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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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/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)

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Hey Uboachan. Lately I've started working on a Yume Nikki mobile port, I hope this will embrace both iOS and Android versions, with probably scaling 320x240 graphics to higher resolutions.
I know that somebody probably ran this game with some RPGMaker emulators or something on Android, but i'm talking about the proper port idea with, i hope so, nice sprites scaling for even big HD iPhone/ipad screens and a virtual d-pad plugin.
But, what is Yume Nikki legal status, like, in the future, can i hope to release it (for free) on the app stores and this app not be taken down? Is it even possible to contact Kikiyama, for it is his intellectual property? What should i write him? Did anybody, like guys from http://yumenikki.net contact him?
5 posts omitted. Click reply to view.


The NASU game is associated with http://yumenikki.net


Would it be legal? Probably not.

Would anyone care to fire off a take down notice? Probably not.


Some should have told you there is easyrpg.org that can already play yn on android and others out of the box.


Right, there's some other workarounds needed so you can actually do the necessary keyboard inputs while playing, but EasyRPG has been demonstrated to play Yume Nikki on Android with a virtual keyboard if I'm not mistaken.


No problem, the case is that first I want to practice with making a full mobile game with Phaser engine, and it is second that anybody would want to play that. I chose to try to port YN because I like the game, it's a pleasure working with it. Also the game world is pretty desolate and most levels are simple to build. Almost no AI. At the moment I have those locations almost complete:
+Forest world
+Puddle world
+Mural world
+Checkered-tile path
+Shield-folk world (half-complete)

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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
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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.



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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.
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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.


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Hey, long time no see. It's Morgan Elise, MikuLeRoux is my dev name.

Its been awhile but I just wanted to share a bit about the game I'm working on called Akiyo.

Its a 2D Fantasy/psychological game, and it's a sidescroller with Visual Novel elements.

Akiyo is set in a realm known as Reka, which is hosted by Kridlo Lidi. Kridlo Lidi are defenders of humans on Earth. Their defining feature is a pair of white wings resembling angels but a bit smaller. They defend humans lives from ending before their set time, which can only happen from a demons will. They train to fight these demons. They do not remember ever being human, but each Kridlo Lidi was once a human who died by the hands of a demon on Earth.

The story follows Akiyo, a Kridlo Lidi cursed with demon blood, who remembers the face of a girl from his past life. It is about his struggles with his demon blood, overcoming his isolation and defending not only this girl, but all of Reka, from Damon, the most powerful Demon known to Kridlo Lidi.

This story was one I first created when I was 15, and I started it in development earlier this year.


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Here are some screenshots, and some map samples

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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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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).


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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.


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I've tried in the last months to switch the engine, but this proved to be more difficult than expected and so far I'm stuck.

I'm also stuck with the enemies and only have a few sketches so far. Making organic looking 3D models is hard. Here a sketch of a slightly stronger standard enemy.

Also because I'm not making any progress recently I decided to release a short demo showcasing the combat system. Most of this demo was already finished 3 months ago, but originally I wanted to wait till I get the first area of the game done, but now this probably won't happen soon.


At the moment I'm trying to make a 3D version in unity and xenko. However I'll probably still try to continue working on the rpg maker version as well later.

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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.


Here's the old thread for RPGmaker/Yume Nikki fangame help → >>>/fg/165

There you'll find many suggestions on how to make the wake up mechanic, effects, and other fangame related stuff.

If you don't feel like reading it all, click "Control + F" at the same time on your keyboard and write a keyword related to your interest in the box that appears to perform a search on the whole thread for it. (Ex: write "wake" to find posts talking about the wake up mechanic, it's that simple.)

Why am I posting this instead of explaining how to do it? Because that thread has years of useful information for anyone making a fangame in RPGmaker, and will be of better aid than my already rusted knowledge of RPGmaker. Hope it helps.

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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?
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>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.


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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.

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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?
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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.


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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.)

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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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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.


>looks at first screenshot

Holy shit, OFF 2!

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What's your opinion about developers who post here? Do you have any favourites? What games do you like the most?
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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.


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


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

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