[ yn / fg / yume ] [ o / cos / lit / media / og / ig ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / scans / booru / discord / manage ] [ aurorachan / desuchan / sushigirl / lewd ]

/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
Password (For file deletion.)

I will be performing upgrades to our board software soon. Things could break.

File: 1462819739334.jpg (40.28 KB, 450x358, game-developement-services.jpg)


/ig/ - RPGMaker / Gamedev aka. Indie Gamedev

What is this board for?
In a broad sense, this board is for the discussion of independent game development. This includes the entire process of development, from design to coding to publishing. Asking for advice and sharing projects you're working on are good uses of this board.

(WIP Post)

File: 1503354804260.png (23.25 KB, 1920x1080, ADHDaYNfg room screen-shot.png)


Hi. I'm making a YN fangame titled "ADHD: A Yume Nikki Fangame".
I'm having a little bit of trouble figuring out how the "Wake up" mechanic works.
I'll be looking for the solution right after I have posted this.

File: 1501949557560.jpg (135.7 KB, 672x480, seisatsusrevenge.jpg)


Which marketing moves and public bragging activities make you pretentious? How much of it? Can you give me examples of activities that can be seen as pretentious from a game dev?
13 posts and 1 image reply omitted. Click reply to view.


>Night Slave

good taste~


One of the things I see as pretentious is to overexplain a project in development, I understand marketing is a must in game development, but if you're going to spam your wiki with more and more info about your characters, game prequels/sequels, and post about things like "headcanons" crossing your characters with other games and such while your game shows little to no progress after a long time I'm going to think you're pretentious.

Before anyone things I'm talking about them(which can happen here) I'd like to say this is common and not about anyone in particular.

I get what you guys try to say about forced and justified association to other games, but as an example, if I draw a dozen of memes of a character from another game with mine to absorb audience I'm simply going to look bad, especially if my game shows no progress.

Sane advertising is fine, you go somewhere, you show your project, you get out, clean and simple.

Sei has no chance, our hero is armed with youtube.


>but as an example, if I draw a dozen of memes of a character from another game with mine to absorb audience I'm simply going to look bad, especially if my game shows no progress.
Hell, that sounds exactly like Yandere Sim.


File: 1502037956326.png (4.87 KB, 396x85, a2.png)

At least that guy delivered a few builds, some fangames over here have a couple years on their shoulders without a demo.


I was just thinking about that. At least yn fan game devs don't ask for money or don't pay their volunteers who do most of the work or waste volunteer's time by asking them to make stuff that wont even be compatible with the game later or constantly stealing copyrighted shit and never apologizing for it.

File: 1495306051877-0.png (10.52 KB, 320x240, messenger.png)

File: 1495306051877-1.png (61.82 KB, 1920x1080, screen5.png)

File: 1495306051877-2.png (55.6 KB, 1920x1080, screenshot1.png)


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.
22 posts and 3 image replies omitted. Click reply to view.


File: 1496833679341-0.png (62.86 KB, 1920x1080, screenshot4a.png)

File: 1496833679341-1.png (72.16 KB, 1920x1080, screenshot4b.png)

I'm messing around with the menu and trying to improve it. Right now I'm uncertain whether it would be better to have an inventory with more, but smaller icons or one with bigger, but fewer icons.

What is your opinion ?


I personally like the first pic with the smaller icons. Fits more the general style of the game in my opinion (with all the PS1 flavor).


File: 1496859151659.jpg (66.84 KB, 1024x768, toys toys everywhere.jpg)

I like the first one better. I'm reminded of Power Pete.


Could you post some mutated humans? I'd like to know how they look like.


First one.

File: 1489297282001.png (15.11 KB, 652x519, Screenshot_2017-03-11_23-5….png)


I've been trying to use WINE to play the older fangames after MS went to hell, but all the old games are stuck in SHIFT-JIS locale.
I've got everything running weirdly using ja_JP.UTF8 locale.
I've got reverse mojibake because unicode doesn't shift or my fonts are broken.
If it's the font, then how does an RPG Maker game store/request a font?
3 posts and 1 image reply omitted. Click reply to view.


What he said wasn't really worthless advice. If you are using WINE, you might as well just buy a cheap used computer with Windows or get a VM to play the games with no real issues.

Are you really going to waste time that could be spent playing these fangames because "MS went to hell"? No offense, but that's really stupid.


File: 1489425995996.jpeg (140.01 KB, 731x1024, monkey-king-3d-poster-3-7….jpeg)

Install Windows.


This is true, Windows is fine.

I do think, however, that everyone who wants to should install (desktop) Linux on their computer so they can discover the good sense they need to stop using it as soon as possible.


VM or GPU Passthrough if he doesn't want to dualboot Windows.


The only thing I can think of right now is "update Wine", unfortunately. I don't have this issue when running a English-translated Yume Nikki in Japanese locale (mojibake filenames are a mess, so I ran the installer in Japanese locale), but if using certain distributions, your Wine is probably extremely out of date, so that's the best guess I can give.
(If your Wine version is still 1.something, then it is definitely out of date.)

