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/og/ - Other Games

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File: 1562619897617.jpg (Spoiler Image, 72.19 KB, 816x624, DuXV6MiVAAAFfpr.jpg)

 No.5394[Reply]

What the FUCK does Uboachan think about this game?

https://www.youtube.com/watch?v=uiMqmhEprWY

 No.5395

File: 1562622243365.jpg (314.25 KB, 850x850, sample_58d93d66485d2234438….jpg)

>>5394
It was pretty enjoyable, my score was 72 I think.

 No.5397

>>5395
My best score was 53. I used a pump action shotgun and a tec-9. It overall pretty enjoyable, remind of classics controversial game series Postal but with a anime asthestic and more rage fueled rampage than of pure mental illness.

 No.5398

>>5395
I think that was the score of friend that reccomend me this game. lol

 No.5399

I love it, great replay value and art.

 No.5401

Oh man I love this artist, didn't even know they put out a game till I saw this thread. Thanks OP.

As for the game. It's good for a bit of fun, feels a little odd on keyboard to me, better on controller. The story was relatable and fit the game well, but I would have liked it more if there had been maybe an extra mode with more of a gameplay focus. Like maybe a twin stick shooter mode, or endless waves mode against the police at the end.



File: 1561676172180.png (199.99 KB, 1722x959, screenshot.2361.png)

 No.5387[Reply]

Happy Snake makes a lot of cute games, though this time they tried to make something with a little bit of horror in it. QT is kinda like a reverse horror game, in that it starts spooky and then gets full of good feelings instead. It's also a big reference to P.T.

The game is currently on Kickstarter, but there is also a free Demo that can be tried here: https://happysnakegames.itch.io/qt


File: 1469861143604.png (834.74 KB, 1200x700, 47621496_p0.png)

 No.4441[Reply]

Shoujo Kidan - A girl's Eerie Story, by lol_rust.

It took my a good while to translate, particularly because I had to deal with a lot of problems related to the engine itself more than the translation. That's why the filesize is sightly bigger than the official japanese download (I had to add some RTP files). Either way, it's finally here.

http://www.mediafire.com/download/i7dl9m2ywq6xsfb/SJKD_EN.zip

TL;DR run it, if you see garbage, switch the locale to JP.
Just download the game, and run it. If you see mojibake, you will have to either switch your locale to japanese or use a third party program like applocale (or whatever works for the new windows). There's a way to fix this, and that is to encode all the shift_JIS filenames to Windows-1252, however I currently don't know any way to do this which isn't changing every single filename manually. I suspect some file extractors such as winrar can achieve this when extracting files in a non-japanese environment, however I'm not sure and I haven't tested it myself.

The game has 2 routes and an omake, meaning it has 3 endings. It isn't really hard, but it comes with hints so it's nothing unbeatable. I will reply any question if anybody has problems with it though.

Finally, I want to thank every single person who gave me a hand with this translation, for their effort and input. And although this work is finally published, I still accept input and criticism regarding the translation quality, so feel free to bring anything up in this thread or via mail.

Enjoy.

Post too long. Click here to view the full text.
70 posts and 32 image replies omitted. Click reply to view.

 No.5364

The English translation of the game is missing these RTP files:

J宿2.mid
安らぎ2.mid

 No.5365


 No.5371

I've made bloatless versions of Shojo Kidan in English and Japanese, which will both work without needing to install the RTP. These should include all missing files and exclude all non-essential files. The English version also includes the translation patch.

Bloatless Japanese download: https://mega.nz/#!WU8gGYQa!OOgAFDcqn9wgCZ3B2tUySHbz4MFZc_dkMQdUWz8WMNM

Bloatless English download: https://mega.nz/#!fc1yzSSA!oieA5duRWlJM0hd4_xiMV9RBkXOSykP-GORh0XtN4pI

Please tell me if I missed any RTP files and I'll make new versions including those.

 No.5377

>>5371
Oh thank you!

 No.5378

I've updated my bloatless packages of Shojo Kidan. The links changed as a result of how MEGA handles files, so here are the new links.

English: https://mega.nz/#!2IVjBCwI!K7tqjj1SWu2kdi1-EQEnwMINrHADpTxOV4DAytC5bYQ

Japanese: https://mega.nz/#!aVUTkSgZ!gIYOE4_kdGr_DGUPUZZVtDL52rCKhGjlTGNyWAokrnE

The main difference is that English version was missing some extra translation notes from the download link in the OP, different to those in >>4455, which I added in.



