[ yn / yndd / fg / yume ] [ o / lit / media / og / ig / 2 ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / manage ] [ discord / scans / mud / minecraft ] [ aurorachan / desuchan / sushigirl / lewd ]

/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
Name
Email
Subject
Comment
File
:
Password (For file deletion.)

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.

File: 1517067607682.png (12.83 KB, 246x138, Railroad Tracks.png)

 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.
12 posts and 4 image replies omitted. Click reply to view.

 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



File: 1468479278292.png (15.94 KB, 506x755, 1111.png)

 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
9 posts and 7 image replies omitted. Click reply to view.

 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

File: 1472440020754-0.png (22.33 KB, 766x470, ss (2016-08-28 at 10.55.25….png)

File: 1472440020754-1.png (18.57 KB, 528x831, 2222.png)

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.



File: 1537835394250.png (148.59 KB, 585x300, IrisFall.png)

 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

File: 1540223973339-0.png (14.01 KB, 362x196, REalM Walk of devhell.png)

File: 1540223973339-1.png (125.95 KB, 1284x942, REalM Walk of devhell2.png)

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.



File: 1537218189885.png (91.33 KB, 320x302, vindictivedrivebanner2g.png)

 No.862[Reply]

Instead of making multiple threads for the games I've been making since my last post here, I'll make one for all the updates and development.

Vindictive Drive: Thriller/Action/Stealth(Complete, commercial)
You can get it here: https://balthasar02.itch.io/vindictive-drive

 No.863

File: 1537218768376.png (436.07 KB, 702x769, BattleofInstinct09.png)

Battle of Instinct: Fighting/Reflexes(Demo, free)
I find this one addictive, you can get it here:
https://balthasar02.itch.io/battle-of-instinct

 No.864

File: 1537219129790.png (148.91 KB, 610x470, 0am2.png)

War of Existence:Fall of the Saints: Action/Sci-Fi(Just started it)

It's the reboot of my first game, you can't get this one yet, but I have planned major graphic improvements, very extended gameplay and fully animated cutscenes like this WIP:

https://www.youtube.com/watch?v=OI8hPbo0n9I&feature=youtu.be

 No.871

File: 1538748381222.png (271.37 KB, 630x480, metalbird tactics4.png)

Turn based strategy war game with active time mechnics, there's two factions and 20 units to combine in the current build.
https://balthasar02.itch.io/metalbird

 No.940

File: 1539981195936.png (208.64 KB, 578x379, MetalBird Tactics EurekaAv….png)

MetalBird Tactics is now on Early Access, to celebrate I'll share with you some free keys
This is only for Uboachan users, so there's 15 keys, hope you like it.
https://pastebin.com/CqXVpJY7

 No.955

>>862
>If Lelouch was an edgy emo girl
I am not complaining, though.



File: 1538924160197.png (17.49 KB, 500x250, Oekaki.png)

 No.912[Reply]

(Firstly, sorry if I should be posting this on another place)
Hello, anons. So, for some time, I have been thinking about a Yume Nikki fangame that would be a hybrid between Yume Nikki and No Man's Sky. The basic concepts would be:

>You start off on your room, you have a balcony and stuff, like always, the bed wouldn't do nothing. Once you go out off your room, you would be treated to a transition of your character getting into a spaceship and then a countdown happens, after the countdown, you're "dreaming", I would like the transition to be fast but comprehensible.


>When the transition ends, you will now be on a place full of planets(Maybe only 12), this place will be the Nexus, the planets will be the dream worlds.


>The effects would be called "Upgrades" They would be for your spaceship.


So, what do you think about it?
20 posts and 8 image replies omitted. Click reply to view.

 No.933

File: 1539020818049.png (14.47 KB, 500x250, Oekaki.png)

>>932
Maybe I should just delete this thread for now, if there's even a way how. I'll come back here with some screenshots of the progress, so this won't happen again. Sorry.

 No.934

>>931
Out of respect for the mods i'll stop fucking with you, but I've got to say i'm disappointed. Figured the Frodo pic would make it obvious, but you were too dense to get it. Not only that, but you kept replying to me and getting more and more pissed off.
>>912
Op, giving you the benefit of the doubt, this idea is bad on every level. A lot of the initial appeal of no man's sky was the visuals and randomization. The actual game that came out was extremely sub-par and disappointing. If you want to make a space themed YN game, that's fine, but unless it includes randomization, which I don't even know is possible on rpg maker 2003, especially on that level, there's basically no connection. Also, no matter what site you're on, you should know better than to expect people to take you seriously with a thread picture like that. If you've already made a game, post pics of that.

 No.936

I would really prefer harsh constructive criticism to trolling in this board. More >>934 less frodoposting.

 No.937

>>912
Since frodoposter gave you his objective two cents, after leaving another passive agressive remark, I think it's fair to give you mine.

I know it's perfectly possible to achieve it though, it would be long and distressing for you and I'd pick VX Ace or MV for a little more of freedom, just a little. Motivation is important for these games to be finished and this idea would drain all of it for you.

The fact it's possible doesn't mean it's a good idea though, I would go for something like Miserere with some more randomization and you could focus on planets and exploration, but not at a massive level, ambition is the enemy of RPG Maker.

 No.938

>>937
I wasn't actually planning to make the planets to be random, I was just wanting a space themed Yume Nikki fan game actually, I just didn't said that on the post that started the thread. The idea just came to me when I was seeing gameplay of No Man's Sky.



File: 1513992031765.gif (493.47 KB, 982x371, yume_multi2.gif)

 No.773[Reply]

I decided to see if it were possible to create a Yume Nikki MMO. I noticed various issues while creating it which may help others when making their own.

