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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.

File: 1488225253512.png (65.11 KB, 856x422, IMG_0441.PNG)

 No.623[Reply]

Whenever I open a map in the game I'm working on, this happens. Not with Yume Nikki tho. I have windows 10 and RPG Maker 2003.

 No.624

File: 1488225953971.jpg (313.1 KB, 1029x1373, main-dogs-eyebrows-image.jpg)

>Not with Yume Nikki tho
Then why did you post this in the Yume Nikki general board, you loaf bread?
We have /ig/ for this. Maybe someone can help you there.

 No.625

File: 1488226077856.jpeg (211.86 KB, 1011x716, d0d8faa2d6e117518fb732cdf….jpeg)

Congratulations! You found the hidden error message! It means that you have to lurk more.

 No.626

File: 1488230099831.png (27.53 KB, 640x253, IMG_0442.PNG)

Whenever I open a map in the game I'm working on, this happens. Not with Yume Nikki tho. I have windows 10 and RPG Maker 2003.



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 No.605[Reply]

Can someone help me here?
I'm trying to decode .flow as a reference material for a fangame but the fucking mojibake is killing me.

I don't know if it's the version i use (RM2k3 pirated unofficial english translation) or where is the OG japanese version with proper encoding being shared.

I have AppLocale & System Locale set to Japanese but im still getting tough luck.

 No.606

You need the Japanese version. It doesn't work even if you have your locale set to Japanese if you're using the English version of the engine, because rm2k(3) can't render Jap in windows-1252 encoding.

 No.607

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>>606
Do you have any idea where can i get it?

I've been lurking on torrent sites and on the internet as a whole but to no avail did i find a japanese version of RPGmemer.

 No.608

>>607
It's called rpg maker rtp (year) over there.
https://tkool.jp/support/download/rpg2003/rtp

 No.609

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>>608
You can't be serious…

>>607
Just download the 30-day trial, once it's over it won't let you create events anymore but you can still check the game contents (I think).
https://tkool.jp/support/download/rpg2000/trial

 No.615

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>>605
>>609
Someday we're going to need someone to get OG Japanese RPGMaker 2000/2003 cracked (even if your against piracy, do mind that it's software from 2000/2003 respectively and nobody is going to pay a second time for a tool so they can release a fangame for free) for educational purposes.

It probably already is, but i don't know jackshit on their language, but i do know that they don't torrent, feelsbadman.



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 No.573[Reply]

So I was thinking about using RPG to make a game, not necessarily a fangame, but I cannot understand tilesets? Like, the only programme I have familiarity with is gamemaker so bear with me. First, how do I make my own tileset? And second, how can I make just one big tileset? Is there any real advantage to having specific ones? I find it way too limiting.

 No.575

Having specific tilesets is for two things: Making sure the art design of an area is cohesive, and simply organizing your tiles. Both of these are Good Things.

 No.576

>>575
It also greatly diminishes loading time. If you had all your tiles in one image, it'd have a huge file size, and the engine would have to load ut every time you move between maps.

 No.592

>>576
actual gamedev here, this is pretty much the opposite of true

generally you want to squish every single one of your textures into as few giant files as you can (texture atlases) to save VRAM, since ideally all your texture files will be POT or Power of Two (128x128, 1024x256, 512x512) etc in order to be supported in hardware by as many graphics card configurations as possible. since it's very likely that you won't manage to perfectly fill up a POT texture

BUT speaking pratically this general attitude isnt 100% applicable to 2D rpgs because 1. texture atlasing isnt as big of a concern since square tiles pack perfectly with no wasted space and 2. it's 2016 your sprite game isn't going to go past 10% CPU utilization even if you render everything in software unless you actively try to write the shittiest engine possible like the LISA guy apparently did

anyway a 2048x2048 texture is like 16 MB in VRAM and modern cards have 4GB plus so I guarantee all the pixel art you could make in a lifetime will fit and you aren't going to have loading times as long as you don't do something stupid like save everything as a TGA instead of PNGs

splitting tilesheets into themed areas for organization is a good idea though



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 No.577[Reply]

What sort of things would you expect to see in a lewd/hypersexualized Yume Nikki-ish game?
9 posts and 2 image replies omitted. Click reply to view.

