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/og/ - Other Games

saya no uta
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File: 1538130068120.gif (18.5 KB, 180x179, Ghost-u5d.gif)

 No.5214[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
35 posts and 4 image replies omitted. Click reply to view.

 No.5265

Ok, help has categories now. Some commands are in multiple categories.

Unless there are other suggestions, the next major update will probably be either keys or mail.

 No.5266

The "describe" commands now let you insert a paragraph break. Use a double backslash wherever you want to split the paragraph.

 No.5267

Added a telnet service at dream.uboachan.net:37378. Currently, users accessing via different backends cannot see or interact with each other, though they can edit the same world.

Edit: Telnet and websocket users can now interact.

 No.5270

The "look" command now shows item and exit IDs next to their names, and the "go", "get", and "drop" commands now support IDs in addition to item/exit names. This should make interacting with items and exits with long names less obnoxious.

There are also single-character aliases for some common commands:

"hello -> say hello
#hello -> chat hello
.user hello -> message user hello
:dances -> action dances
>big door -> go big door

 No.5271

Moved to >>>/ig/872.



File: 1538228359485.jpg (37.33 KB, 480x358, ico.jpg)

 No.5229[Reply]

There's something about games from this time that I've not seen captured before or since. What are your favourite games from this era?
9 posts and 17 image replies omitted. Click reply to view.

 No.5239

File: 1538249041858.jpg (250.07 KB, 850x1189, __agro_mono_and_wander_sha….jpg)

>>5238
During the PS1's time people were mostly testing the waters. By the PS3 people got too comfortable with its profitability and started the nose dive torwards mediocrity. I think all companies/mediums have that interesting middle phase were they're a lot more willing to try new things.
I liked Shadow of the Colossus.

 No.5258

File: 1538290023011.png (28.14 KB, 400x800, pixels.png)

>>5231
The other guy in the thread pretty much explained it for me.
Shitty pixel graphics are an easy way for lazy developers that can't do art to excuse their games for looking awful and dull.
It was endearing the first few times and yes, there are games that pull it off really well, but as more people jump onto the bandwagon it gets stale really quite soon. You'll start seeing games with little thought or effort put into their visual design, the kind that doesn't gain anything from the retro art style (or neo pixel art, as anon called it) at all, that never really had any reason for using it.

Not that I expect all indie developers to be some Renaissance masters of all arts, but at least don't advertise "retro graphics" as your main selling point.

 No.5260

Sly 2. I beat this game about five times when I was a kid. 1 and 3 are also really good, never played 4 but it looks awful unfortunately.

>>5233
It's not good to be a trend chaser, but it's not good to not do something you wanted to do just because it's trendy at the moment either. Especially since this (I assume from your wording) will be your first game, just do whatever you want. Just don't expect it to be popular if you put it online.

 No.5268

File: 1538567835568-0.jpg (34.2 KB, 220x312, JetSetRadioFuturebox.jpg)

File: 1538567835568-1.gif (189.91 KB, 200x151, 1538535549469.gif)

File: 1538567835568-2.png (432.08 KB, 648x486, Cylinders.png)

>>5229
never really played much ps2 games but i spent a ton of time on xbox and gamecube games i can assure you that they were just as much experimental as well. there was a lot more passion for the craft that still exists today, but you won't see it from a major company due to the financial risks that implies. i feel like with better graphics came higher budgets, so companies started focusing on that and realism than actual gameplay, environment and unique art styles. even companies like capcom, known for their unique style have started embracing realism more and more (mostly based on decisions inspired by kenji inafune's massive ignorance and embrace of western AAA industry). it's the reason why so many of their games switched to 3D and tried more realistic styles (which i guarantee is why games like SFV look the way they do, and they only got realism right imo so far with DMC5). there are still games that look charming, but a lot of them are done by indie/doujin companies rather than major league companies. i think companies are slowly starting to realize not many people care about the realism/graphics side of games as much as they did, but it's going to be a while before we see games that are as stacked with content and care as they were in that generation of AAA gaming.