File: 1491602187519-0.png (150.38 KB, 960x540, I82pszO.png)

File: 1491602187519-1.png (36.53 KB, 960x540, UWscWkD.png)

File: 1491602187519-2.png (681.38 KB, 960x540, o881Dk7.png)

File: 1491602187519-3.png (18.29 KB, 484x500, wV5MIKn.png)


Well, I said back in >>>/fg/91 when I announced the end of my Tsunagari game engine that if my new game engine ever surpassed it, I would make a new thread. I think that has actually happened a while ago. The new thread fits better in this board, which didn't exist when the other thread was made.

Progress is sporadic, but we're further than Tsunagari ever got, in far less time overall, and with clean and maintainable code. I present Driftwood 2D, a game development suite written in Python 3.

The Driftwood 2D Game Development Suite is a game engine and related set of tools designed for the purpose of allowing a novice to develop a fully featured tile-based 2D game. Driftwood 2D is currently undergoing heavy alpha-stage development and should not be considered stable. API changes will occur frequently at this stage. However, it is currently suitable for making very simple exploration-style games.

Driftwood 2D is a spiritual successor to Tsunagari, an engine in C++ with similar goals, which ran into irreconcilable design flaws and spaghettified to death. Tsunagari was abandoned soon after the creation of this engine.

The engine loads a world package made of images, sounds, maps, descriptive files, and scripts, and then passes itself to the scripts as an interface to its internal API. From there, the scripts in the world package interact with and control the engine to perform its functions, resulting in a playable game. All public functions in the engine are accessible through the scripts. Maps are designed in Tiled and saved in JSON format, and the engine config file and entity descriptor files are also written in JSON.

Current features include:
* Infinite graphical and walkable layers
* Resource caching
* Virtual filesystem for game data and patches, supporting zip files
* Tile and sprite animations
Post too long. Click here to view the full text.
2 posts and 1 image reply omitted. Click reply to view.


Thanks for the support.

I put a lot of thought into designing this after Tsunagari crumbled, and I'm also working on it with a partner so there's some good discussion on how things will be done. We've successfully refactored messy parts of the code as well. Getting another game engine almost to this point only to find the code was unworkable was a big eye opener, so I'm constantly looking for ways to improve the design. It's also very nice to be writing in Python this time rather than the more rigid C++.

By the way, a new release was made on GitHub a few days ago, so I'll write that up here soon.


File: 1492693786142.png (388.38 KB, 1366x768, 1492485547_2017-04-17_1366….png)

Alpha-0.0.5 released two days ago. Feels like longer.

The biggest change in this release is the addition of pixel mode entities. Rather than walking a tile at a time, this new class of entities can move pixel by pixel. Tile based and pixel based entities can collide and interact.

Previously, tile/spritesheet graphic IDs started at 0, and the animation member IDs started at 1. This was confusing, so now they both start at 1, with 0 meaning no graphic.

You can now hold shift (or your configured key) and use the movement keys to face a direction without walking.

You can now change the database root or disable halting on the command line.

This release also refactored and rewrote some of the entity code not related to pixel entities. Bugs were fixed in entity and input handling.

We have also included a binary package for Windows which should not require you to install any dependencies. It has been tested on Windows 10 and may not run on earlier versions.



File: 1493225348569.png (122.59 KB, 1366x695, docs.png)

We have just released Alpha-0.0.6. We are edging closer to beta. This is a feature packed release with some very useful additions. Here are some of the bigger changes we made in this version.

* The player can move diagonally in pixel movement mode.

* You can open another database during runtime, allowing for things like save files.

* The cache has more responsibilities now and cannot be disabled. We also cannot find a situation in which setting ttl to a low value would not solve any problem.

* Add define() and undefine() functions to ScriptManager for defining custom triggers that give you some syntactical sugar in the map editor.

* Pressing tilde (or your configured key) in-game while input.debug is true in the config file will interrupt the game with a pdb prompt in the console. You can execute event scripting code live here. When done, type "continue".

* Fixed some code issues in the testing world.

* Improved and fixed bugs in resource handling.
Post too long. Click here to view the full text.


Released Alpha-0.0.7 which was mostly a bugfix release but also added a few new features.

* Cleaner/prettier way of calling scripts from each other.
* New method for looking up tiles.
* Entity graphics can now have multiple layers.
* Remove selfpath configuration option.
* A good number of bugfixes.

Download: https://github.com/seisatsu/Driftwood/releases/tag/Alpha-0.0.7


Made what's probably the last release for a while a couple weeks ago. I'm burned out on this project and will most likely return to it in a few months. Manual isn't done yet but I may work on it separately from the code during my break time. For the truly interested, all public API functions are documented within the engine code.

This release greatly increases the engine's ability to avoid crashes, and also adds a couple features. It also requires Python >= 3.5 from now on.

This is Alpha-0.0.8.

* Check all public method arguments for validity.
* Add Python 3.5 type annotations. (Also increase minimum Python to 3.5.)
* Remove ability to control ticks per second, preferring automatic calculation. Set Max FPS instead to limit TPS.
* Custom global event handlers. You can define a function such that it can be referenced by a shortcut name within the map editor.
* Support loading external Tiled tileset files.
* Lots of refactoring and bugfixes.