 No.587

Have you seen Kanashimi no Belladonna? I loved the hippy-ish trip and the whole way they handed sexuality. Bonus for Klimt's influence.
https://www.youtube.com/watch?v=uIs1CT__ZBM

 No.588

>>586
You should try just throwing together what ideas you already have into RPG maker and go from there.
I think the end of the End of Evangelion has some good imagery that you could use.
https://www.youtube.com/watch?v=pVeKyqV1jWU

And yeah. I agree that less graphic violence and more subtle, nerve hitting horror is better.

 No.589

>>587
No. I haven't watched it. But I'll try it once I am done with Shiki.

>>588
I dunno. You need some solid world ideas for these games to make walking actually enjoyable. With the few map ideas I have right now, it might be better to just make the game puzzley like Lisa or even a straight up jrpg like Middens. Moreover I believe interactions between effects and worlds also needs to be planned with a bit of care so there is variety in the effects you use and you don't just end up using the same 3-4 effects to solve any obstacle.

 No.590

>>589
What I mean is that these fan games can take years to complete and are riddled by developer laziness.
If you have any ideas right now I would start on creating the sprites and creating a base in RPG maker.

 No.591

>hehehe lewd im 12 xDDD

Euch



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 No.568[Reply]

I'm making your basic fangame in VX Ace, need help with following :

1. How to program a weapon effect, how to make it kill NPCs and play a sound effect
2. How to make cosmetic effects that have animations (ie. Cat effect)
3. How to program the whole "waking up" mechanic


 No.553[Reply]

Hi, I'm new here so I don't know about english so, I'm trying to make a yume nikki fangame and I need help on 3 things at least. 1) how can i make a save point? Because my idea is sitting on a wheelchair and then the music and the background circle appears like in yume nikki. 2) how can i make the character go to sleep and dream with the countdown 3) How can my rpgmaker 2003 stop erasing my map everytime that I edit events. I hope for an answer
9 posts and 5 image replies omitted. Click reply to view.

 No.563

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>>556
At least 窓付き is a real word and not a meme translated with google.

>>557
>Akaitsuki means "Red" by the way assholes!
あのさ、赤いと言う言葉一色の名じゃありませんよ。ただ形容詞なのです。
You can lecture me on japanese once you learn the difference between adjectives and nouns and how nominalizing works. You don't even know what you named your own fucking character.

Also, it's funny that you're calling us assholes when you are acting like a cunt yourself. You came to the wrong board demanding to be explained extremely basic shit already answered many times and got butthurt when told to fuck off. You have no right to complain. Use fucking google and lurk more for fucks sake.

 No.564

>>563
Maybe they really meant 暁.
Or possibly 赤付き、But ended up forgetting to remove the い. Theoretically speaking he may be aware of using 付く's nominative form and could be using it with the noun 赤.

 No.565

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>>564
>Maybe they really meant 暁.
>Akaitsuki means "Red" by the way assholes!
Also, the nanori for 暁 is Aka or Akira.

I don't think OP knows Japanese at all. Not only he made the error with roumaji in his files but he also didn't notice when I pointed it out in my post, so I don't believe at all he knows what the nominative form is, much less considering spanish lacks such kind of language tools and that they're so disguised in English not many people notice their existence.
So no, cute, but bullshit.

 No.566

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>>565
Oh surprise, spanish actually has nominalization. The more you know.

 No.567

>>565
B-but sounds cute



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 No.539[Reply]

Hey there. I'm fairly new with making games, yet I feel like I'd be capable of making a game. I lack of knoweldge of programming, but I excel in music production and am fairly decent with making graphics.

As someone who adores Yume Nikki and it's fangames, I'd like to produce my own game inspired of Yume Nikki, it wouldn't follow the traditional 'effect collecting' style like most fangames do nowadays.

I feel like I'd need special programming help yet I have no idea where to ask or where to start, so I thought I might get here some help from other game dev's who are fairly experienced.

My game would be made on RPG maker 2k3, for now at least.
5 posts and 2 image replies omitted. Click reply to view.

 No.545

>>543
Oh I meant what you want to do in terms on making the game (more specific questions regarding the engine or what ever) rather then what's going to be in the game. That's something that is entirely up to you.