 No.5269

>>5268
Inafune's a westaboo cunt. People like him are so obsessed with emulating us that they ignore our obvious faults and actively harm their own culture's output.



File: 1524956411999.png (1.01 MB, 1916x1041, 2018-04-28_15.52.20.png)

 No.5142[Reply]

I set up a Minecraft Lost Cities modded server to play around with. Take a look. It's a mapgen mod, so the world is an auto-generated abandoned city in all directions. If there is enough interest for me to find donors, I will add some more features and plugin support. Currently it is otherwise vanilla, with 12 player slots.

There are skyscrapers, highways, bridges, tunnels, subways, and other structures. Forever. Treasure boxes and mob spawners are scattered randomly about, making it a very hostile world with infinite exploration value.

IP: 142.44.222.37:25582
17 posts and 2 image replies omitted. Click reply to view.

 No.5184

>>5183
There's people ban evading on a tiny image board minecraft server?

 No.5185

>>5183
>just ban the IP instead of the ID and you're set
That's worse, because banning ID's usually means the person has to have another account or copy of the game in hand, which costs money and is not really convenient for the average person, while (solely) banning IP's gives them the ability to use a proxy which is far easier than outright buying a copy of Minecraft. A combination of both would be best optimal.
But yeah this >>5184

 No.5194

That seems like an interesting mod, I'll try to get it to work.

 No.5209

I had a fun time looking around just now.

 No.5210

>>5142
Interesting, just needs more poeple



File: 1526443631137.jpg (52.69 KB, 816x624, Milya.jpg)

 No.5135[Reply]

I finished translating Milya. The game is, for some reason (i.e. the engine can't handle memory allocation with some textures), very prone to crashing, and although I managed to improve the overall time between crashes (a lot), it still happens from time to time. The good thing is that this game isn't that long and you don't need to save or anything like that anyway. But I insist that it crashes as a fault on the engine side, so please spare me the complains.

Milya in Japanese can be downloaded here:
https://www.freem.ne.jp/dl/win/13977
(Link provided through lol's site http://rustlimbo.webcrow.jp/games/milya/index.html )

And the patch can be downloaded from here:
https://mega.nz/#!p2oDCIzA!yV2lReNQlx8zSXaZHdK4uTIDkjK0VQgCIupd9whQae0
Just extract the files inside the original Milya folder, and when asked if you want to overwrite things, say yes to all.

Inside the ./www folder, you will find a copy of the original CommonEvents.json file, plus a backup of the english one. In case you want to switch to the original language again, all you have to do is copy the CommonEvents[EN/JP].json file, paste it inside the ./www data folder, and rename it to CommonEvents.json (overwriting the file there).

However, if you find that extracting a file is too difficult for you to handle, here's a download with the executable already patched:
https://mega.nz/#!kzJDmYbR!SFKQYF3mSRXjdKz_pEuAEC12CF7abn49HqMedE5trnI

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

 No.5193

File: 1532714337924.jpg (95.56 KB, 493x370, 1525367761238.jpg)

>>5186
You can supposedly finish it within about 20 min, but unfortunately the crashes and repetitions make it take slightly longer. I would say it's closer to 30 min than 40 min, though.

>>5192
Sorry for that, but that's just how far I could go about fixing it without rewriting some fundamental functions in a language I am not that familiar with.
Would you mind telling me your specs? I managed to get all the branches when testing the patch (and mind you, that was a pain), with an overall probability of crashing of about 20% (with a standard deviation of 15%)[a]. From the tests, I concluded that the main error that causes crashing comes from a function to allocate memory for image files, although there were one or two times when it was even weirder and harder to pin-point with the testing I've performed, and I dismissed them as common MV errors rather than game specific crashes.