Download: https://github.com/seisatsu/Driftwood/releases/tag/Alpha-0.0.8

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

File: 1457107967479-0.png (92.67 KB, 955x619, Work 1.PNG)

File: 1457107967479-1.png (63.37 KB, 938x510, Work 2.PNG)


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.
18 posts and 9 image replies omitted. Click reply to view.


More like it looks like an OFF fangame or something.


File: 1496121446496.png (84.53 KB, 1058x592, 2017-05-29_17-21-26.png)

Making a surreal atmospheric adventure game in full 3D with a PS1 vibe and it's probably going to take a million years.



Good work, it's looking really nice.


Kinda looks like The Neverhood to me.


If it ends up even a third as good as Neverhood, I'll be happy.

File: 1484006712092.jpg (75.46 KB, 1280x720, maxresdefault.jpg)


What's your opinion about developers who post here? Do you have any favourites? What games do you like the most?
10 posts and 2 image replies omitted. Click reply to view.


File: 1495683335361.png (120.28 KB, 268x309, 1478679235001.png)

What? Why do you assume I'm jojogates?
How paranoid do you have to be to think a random anon in a dead imageboard is somebody who doesn't even visit it anymore just because telling people to "stop" is fucking autistic? Do you lurk this board just to check if he ever posts or something?


Who the fuck is jojogates?


He was a faggot that got mad with ubuu some years during the spanish forum war (he was an admin there). Although he did admit he was being unreasonably stupid last time he ever came to this place, apologizing for being a retard and all. More info here >>656

Haven't heard from him since then. Hell, I don't even know why the other fag is so mad at him he calls out random people joe joe gates.


File: 1495687564964.png (212.21 KB, 396x529, 1475593957001.png)

hello rindre, did you finish your game or it's still on eternal hiatus?


File: 1495687803940.png (149.26 KB, 614x454, 00000A.png)

Since we're talking about him, Someday updated, I just played it it's pretty decent:

File: 1457445186446.jpg (63.2 KB, 400x225, fuck.jpg)


This board is dying, here's a thing: Show us your characters, but let's make it interesting.
Don't post things like:
>This is my OC memetsuki xD, she is edgy and likes, dislikes etc
Post the actual process you made in your brain to create them, what did you need in your story to come up with your ideas for that character? Will it change in the future.
Show us your character with some creation details.
20 posts and 8 image replies omitted. Click reply to view.


>How complicated would be to do something similar in ren’py?
Depends, I consider it piss easy because I know python. The engine is just wonderful for that kind of stuff. But if you never touched code in your life it will seem sightly hard at the start, however there are thousand of python guides and books around the net, and it isn't that hard either honestly.

An alternative would be to download the source of a game which had this feature and see what the dev wrote there. UAB is the only game that comes to my mind right now.


It looks complicated at first but it's actually very easy to learn, Renpy rocks.


Ren'Py is stupid simple to use and makes creating CYOA type games and visual novels a breeze… but it's really heavy on needing art assets. If you can't draw for crap, hopefully you can find someone who can. Crunchy pixels aren't really its style.


File: 1494213048888-0.png (16.62 KB, 96x96, facegeneric.png)

File: 1494213048888-1.png (14.69 KB, 96x96, faceshock.png)

File: 1494213048888-2.png (16.38 KB, 96x96, dead serious.png)

File: 1494213048888-3.png (11.81 KB, 285x128, Guardsprite.png)

It's an abandoned project for now, but here are images featuring badly edited RPG Makever VX assets. I would say it's "intentional", "deliberate", or maybe even "parodic" but the truth is, I have 0 art skills, and couldn't make decent pieces even if I tried.

Basically, the idea is that this character– the MAIN character, is a generic guard, and has an unspeakable horror behind his mask that kills anyone if they see it. Nobody has any clue to what really lies there, but the character himself and the narrator speculates that it may be that his face is just so hideous that it's functionally a sort of "information basilisk"*.

There's another sprite I used somewhere in a video, but I can't find it. I'm pretty sure I featured it in one of my youtube uploads, so I'll try to dig around for that later.


ah, looks like that article's gone missing

File: 1481083125655.png (109.64 KB, 1276x956, greatpentagram.PNG)


I finally finished a playable version of my RPG Maker 2000 ASCII-adventure game, to be found here: https://ufile.io/01118

It is called CLASSIC GAME and it has many secrets.

It's about the HERMIT returning to the outside world to find it devastated by curses, and it uses its own combat system.

This version was made between 2011 and 2016.

Happy holidays from one NEET to y'all…
6 posts and 3 image replies omitted. Click reply to view.


Please read the post guidelines on the rules page.


>file was deleted
But why?


>This file has expired and been automatically deleted.


OP please re-upload this I want to play it.


Hey, I'm not the OP, but check out his youtube channel.
He is stil updating the game.

Delete Post [ ]
Previous [1] [2] [3] [4]
| Catalog
[ yn / fg / yume ] [ o / cos / lit / media / og / ig ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / scans / booru / discord / manage ] [ aurorachan / desuchan / sushigirl / lewd ]