad_Tracks/

 No.861

I'm really enjoying this so far. One thing I've noticed is that there seem to be a lot of tiles that are walkable that I don't think are supposed to be, mainly decorations on walls like pipes and signs, in some cases you can go out of bounds.
Seems from reading other replies and other threads that "one thing I've noticed" is code for "I like it, but fix this". Weird that everyone meaning that makes the same language choices. I couldn't think of a way to reword it myself that sounded okay.

 No.958

the game is ok. the desing is nice and the gloomy aspect is well done and music is fine but not remarkable.
I don't really like the fact that some paths are acutaly low res pics, but thats a minor aspect and might chance my opinion on it. Also encountered many walkable areas which are not suposed to be (walls, sky, sliping out of the path, usually corners with a 45º turn.
And maybe I am wrong but I think the conection between areas are way too far from each other. so far so like 8 memories while it is an exploration game without map (and the point is to explore) I have the feeling one can spend hours walking the same areas and missing a whole area that the only acces was right at the start.
Maybe more connections between areas would help. Maybe.

 No.960

>>958

Thanks for all the feedback! I have been releasing some updates that fix many of the passability issues. (Being able to walk through walls.) If you still find any remaining let me know and I will patch them.

All in all I liked this project, but I think it was a bit too big to really make it good. I have started building a new game that will be smaller and more polished in the end.

Also the OST for railroad tracks is out now:

https://www.youtube.com/watch?v=sKC_B1WwaZs



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 No.514[Reply]

(this is the first time ive ever used an image board in my life oop)

ive had a fangame as a pet project for about a million years now, ive been working on it on/off for several years for a variety of reasons, but now that i can safetly say its 1% towards completion, ive been more motivated to work on this thing. issue is, tho… is it just me, or is rpg maker 2k3 the glitchiest thing ever? it gives me horrific flashbacks of getting sloppy games to work on game maker 8.0, some things appear to just not work for no apparent reason when the logic makes sense

the specific thing that has finally driven me to posting is one specific bug im running into with an effect. its a weapon, and you can change "stance" with the shift button; it basically works just like the weapon effect in .flow. ive made progress, but mine is still broken in a couple ways

1) if you do the shift action while the character is moving, the character will face a different direction mid-animation without any apparent rhyme or reason. it either happens before the animation ir mid-animation, but in both cases, it seems like the move event thats facilitating the animation starts over. if theres a blue moon and all of the planets are aligned, the character will just spin in place as though the move event forgot to change the sprite
2) theres a switch to denote which stance the player is in, so that the proper animation will play. when you attack something, the switch doesnt get toggled even though the event explicitly calls for it, and its like nothing ever happened

attached is the unadulterated common event. i can provide other things if i gotta

its driving me totally bonkers. i went and downloaded .flow in the hopes that i could use it as a reference (since most of my stuff is developed based on how i imagine they worked in that game), but all the variable/switch/event names are true gibberish (garbled alt codes) that have stands that function as a 2nd "name" that the program likes to refer to them as and i cant even open two rpg maker windows at once and olksltjdbgs (hole in girl, tho. i should play .flow again)

i really do unironically wish i could code this stuff by hand. that said, if ive been going about things the wrong way this entire time, i would love to know

pls respond
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 No.526

>>525
Having a fangame that will be released as a full game will be so nice, that's so rare. And your other games sound interesting. Do you have a blog or site of some sort where I can follow progress of your games?

 No.527

>And your other games sound interesting

oh no , lel. i WISH i had something to do with UNIEL or NMS. look them up if you wish, theyre both pretty cool specimens

all of the more well known fangames still being in this incomplete phase has always been pretty weird to me, but i cant really judge since theyre such amazing games despite being in the 0.1s. i just dont wanna do that, tho. if (and maybe when) i set Coda free, itll definitely be /finished/

 No.528

Don't die dev. please make it happen, I love the looks of it.

 No.569

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im back with other issues that have been driving me nuts for a while now

to begin with… all the yume nikkis are doing it, and thats those things that make NPCs walk away from you backwards. seems simple enough, have a reversed charset so they appear to be walking backwards. when you interact with any event, though, it turns to face you. this means that such an NPC would turn its back to me when i interact with them. id make it so their sprite changes to the normal one so that they face me properly, but since i cant just do that in advance, they just twitch whenever i interact with them

does anyone know how this phenomena is pulled off effectively in the other games? i dissected .flow, but it didnt help much. attached is my crappy event page thats defective and bad

the other thing i reeeaaally need help with is this stupid issue im getting with my crowbar effect, where its unable to use the proper animation to change from the standard state to the hiding state and vice versa. im using a variable to denote whether or not "hiding" is active, and that should be enough to determine which animation to use, but its just not working. the event junk for this is attached as well. whats wrong with my logic osfdhjbvg, is there something else i could be doing thats more effective?

 No.957

>>569
Maybe you could make a parallel event that checks the distance of the main character relative to the npc, and when you are directly near it, it activates a switch that changes the npc to a page with the regular sprite and that doesn't run away. This would also create and interesting effect where the npc would turn around when the player comes close.



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 No.868[Reply]

This is Realm Walk of Soul, a YNFG-Like game, where you you play as Iris, a short haired pale girl exploring dreamy worlds, interact with weird NPCs, experience surreal events and solve puzzles, in development since 2013.
https://www.youtube.com/watch?v=M7qWd-Krl6s

This is Iris.Fall, a YNFG-Like game, where you play as Iris a short haired pale girl exploring explore dreamy worlds, interact with weird NPCs, experience surreal events and solve puzzles, in development since march 2018.
https://www.youtube.com/watch?v=Z-BsXhpTxms&feature=youtu.be

Have you found games that look way too similar in the Yume Nikki/RPG Maker&Misc circles? What do you do when this happens to your game?

 No.869

I think Realm died. I was beta testing for them, and suddenly the forums went down. Later the "deadline" for the Steam release passed. Seems like something cause the whole thing to fall apart. Sad too, as it was basically half done and had a VERY strong premise.

 No.870

>>869
It's been ages without news about Realm so I assume it's dead. I don't think it's bad to copy an abandoned project, it's still odd, though.

Ambitious projects often die abandoned when it comes to Yume Nikki related stuff, just look at DvD.

 No.942

The social media still indicate the game is still alive, but im sure some development hell is happening.

 No.943

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I was also very interested in the development of Realm, but this is what happens when you deal with "professional" studios, to keep development active for so many years is expensive, studios will always give priority to small projects that produce quick cash, not long term experimental things, I've seen it over and over, it was a stupid desicion to make the project so ambitious.

Look at this disaster, I also assumed they abandoned it like it happens with most YNFGs and almost all of the ambitious ones and lots of the people who followed it are already disappointed.

I don't doubt in the good faith of the producers, but whoever's specificly in charge of the public image of Realm should be fired.



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