[a]: For reference, the game had a Pr(crashing) = 0.75, σ = 0.2 before I sort of fixed it eliminating certain texture filters from the game script.

Here's a 17min gameplay, https://www.youtube.com/watch?v=_qExZJHYeNc
But if you're interested, I can post the text script of the game. You'd have to give me some time to add notes so it makes more sense for a reader that can't see the specific scene and clean all the notes, but I can do it.

 No.5196

>>5193
I knew MV was going to be shit when I read that it was going to build its games with HTML5. Thanks for the translation though.

 No.5198

>>5193
A transcription of the game would be nice to have, thanks.

 No.5200

File: 1533525889616.png (471.06 KB, 600x600, 1465825224717-3.png)

>>5198
I tried replaying Milya and writing down within the file all you see so you could follow the context, but unfortunately the crashings and need for adding jump points (more on this later) takes more time than I can actually put down for this. Instead, I'll write the general feeling of the game here.

I divided the game's text into what I called "branches". They aren't branches in the classical way (i.e. a byproduct of making a "choice" within the game), but rather just different loops that run when you start the game. When you play for the first time, you run what I call "branch 0", which will always be the first branch the player sees the first time they play the game.
Sometimes when playing, for example, "branch 2", two or three snips of text from "branch 05" will appear, before jumping back from where it left in "branch 2". This is what I denominated "Jump Points". This makes understanding the story more difficult, therefore by reading this script (which is in order and with corresponding text inside their respective branches), you will probably have a better understanding of the story than just by "playing the game".

With all that said, here's the file: https://pastebin.com/XeSJbFTN

And some context: Some of these branches (those that don't seem to be narrated by "the protagonist", i.e. a girl who goes to this café in a forest) are generally just text over a black background. The others are, as I mentioned, apparently narrated by the girl, who walks through different maps through passages, corridors, what looks like some forest path, a field, basements, etc.

If you want to discuss something or have doubts about anything in the file, feel free to ask and I'll try to fill as many holes as possible.

 No.5203

>>5200
Thanks a lot for providing this.

I've only read the script once so I barely understand anything, but man, lol really loves his mind screw and disease plots, doesn't he? Either way, looks like I'm going to have to do a lot of rereading again to try and figure this one out…



File: 1528601708792-0.png (14.83 KB, 500x226, tumblr_inline_o4b67mL6sl1q….png)

File: 1528601708792-1.png (77.31 KB, 500x375, tumblr_inline_o4b92rTtHf1q….png)

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File: 1528601708792-3.png (112 KB, 500x375, tumblr_inline_o4b94rwZkl1q….png)

 No.5163[Reply]

Hello Uboa! I'm here to post an old, complete game that I have made (in rpgmaker 2003, released in 2016), called Jasei No In: The Serpent's Lust.

RPGmaker.net: https://rpgmaker.net/games/8710/
Devblog: http://bleetdev.tumblr.com/jaseinoin
Direct Download: https://www.mediafire.com/file/psrbohbwxd9hk11/Jasei+no+In+v.1.3.rar

This game was a project from university a few years ago, that I expanded into a full, completed game. JNI is a project about adaptation, specifically: I adapted half of a short story (usually called Jasei no In or The Serpent's Lust or some variant) from a collection of classic Japanese supernatural tales (called the Ugetsu Monogatari) and turned it into a videogame.

From my devblog:
"Jasei no In: The Serpent’s Lust is a short, linear game with a strong narrative… This particular story is a very popular one in Japan, and has gone through many adaptations since its initial creation around 1776.

The protagonist, Manago, is a simple weaver girl who gets caught in a rainstorm. A mysterious man in white appears out of nowhere and shields her from the rain, lending her an umbrella. Feeling indebted to him and perhaps a little attracted to him as well, she tries to return the umbrella to his manor hidden deep in the woods. Manago quickly becomes swept up in a romance that is not all that it seems, and must figure out who exactly the mysterious man in white really is, or face severe consequences.