* Scalability: the rooms in Yume Nikki are small so fitting a lot of people in one room would require servers or duplicate rooms. This mainly happens in Madotsuki's room where only about 40~60 people can fit (unless you allow players walk on top of each other). You can solve this by making custom rooms or by isolating players.

* Isolation: Yume Nikki as a game evokes the feeling of isolation throughout the gameplay. This mood will obviously be destroyed if it becomes a MMO. This again could be solved by making specific rooms only for one player. By this I mean the room can be accessed by multiple users but the user will only see themselves in the room and not the other users.

* Identification: I initially intended on creating a chat system for other users to talk but then I realized that a method for identifying other users would require some kind of Identification. Like a name tag or something below their character. To create something like this you would either have to make a tiny font which would be barely legible. Or break the pixel rule and put an actual font in. This often breaks the aesthetics, here's an example: https://i.imgur.com/sjeJH1S.png

While other parts like making all the rooms and events work properly are difficult they are difficult in the sense that they are a tedious task rather than a technical difficulty. These were all the issues I could see.

 No.774

Aside from being potentially detrimental to the feel of the game, another important thing to consider is user interactivity. The backbone of any mom is how users can actually interact, otherwise, there's no point. This seems like a novel idea that a few people will try for awhile beforehand getting bored and abandoning it; that result seems hardly worth the effort. The chat could just anonymous. If you do go through with this, here's two suggestions. Make the color of the other users look different than the made the player Is controlling. A race type of feature could also be used where at a given starting point, every user tries to beat the game as quickly as possible by triggering events and collecting effect. Being able to see the progress of other players during this would increase the tension. Other than that, I can't think of anything else you would be able to do with the idea.

 No.775

>>774
>mmo
Fuckin spell check.

 No.806

>>774
I don't think the "feel" of the game is all that important here, considering that the very nature of this project's multiplayer gameplay is transformative.

I say it's okay to break the feel of Yume Nikki a bit. If I wanna play Yume Nikki as originally intended, I already have a copy of the original.

 No.852

File: 1530505872169.png (402.48 KB, 500x398, tumblr_oso5ekvrjo1row371o1….png)

Whirled.com once exercised a similar concept.
BYOND, perhaps?



File: 1525277765225.jpg (31.43 KB, 450x360, Blank_Dream.jpg)

 No.814[Reply]

What do you guys think about the RPG Maker community?
23 posts and 11 image replies omitted. Click reply to view.

 No.839

Antifreeze

 No.840

File: 1525882514465.png (616.52 KB, 1196x648, bullshit.png)

They should just try Steam, tons of exposure and anyone can get there, here is no such thing as quality control, there are tons of games that are pure RTP with terrible mapping and grammar.

Just check this out, the FIRST result while browsing the RPGM tag is a commercial game in RTP.

No wonder Steam hates RPGM games.

 No.841

>>840
Yeah but no one's gonna want to pay $100 to put it up there.

 No.842

File: 1525953572354.jpg (233.62 KB, 1080x1080, ilya-kuvshinov-newnew.jpg)

>>836
> THIS PROFESSIONAL ARTIST IZ PAID MORE TO DRAW THE SAME ANIMU GIRL THAT IS ALSO TOO WHITE AND PRETTY BUT PAY ME FOR MY TALKING CAT PIX PLZZZZZ

Lmao, just outta curiosity, are you by any chance refering to that one post about Ilya Kuvshinov?

 No.843

>>842
That too and the sakimichan one which had the exact same vein.



File: 1508472229876.jpg (17.69 KB, 300x300, profile_picture_by_azazel_….jpg)

 No.744[Reply]

could anyone please explain to me how to program an effect (using ruby open source) or the rpg maker code structure please?
1 post omitted. Click reply to view.

 No.808

Google it you dickhead

 No.809

OP, have you checked the catalog yet?
I'm pretty sure there are a bunch of threads already explaining how to do that.

 No.811

>>808
>>809
It's a thread from October 2017. I'm pretty sure OP already found his answer-

 No.812

>>811
Ah hell, I didn't see the date.
But why the fuck was this bumped on the first place?

 No.813

File: 1525108817759.png (29.1 KB, 1350x692, PURGE.png)

Because somebody doesn't know how to sage.



File: 1518376101384.png (1.42 KB, 200x200, Madotsuki.png)

 No.789[Reply]

I'm in doubt.
Are Yume Nikki tiles 32x32 or 16x16?
I have used the size for Madotsuki's sprites and it actually looked relatively small.

 No.790

16x16 and resized to 32x32 on game screen.



File: 1512147542219.png (161.22 KB, 422x357, intellect.png)

 No.755[Reply]

I tried to delve into making RPGMaker meme games but i literally can't create a tileset. Whenever i fill a tile and save it with Paint.NET/MSPaint it messes up the colors or some shiz and the tiles appear transparent in-game. GIMP works but i'm not comfortable with it and it takes ages to boot up.
What do?

 No.756

If you can't do that you'll also run into like a million problems later and nobody will want to help you solve all of them. Learn the program first and then make the game. Watch a tutorial.

 No.759

In paint.net when you're exporting your png set it to 8-bit

 No.781

>>755
Stop using RPG Maker 2000 or some shit, upgrade to MV or VX Ace.

 No.782

If you're making a game in RPG Maker 2000 or 2003, get Aseprite and make 256-colour images in it. (It has a free beta on the official site.)



Delete Post [ ]
[1] [2] [3] [4] [5] [6]
| Catalog
[ yn / yndd / fg / yume ] [ o / lit / media / og / ig / 2 ] [ ot / hikki / cc / x / sugg ] [ news / rules / faq / recent / annex / manage ] [ discord / scans / mud / minecraft ] [ aurorachan / desuchan / sushigirl / lewd ]