File: 1499052262913.jpg (61.07 KB, 1280x720, maxresdefault.jpg)

 No.4896[Reply]

Haven't seen this mentioned on Uboachan yet, and don't really know where to post it, but if you haven't seen it yet, Petscop is pretty neat.

https://www.youtube.com/channel/UCZKQv0ZFHpeIUkOtNjtq4KA/videos

 No.4897

Isn't this more /x/ related?

 No.4898

>>4897
It's unclear. It's creepy, sure, but there's no sign of anything explicitly paranormal.

 No.4899

It's a nice watch. Wish there was more though.

 No.5363

File: 1553622380026.gif (299.86 KB, 200x200, bump.gif)

Highly recommending this. I know crappy analysis videos by e-celebrities coming up when you search for it can be a turn off, but give it a chance. It's much more interesting than other stuff in it's "genera" (i.e. It's not Ben Drowned). It's also ongoing AFAIK.



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

 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…

 No.5347

According to lol's twitter, apparently he's remaking Milya in Unity (same engine AruMa KeteRa used) to be more functional

 No.5348

File: 1550158278625.jpg (120.9 KB, 400x300, 1415607861006.jpg)

>>5347
You guys are free to use my translation (or improve it, if you feel like it) for the unity version. This is going to be a busy year so I'm not sure I'll have the time to do it.



File: 1544657094752.png (136.08 KB, 1920x1080, bedroom.png)

 No.5318[Reply]

Hey Uboachan, I'm not posting this game in /fg/ since I don't know if it's a fangame or not, but I'm pretty sure it's something worth asking about. Do any of you know anything about Nocturne? What I know so far is:
-You play as a shadowgirl named Soentsuki. (Pictured in what I assume is her room)
-You go through a two-screen hallway into a black void where only Soentsuki's eyes are visible.
-The game has a small chance of loading you into a Red Room that locks the game up. Otherwise, the dark room is a softlock.
-In another edition, modified for 100% Red Room, I've managed to move around and discover that the "Red Room" has two screens, but you're mostly stuck on one.

Any info besides this, including decompliling it (It was made in an older edition of Game Maker, I assume) would be appreciated. If need be, I can post a download link for the game.

 No.5319

You don't need to submit a name nor your mail to post here.

>Do any of you know anything about Nocturne?

Yes, an unfinished and abandoned project with weird gimmicks but not much else.

>Hey Uboachan, I'm not posting this game in /fg/ since I don't know if it's a fangame or not

It is, well known fact, the -tsuki makes it obvious too.

>Any info besides this, including decompliling it (It was made in an older edition of Game Maker, I assume) would be appreciated.

Well, you pretty much resumed what is available at all. You can butcher the game yourself if you're that interested, really, but you won't find much.

>If need be, I can post a download link for the game.

It's not in the fangame archive (or at least in the directory list), so that'd be appreciated.

 No.5320

http://www.mediafire.com/?qjx5xq98a6cb3xe

Here's the download, other anon. Sorry, I never post here anyways. Also, I would decompile it if I could, but all I have is a .exe. I'll try opening it in like WinRAR.



File: 1543015777725.jpg (68.74 KB, 500x500, freem.ne.jp.jpg)

 No.5314[Reply]

I found this Japanese RPG Maker game called An Earth, looks like it has a small following on Twitter but other than that I can't find nothing about this game. Seems like a RPG similar to Earthbound or something. It also has a sequel, anyone know anything else about this? The game is in Japanese.

An Earth:
https://www.freem.ne.jp/win/game/15682

sequel:
https://www.freem.ne.jp/win/game/18497

 No.5315

>>5314
Based on what little interactions I've seen, it appears to be a parody of the Mother series.



File: 1490666699268.jpg (86.37 KB, 599x338, crosscode.jpg)

 No.4829[Reply]

On kick starter there was this pretty good game that got funded called crosscode. It's based on the same sort of concept as sao. You're stuck in a virtual game, etc., etc., etc. There's also some memory loss thrown in. Despite the generic premise, the game play is pretty fun. There was a really extensive demo on newgrounds(which is how I found out about the game) which they later removed. I remember that they almost didn't get funded, but came up with a weird gimmick at the last moment where giving 40 dollars suddenly meant more or something. For some reason no youtubers talked about it when asked to despite raving about shovel knight. I suspect that all of that promotion was payed for. Yacht Club Games already existed before shovel knight so they probably had the money to get some people to shill, not that I could blame them for doing so.
5 posts and 3 image replies omitted. Click reply to view.

 No.5277

File: 1539189587676.png (91.71 KB, 1136x640, 1-screen-5-2-dialog.png)

>>5275
>I really want to know where this game lies on the scale of, "retro graphics"
This is a meme, it doesn't matter. All that matters is "does it look good?".