The game isn’t horror, but it contains supernatural/paranormal themes."

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

 No.5164

File: 1528601851397-0.png (79.47 KB, 500x375, tumblr_inline_o4b941Q7AA1q….png)

File: 1528601851397-1.gif (1.74 MB, 410x342, tumblr_nyry7lKAsJ1r18yoxo1….gif)

File: 1528601851397-2.gif (499.83 KB, 500x288, tumblr_nzdpi87kMc1r52zijo1….gif)

And here are a couple more images/gifs of the environments as well.

 No.5177

This looks pretty cool. Did some research in to the name, looks like its an amalgamation of some old Chinese stories with some spins on the plot.

> 蛇性の婬」は、『雨月物語』中唯一の中篇小説の体をとっている。原話は、『警世通言』第28巻「白娘子永鎮雷峰塔」であるが、途中から終結を道成寺縁起へ結びつける、独自な要素をもっている。


Jasei no In is a novella from "May Stories (lit. rain month stories)". The original version is from "Stories to Caution the World"'s 28th volume, "The White Maiden Trapped in Leifeng Pagoda", but along the way combines the ending of "Dojoji Omen" (the story of Kiyohime) and has its own unique elements as well.

この小説を粉本として書かれたとされる日本の文学作品に、江戸時代後期の上田秋成作とされる『雨月物語』中の『蛇性の淫』[32]がある。

Won't bother translating this, but for those interested, go to https://ja.wikipedia.org/wiki/%E9%9B%A8%E6%9C%88%E7%89%A9%E8%AA%9E#%E8%9B%87%E6%80%A7%E3%81%AE%E5%A9%AC

Anyways, the art looks great. I'll definitely give it a shot.



File: 1528603086473.png (27.11 KB, 640x480, preview.png)

 No.5165[Reply]

Hello, and here's another old, complete game that I have made (in rpgmaker 2003, released in 2016), called The Huntress of the Hollow.

Itch.io: https://bleet.itch.io/the-huntress-of-the-hollow
RPGmaker.net: https://rpgmaker.net/games/8722/
Devblog: http://bleetdev.tumblr.com/huntress
Direct Download: http://www.mediafire.com/file/myfcsxya7tdax7b/The+Huntress+of+the+Hollow+v1.2.rar
(If it says it needs the RTP): http://www.mediafire.com/file/b2uh4vsv2oil9c5/The+Huntress+of+the+Hollow+v1.2+with+RTP.rar

Huntress is my passion project spin on Little Red Riding Hood, and is a pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across. It's a short story with multiple, sequential endings that all conclude the story in unique ways (except for when you die early in battle/get eaten by a wolf), with a bonus room at the very end.

From my devblog:
"Lenora Calamint lives with her mother in a small village called Pokeweed Hollow on the outskirts of a forest. She often delivers food to her stubborn grandmother, who prefers to live alone in the woods. While the forest is a dangerous place full of wolves, the village and her grandmother's house were peaceful.

However, once a travelling, charismatic hunter decided to settle near the village and offered to protect it, the local wolves became mysteriously violent and began to attack the village in erratic bursts of activity. Due to these events, some villagers praise the hunter for his help in keeping the wolves out of their homes. The others can't help but think there's something suspicious about the matter. Despite it all, Lenora still has a grandmother to take care of, and so she wakes up to begin her routine of visiting her grandmother anePost too long. Click here to view the full text.
2 posts and 4 image replies omitted. Click reply to view.

 No.5169

>pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across.
So, like undertale? There's even faceless cutscenes. You sprite work looks nice, but you might want to put more detail into profile shots(the first game). The technicolors look nice in a stil image, but I imagine they would be a bit of an eye sore if you're playing the game for a long stretch. Maybe more neutral colors would be better in a future game. Conveying atmosphere is harder if every location is full of hot pinks and highlighter orange. Those locations should pop out and stick in the player's head as being unusual.

