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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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Uboachan's scanlation group Patchy Illusion Team has just released two new Yume Nikki Doujins: In the Shallows and Refrain. You can see all of our previous releases here.

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 No.1013[Reply]

I'm currently figuring out some concept for a challenging boss battle for my game.
It's an exploration game similar to YN, so you don't really fight throughout the entire game, you dont gain exp, you dont increase stats, you just solve puzzles most of the time and collect effects. First i was thinking of some turn-based sans-like action but scrapped it, since the player might just be too weak to kill the boss with brute force. some bullet-hell dodging stuff ala omega-flowey sounds alright, but it needs some more of a catch.

Are there any amazing boss battles you remember that didn't require any grinding or leveling? I really dont want this stuff in my game. However I want a heckin painful boss battle with some out-of-the-box-thinking


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 No.1011[Reply]

Since the beginning of the year I've been working on an indie game. I just released a first (short) version in early access mode on Steam. Please consider playing it and let me know about feedback for the final release (planned in spring).

The game is about a college student who gradually alienates from the social scene and ends up becoming consumed by his thoughts. His behavior becomes more and more erratic and in the end there is a climax.

https://store.steampowered.com/app/1054450/The_Raintime/

 No.1012

Looks interesting OP, might take a loot at it.



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 No.1010[Reply]

Hi, this drawing is an old concept art kinda inspires on Yume Nikki's ambience and Sluggish Morss Characters.

I wanted to realize it but I'm noob af trying to develop a game.Recently I'm doing new concept art so perhaps don't gomma be a problem. But I need tips for getting involved into software like RPG Maker and PixelArt. Also a way to get more clear ideas forbmy game.


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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!

 No.1008

reminds me of something like LSD dream emulator. i love games where you explore otherworldly enviroments



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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.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.
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 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

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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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