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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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Check out the *NEW* Uboachan Dream World MUD (and the discussion thread)

File: 1538130068120.gif (18.5 KB, 180x179, Ghost-u5d.gif)

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

 No.941

I have begun making the command help messages more useful. Lists of commands given by calling help on a category are now outputted in nice columns. I fixed a related bug which broke word wrapping in the text box for the past few days. I have also elaborated roughly half of the command help messages to be more explanatory and include usage examples. I will continue elaborating more help messages in my spare time until they are all done.

All of the planned features in the previous post are now finished except for (un)duplify item, the mail system, and the npc system. You can also use the %player% marker to put the player's name somewhere other than the front of the line with the action and decorate commands; see their help messages for more info.



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



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: 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.
10 posts and 3 image replies omitted. Click reply to view.

 No.849

I've only just started but I am LOVING this. You've made something with a lot of promise, I can't wait to play more. I'll share my thoughts when I'm done.

 No.850

File: 1529189731612.png (16.91 KB, 640x480, NESphonebooth.png)

>>849

Thank you, this is very motivating!

The game is out on itch.io now to. I released the latest version to GameJolt also (some minor bugfixes, no real need to reinstall)

https://socah.itch.io/railroadtracks

And full screen is Alt + Enter btw, that was misstated in the first version

 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.



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)

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

 No.742

All I can suggest is that the overworld could use a bit more fine details, and maybe a darker shade, the clean looking uniform tiles kind of ruin the immersion of a post-apocalyptic future.

Other than that, looks and sounds pretty sweet, looking forward to playing it.

Oh, and another thing, consider Wolf RPG Editor as your engine, it's like everything RPG Maker is and more, but is also free. The only problem as far as I remember is that the english version is in perpetual beta.

 No.856

File: 1536654333110.png (1.26 KB, 217x125, Error.png)

Anyone else getting this error?

 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

File: 1536658188091.png (22.81 KB, 641x505, Devo.png)

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.



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

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

 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.
47 posts and 28 image replies omitted. Click reply to view.

 No.804

>>800
You'll have to give us an update some time when you've got more finished, I want to see where this goes.

 No.805

>>800
Holy shit, looks great.

 No.807

>>800
That's the stuff

 No.834

File: 1525875213670.png (1.52 KB, 50x50, computadora.png)

Hice una computadora…

 No.845

>>834
… Linda computadora…



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.



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