 No.5170

>>5169
>like undertale?
I actually had not played undertale until after finishing this game, and it's not like undertale at all. There's quite a few pseudo-rpg games out there, my actual inspirations for this one were my friend moga's games (her Ghost Suburb series,) but there's also a bunch of others mostly on rpgmaker.net. OFF was also a great learning tool with basic battle effect animations.

Since Huntress was intended to be a short 1hr game, I took a lot of shortcuts in design and to experiment with color. The cutscene art is loose and featureless so I could make as much art as possible for endings. There's larger, detailed portraits in regular gameplay dialogue (bigger than Jasei no In's). The color palettes shift fairly frequently and the player won't stay in one area for long. I tried to make the music (royalty free) for each area match the atmosphere, so I do recommend playing it to get the feeling. There's let's plays on youtube if playing it isn't feasible (and I recommend ManlyBadassHero's LP in that case).

A lot of my color palette issues came about because I made this on my old 2010 dell laptop and the saturation on that computer turned out to be super wonky and I had no idea. A lot of my artwork from that time was a lot brighter or clashier than I physically saw myself. I wanted it to be much more balanced and less saturated, but I only just got a new laptop without the saturation issues and the game's complete and 2 years old already.

I learned a lot from this project and it definitely has a lot of flaws, but I hope anon enjoys it for what it is!

 No.5171

I've played this before, good work bleet, it's pretty.

 No.5172

>>5171
Thank you very much! I'm glad you enjoyed it! I hope to do more with something like this in the future, because I really enjoyed making it.

 No.5173

I liked this game, the choice between the final boss was well done. Neat battle music too.

Of all your games it's probably my favorite, so I hope you got in a direction closer to this.

My biggest complaint were probably the talk portraits though. The faces were all pretty bland.



File: 1521262030679.png (401.56 KB, 530x300, Ahandung.png)

 No.5090[Reply]

I fucking love anything by Osamu Sato, LSD, Dream Emulator, Eastern Mind: The Lost Souls of Tong Nou, Chu-Teng, etc. It's so fascinating to research these games and everything else Sato has made.

Anyone else agree?

 No.5091

>>5090
Hell yeah

 No.5130

>>5090
Awww Heyulll Yeeaaahhh

 No.5133

here is his youtube channel

https://www.youtube.com/osd310

 No.5159

If anyone's interested, there is an online archive of all his games and shit.
http://satoarchives.com/



File: 1517957764295.png (31.46 KB, 115x94, kill me please.PNG)

 No.5048[Reply]

Why do Japanese RPG Maker games have more of a well-known following than say western RPG Maker games?
Is it because western indies are so full of themselves because they think their game is art or something?
Of course there are exceptions (such as OFF or Lisa the Painful, for example), but it just seems that people are more receptive of games like Wadanohara or Towelket instead of games like bleet's games or Sore Losers.
1 post and 1 image reply omitted. Click reply to view.

 No.5052

>>5048
Their priorities are completely different.
The western dev seems to focus on gameplay and implementing some robust gameplay mechanic, or making the game beautiful and distinct visually.
The jap dev on the other hand, focuses on story and characters. The popular RPG maker games all have story and character as the focus, not anything else. Even if focus was put to make the game appealing visually it's for the sake of characters and not for the sake of the game itself.

I would argue there isn't a correct approach, it's just modern audiences, or at least people who are willing to try RPG maker games lean toward preferring story/characters.

 No.5069

File: 1519376918010.png (28.98 KB, 350x263, Space_Funeral_9768.png)

>>5048
You forgot Space Funeral which was popular enough to get a fangame.

 No.5070

>>5048
They're not. Towelket is unknown in the west and Wadanohara got popular because of Tumblr.

Takamo's games, Penpals, Pom Gets Wi-Fi, Dreaming Mary, and Your Star were popular for their time. Fleshchild had a big fanbase too.