>tumblr artstyle

That's probably in reference to the character portraits. I don't want to list all the features, but if you compare them to a generic tumblr drawing you can see the similarities.

>If this game is bad, I wonder how one guy or a small team would go about making a good one.

Do you think it's bad? If not then it doesn't matter. Try not to gauge quality on the opinions of one specific community, especially one where everyone copies each others opinions like /v/. Anyway, you like Yume Nikki right?

 No.5278

>>5277
>meme
I wouldn't say so. Something like fez or undetale being praised for its graphics is a problem. As for the character portraits, everybody keeps posting the older, shitier versions for some reason. I don't know. I want a real explanation or a diagram or something so I can know what should be avoided.
I think the way other people sees things is important. I don't want to be the guy that likes Adam Sandler movies. If i'm going to spend time on something, i'd like to know its true value.
>you like YN, right?
What does that have to do with it?

 No.5279

>>5275
It does look "retro" to some degree, the shading and colors are distributed in a similar way to what old hardware would allow, it's good to note not all pixel art is instantly retro, the term became a buzzword to the point it doesn't mean anything anymmore.

I can confirm the portrait art looks EXTREMELY tumblrish, just browse the art tag in tumblr and you'll see, personally I don't like it, but the person behind it can actually draw, unlike Undertale's author.

Undertale graphics aren't retro, they are just outdated, simplistic and minimalistic to the bone, I mean, if you go to the Atari era, you'll see a couple messy pixels with one color could represent a person, Atari games are great and fun to play that doesn't mean it looks good or the graphics age well.

Both games are considered retro, yet if you compare UT's sprites with these, you'll easily notice this is a superior technique, character design is superior too, UT's MC design reduces to "average person with shirt, pants and shoes", it looks directly inspired from a random dude on facebook.

/v/ used to love Yume Nikki, but after it got a Steam release they hate it, yes it's a hipster circlejerk.

 No.5280

>>5278
>Something like fez or undertale being praised for its graphics is a problem
Why is that a problem? Who's it harming? If people like Fez's graphics then they're allowed to give them praise. It's a pretty game, it doesn't matter that it's not copying an older style or that it "didn't take enough skill". The same principle applies to Undertale, though for all the moaning people do about it getting praised for it's graphics, I've never actually seen anyone do it. Maybe it's just the places I hang out, but it seems to me like that idea was made up by the people who moan about it.

>I think the way other people sees things is important. I don't want to be the guy that likes Adam Sandler movies.

So in this metaphor the reason you dislike Adam Sandler is not because you think his films are bad, but because it's uncool to like them? If the popular perception matters more than the artistic vision, then why even bother trying to make something new? If all that matters to you is /v/ thinking you're cool then your game will be nothing but an amalgamation of other games they like, which is pointless since those games already exist. Obviously I'm taking what you said to the extreme, I'm just demonstrating why the principle you're following is ridiculous.

>If I'm going to spend time on something, I'd like to know its true value.

There's no such thing as a "true value" to art. Art exists to be enjoyed by humans, so it's value is subjective. It's your time, so you should use it to make a game that is valuable to you, not other people.

>>you like YN, right?

>What does that have to do with it?
You said "If this game is bad, I wonder how one guy or a small team would go about making a good one". Sorry if you meant an actual method to follow, I'm not good with subtext but the way you started the sentence with "if this game is bad" made it sound like you were stuck for examples of good games made by few people (and were therefore basing your decision about whether small teams can make good games only on this).

 No.5281

File: 1539286862623.jpg (53.13 KB, 850x527, __original_drawn_by_ioio_o….jpg)

>>5280
It's less about other people's perception of me and more about myself. I think the quality of a person has too much of a parallel with the things they like to just be a coincidence. People are always eager to reject that line of thought and I get why, but I just can't. I'm just so much more likely to enjoy the company of somebody that prefers Frankenstein over Twilight. I'm probably not going to like people into pop-rap either. It's hard to explain in words, but I just feel it everyday.

Not only that, but I've been thinking about making something of my own. I don't want to be an Adam Sandler or a Phil Fish. Coming to appreciate and understand, "higher", things is like a form of self-improvement to me. I wont stop enjoying things just for other people, but i'd like to be aware of their faults.
>>5279
I've never actually used Tumblr except for a few specific people's pages. I'm seeing a lot of thick outlines, accentuated, bulbous noses and lips, pastel colors and eyes that are too close together. Would you say that's accurate?



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: 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



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