P.S.
Check out the /fg/ board. They sometimes have decent tut threads.
https://uboachan.net/fg/index.html

>>544
Ah, sei. I may have been hallucinating that then o.o

 No.548

>>545

Oh, um Im not sure on that either honestly. I'll try to figure out asap because I'd love to start on it. I have someone who'll help me out with programming at least wich i appreciate.

I'll take a look on the older threads, but I'm not sure they'll provide anything that I'll need.

 No.549

The hardest part for me, and alot of other people judging by the amount of games that get completed, is to actually keep up the steam until the end. Making games takes alot more time than people think, and it's definitely not all fun. In fact, the majority of it is soulcrushingly boring.

Passion is not enough when it comes to gamemaking. You also need the patience of a god.
Don't want to spend more than 50+ hours making a game that looks mediocre? Don't do it.
Don't want to spend weeks doing the same thing over and over? Don't do it.
Don't want to bash your head into the wall repeadetly because you can't figure out why something isn't working? Don't do it.

My examples not bad enough? Trust me when I say that it's alot worse than my examples made it sound.
It's a great feeling when you're finally done, but most people don't get to that point. So if you're the type that gives up on something easily and moves on to something else, don't do it.
And definitely do not do it if the reason you're doing it is because you're looking for praise from others, because making a game is probably the worst way to do it in existence. You would literally spend hundreds of hours to get a couple of people saying "it's pretty good, I guess". If you're lucky. Most peoples first games are absolute dogshit.

 No.550

idunno what its like for peeps that dont know a lot about programming, but make sure that if you run into an issue trying to get something to work right, stop before steam starts to blow out of your ears and go to google. you might not be able to solve your specific problem, but you can learn about how all of the options really want to work, and that has solved a ton of my problems. for example: the "proceed with movement" thing is really important and will magically solve 90% of all possible bugs

rpg maker works on this weird "drag-and-drop" thing, so its really just all about making sure everything is logical. this is really common for these game making engines, but you run into a lot of situations where things SHOULD work, but they just dont. these situations are probably whats caused me to burn out so often, cuz its just frustrating and you have very little control over it, in contrast to the process of making visuals and music. be vigilant, do research, and ask for help when you need it

 No.551

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>>549

I am aware of that making a game is a long and time consuming progress and I am willing to sacrifice most of my time on it in order to make my game as good as possible for my current skill level. And honestly, the progress is slow but there at least. and i know this screenshot looks like dipshit but im ok with lol

>>550

I actually don't mind for asking for help. I actually registred for the rpg maker forums so I can actually progress with my ideas. Currently i am still experimenting around with 2k3 but it's at least worth it



File: 1469315805442.png (1.6 MB, 1920x1080, tiny soul wp1.png)

 No.534[Reply]

tiny soul [Build 29] Video Preview
Hand Drawn Characters & Watercolour Backgrounds

https://twitter.com/tinysoulgame/status/756959802257993728


File: 1464088748437.jpg (152.38 KB, 850x928, sample-36ef7ea6e157b5c48e1….jpg)

 No.489[Reply]

Hello. I'm developing a game with RPG Maker.

It's a game that expresses my darkness, the aches of my soul, my depression, my social anxiety, my abuse, basically, I'm pouring my demons into an RPG Maker game.

The game is almost complete, I'm reaching a very satisfactory result but there is one touch missing.

People such as you guys, are my target audience.
It is nothing like Yume Nikki, but I want it to contain the same amount of mystery and depth that will keep people coming back, trying to understand. I want people to get attached as much as Yume Nikki, to find their own little universe in it, to care for the characters.

But how can I do that? It's not like there wasn't countless games that have tried to do it, it's not like there's no games out there that tried to have you as their target audience. It's not like there's no game out there that's mysterious, deep and unique that couldn't find their fans.

How can I make something you guys would like? How can I be sure my game will be unique and be relevant?

This is a hard stress on me. I'm pouring my all into this game and it surely wasn't crafted over night, but I just wish I was able to build the same depth Yume Nikki has, something that would build its own fanbase and keep them coming back for more.

Post too long. Click here to view the full text.
14 posts and 5 image replies omitted. Click reply to view.

 No.505

>>503

With this, I am heavily conflicted.

I am not in it for the money, at all. But on the other side, I did work hard and love it or not, I still have to make a living. I do have a job but still.