Interest in RPG Maker games has simply died in general.

 No.5092

RPG Maker is just way more popular in its home country of Japan.

 No.5132

>>5048
There are barely any western RPG Maker games that aren't memes or fangames. You've got your big ones (Off, Space Funeral, LISA, Hylics, etc.) and you've got a few dedicated creators, like bleet and Takamo. And that's basically it. It's not a popular engine outside of Japan.

You'll see a boom if one of the shitty bigger let's players ever get ahold of it again.



File: 1430442183372.jpeg (72.08 KB, 278x400, Metallia-303315-full.jpeg)

 No.3741[Reply]

Any Witch and the Hundred Knight fans, or???
1 post omitted. Click reply to view.

 No.5057

>>5055
>wish i could play it
How are you a fan if you haven't played it?

 No.5062

pc port when?

 No.5064

>>5057
im a fan of arpgs in general, i would like to play this game. sorry for the confusion

 No.5093

>>3741
Great yuri love story

 No.5129

File: 1524692497710.jpg (425.82 KB, 1280x1774, 145.jpg)

The OST is fantastic

https://www.youtube.com/watch?v=F-v1-GOe188
https://www.youtube.com/watch?v=T4yztyZPcyw

I wish I could play it but I don't have a ps3 or 4.



File: 1358292099931.jpg (123.73 KB, 600x480, 1357174768691.jpg)

 No.1838[Reply][Last 50 Posts]

Reviving the thread from ye olde /og/. Share indie games here. Try to keep it to the free ones.

Include the game name, download link, game description, and preferably some footage of the game. Screenshot is fine too.

WANTED: I had a huge list of indie shmups, however I reformatted and no longer have the proper links. If anyone has any shmups they would like to share, do so.

Also I'm missing a few download links for some of these games. However I've updated all the links I could so everything should be working.
218 posts and 167 image replies omitted. Click reply to view.

 No.4943

File: 1508990680336.jpg (20.61 KB, 480x360, serveimage (5).jpg)

Soup
>Exploration(?)
Old japanese game based on LSD dream emulator but not as good.

Download
https://www.freem.ne.jp/dl/win/1259

Gameplay
https://www.youtube.com/watch?v=PYPEYqc-k40

 No.5001

There's a game I got off itch.io a while ago, but I can't remember it's title. It's a 1st person walking simulator type game where you go on the train to different locations (you wait for specific trains for each location) and meet various non-human characters. If anyone knows what I'm talking about I'd be very gratefull if they could post it.

 No.5002

File: 1515892479025-0.gif (1.35 MB, 480x270, X uJyK.gif)

File: 1515892479025-1.gif (1.9 MB, 480x270, i8HuDA.gif)

File: 1515892479025-2.gif (2.6 MB, 480x270, 44vPEi.gif)

>>5001
Disregard that, I remembered I keep a list of links to games I download.

====
The Endless Express
>Adventure
Take the train to some cool places and I think there's a story and stuff I don't really remember.

Download:
https://vltmn.itch.io/the-endless-express/

I could not find a single gameplay video that was bearable to watch, you're just going to have to play it. I think providing gameplay footage is just a formality anyway.

 No.5094

Ramble Planet
>Exploration
You're stranded on a weird planet so you have to collect parts to repair your ship and leave. Scour the planet finding items and interacting with things until there's nothing left to do.
The graphics are a little above ASCII level but the planet really springs to life through its amusing texts and your interactions with it, in any case very surreal and fascinating.

Download: https://andihagen.wordpress.com/2014/06/15/ramble-planet/

 No.5127

Murder Dog IV

Murder Dog on trial!
D/L: http://harmonyzone.org/MurderDogIV.html
Has a good trailer
https://www.youtube.com/watch?v=vfF3psMGXPQ


Also, "The Astonishing Captain Skull" is another goodie by the same fellow, who also made Space Funeral.



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