But then I look at free games like Yume Nikki, .Flow, Witches House, Ao Oni and ib…those had their hearts poured into it and were free, and I am by no means any better than them, so what kind of asshole am I, anyway?

The kickstarter would be to help me afford the artwork which I am already paying for from my own pocket, I am not rich but I am devoted and the kickstarter could help bring some more original artworks and maybe even soundtrack.

I'm just brainstorming in this text box, sorry.

Regardless, when I look at you guys and the RPG Maker community I feel it'd be wrong to not make the game free…I just don't know anymore.

 No.532

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Ladies and gentlemen, I present to you my somewhat non-serious list of game-must-haves to whore up those downloads! it needs to have a combination of the following:

Memorable characters, tumblr-friendly is a big +. Loli main character also a big +.
The characters can either A: Be really edgy and grimdark, or B: So fucking sugar sweet it hurts to lick them. Nothing inbetween is acceptable. NOTHING.

Some mechanic that sets it apart from other games, for example the no-combat shit in Undertale.

Unique or just really good visuals, doesn't have to be fantastic-looking, but I'll be damned if it doesn't help, how many RPG Maker RTP games got zillions of fans? Yeah didn't think so. Anime style is a big +. I'll say it again: Loli main character. Little boy that looks like a girl also acceptable.

Speaking of tumblr, it also needs to have at least one important character that is a boy that looks like a girl or a girl that looks like a boy, not including the main character. For the fanart.

Comic relief character that is some kind of nerd. "Haha, he referenced something I know! This game really gets me."

Bullying. Preferably of the main character. The bullies will either die a bloody death or be your friends at the end of the game depending on the type of game it is.

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

 No.533

File: 1469315546946.jpg (146.36 KB, 1023x713, takingnotes.jpg)


 No.535

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>>532
I love you owl, please, please, never change.

 No.537

>>532
>Be really edgy and grimdark, or B: So fucking sugar sweet it hurts to lick them. >Nothing inbetween is acceptable.
>not going for a mixture of edgy + diabetes bait instead
Create the ultimate RPGMaker character, just do it.



File: 1466204691033-0.png (918.92 KB, 1082x806, VideogamePostercommission ….png)

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File: 1466204691033-3.png (1.43 MB, 1366x768, BirthrightScreenshot.png)

 No.509[Reply]

Hey guys. I've been working on a projct for quite some time (since 2015 actually) and finally got the kickstarter campaign approved! So today, I'd like to present to you guys Birthright Cataclysm Zero.


The game is an RPG about a vampire huntress named Aria Selnades and the princess of vampires named Maia Etranzi.

Both races are caught in a never ending conflict that almost caused the end of the world.

The war has recently entered a phase called the Birthright Cataclysm. The new generation of warriors are being sent to the front lines to battle each other and conquer the opposing forces.

To prevent my game from being 'yet another Kickstarter game', let me explain why I'm kickstarting this.

I've played games like Yume Nikki and .flow for a long time, I even recently became a speed runner for Yume Nikki, I'm very passionate about that game because it was very, very different, original and unique, and while working on my game, I kept feeling something was missing, something that could help my game 'be something'. It definitely carries some 'silent inspirations' from Yume Nikki as some scenes in and stages in the game come straight from what I love so much as a Yume Nikki player.

For those who wonder, all the money made from the kickstarter campaign will go towards the creation of original material such as artwork, graphics, music and assets for the game. I want it to gain its own unique identity and I can achieve that by hiring the talents needed to make my vision come true.

Post too long. Click here to view the full text.
2 posts and 1 image reply omitted. Click reply to view.

 No.512

If you've got an accepting mindset, you'll go far.
First of all, the second poster already explained it really well. There are much more masterfully created games that are completely free, making it that much more harder to see why you need funding for a commercial game. That said, you've already reached your Kickstarter goals. One thing concerns me though: are you commissioning your artist for each art piece? If so, it seems that you aren't getting much bang for your buck. If you have a truly compelling idea, there are plenty of people who know how to draw out there and will do so as a team, which will greatly reduce your costs as long as you fairly split the profits with them later.

 No.529

So why do you need a kickstarter for this game?

 No.530

>>529
To get your money.

 No.531

>>529
To get your money, we want your money.

 No.536

Everything in this game looks like it came from the rpgmaker xp rpgrevolution forums.
Not going to lie.



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