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/yn/ - Yume Nikki General

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Seisatsu's Lost Cities Minecraft Server is now on 1.16.3, and running PaperMC with CraftBook, DynMap, and other fun stuff!
Yumebooru has been added to the Community Services in the sidebar.

File: 1590619739422.jpg (124.11 KB, 700x350, 99e24616b39f332a4ab85268da….jpg)

 No.9018[Reply]

How did Yume nikki become known? Do you know, or can you see somewhere, what the first 2chan thread was where Kikiyama mentioned the game? Is there somewhere on the internet where Kikiyama presented his game that June 2004?
19 posts and 5 image replies omitted. Click reply to view.

 No.9043

File: 1590764619557.png (81.22 KB, 849x760, Sin título.png)


 No.9044

Wow, nothing like coming back from a shitty day and see the anons far surpassed your expections. This is truly a nice find.

>>9036
Yeah pretty much, but the other anon found something way better.

 No.9045

>>9044
I think the main question in the thread is answered. 2chan had as a section for interesting free internet games. We can also deduce from the archived threads that the game became really popular around 2005.

 No.9046

>>9037
No, those are Yume Nikki generals. The first was made 11 months after the release date.

 No.9047

>>9046
Well… it's something!



File: 1360559059946.png (25.71 KB, 200x200, 1318729036503.png)

 No.1902[Reply]

Yume Nikki on Android… Is it possible?
8 posts and 1 image reply omitted. Click reply to view.

 No.4391

>>4390
I've wanted a goddamn PSP build of this for years.

Right now there's not even a builds/psp directory for compiling

 No.4803

I need this

 No.9031

I cant understand wanting to play an atmospheric game like yume nikki on a small screen. it would be like watching and arthouse film on your phone

 No.9032

>>9031
needing big screens to be immersed is a myth. size doesn't really matter if you're actually paying attention to the content

 No.9033

>>9031
It's moreso because phones are designed to be portable and used in short bursts that goes against Yume Nikki's atmospheric and immersive design. The game doesn't really need a large resolution to see everything on screen.
Although having to use your grubby fingers to move around using an unreliable digital D-pad and to hit digital buttons to use effects would also break immersion, too, since the small screen would force that to get in the way of what you're seeing.



File: 1490859226349.jpg (3.74 KB, 199x204, help im stuck and i cant g….jpg)

 No.6431[Reply]

so /yn/, what makes you keep coming back here? Is the comfy banter, your dedication to the game, or because you're bored?
35 posts and 11 image replies omitted. Click reply to view.

 No.8600

>>8439
Aside from YNDD being fanfiction.net material, it takes place after Yume Nikki, so Madotsuki could have aged between that period.

 No.8601

I come here when Im bored, but I also love looking at the pictures people post here. Seriously theres some good eye candy here

 No.8760

>>6468
Same here. The game really left a strong impression on me back in the day and it's become one of those things I keep going back to. I just want to keep experiencing the feelings and to help others experience all things Yume Nikki too.

 No.8948

File: 1578268302844.jpg (8.27 KB, 218x281, kaz.jpg)

bored, /fg/, occasionally checkin if we're dead yet

 No.9030

I like yume nikki and this site is comf af for when i get bored of using 4chan



File: 1573234219685.jpg (149.55 KB, 1280x720, toriningen party.jpg)

 No.8909[Reply]

I am currently working on a concept for an exploration game, which has some ties to YN, it's not exactly a fan-game, but I want it to be a surreal walking simulator.
Since YN, honestly, has its issues I am trying to figure out how to evade these issues. I am not here to roast YN or something, I am looking for design changes, that make the game easier to play, especially for people who dont know anything about the it (pic related).

Here's the most common issues i hear about and there is only one rule to go by: If there is no good design-excuse for it, cut it.

- Too much empty space. I would probably design more smaller worlds and reduce unneccecary walking. tedious looping is not fun. The map sizes need to be drastically reduced.
- Pointless effects. I would either implement some use for the effects given or get rid of the ones that only have a cosmetic purpose. There are 4 really useful effects. others are either completely pointless or they are useful like 1 time an then never again (Yukki Onna, Witch and Umbrella for example)
-Knife is good, would keep. Eye Palm is useful. I would remove the bike and just add a run-button. Stop-Light needs balancing, i would make it so that the npcs unfreeze automatically after a few secs to make it harder to escape the toriningen. The cat is kind of useful. Every other effect is of practically no use and can be removed.
-As a new player, you cannot get anywhere without the assistance of walkthroughs, wikis or youtube. That's just terrible game design and the tiniest amount of guidance would be much appreciated. However i have not yet found a way to get around this. There are no compasses or maps in dreams, really. So idk, let me know if you got any ideas.

Anything else you would change to improve the game? My goal is to make it more accessible to new players and to make exploration more rewarding.
3 posts omitted. Click reply to view.

 No.8927

The walking speed is really slow, which makes giant maps with lots of empty space a huge chore.

 No.8928

Like >>8914 said. While I get that everyone can have different tastes, pretty much everything listed as a negative in this thread so far is a charm point of YN. The getting lost, the lack of instructions, the slow pace, mundane effects… YN is about exploration and discovery. If you take that away by narrowing passages and offering maps, then scrape away the mystery and experimentation offered by the cosmetic effects, you end up with an A-to-B rail story. If that's what you want, you should check out Deepseaprisoner's games, respectively.
>As a new player, you cannot get anywhere without the assistance of walkthroughs, wikis or youtube
Weird to say that when people have been beating the game on their own since before Youtube even came along. You not wanting to try on your own doesn't mean that the act is futile. Most people find enjoyment on making discoveries by themselves and YN aims to allow them to do so.
>>8927
Enter bicycle. Getting lost and keeping an eye out for oddities in the vast emptiness is just a relaxing form of exploration. If you're organized and scan the area in lines one viewport scope at a time, it only takes about 3 minutes to cover everything.


If I were to change anything it would be the addition of more visual spectacles for people to interpret. Like the supposed alien light over the vista or the mars landscape. This is why I like 2kki, because there are a lot of linear rooms that only exist so you can enjoy the background scenery. Amazing things being beyond reach is a common dream subject after all.

 No.8929

>Enter bicycle. Getting lost and keeping an eye out for oddities in the vast emptiness is just a relaxing form of exploration. If you're organized and scan the area in lines one viewport scope at a time, it only takes about 3 minutes to cover everything.
You can't really and honestly say that the bicycle is a good solution to the speed problem. The player should be given the chance to choose the speed of their exploration without having to rely on a hit-or-miss gimmick like finding the relative speed effect. A simple toggle key to go from low speed to normal (fast) speed would be the ideal solution for the people who want to explore a map at their leisure and those that don't want to feel like the game is dragging time for nothing.

 No.8930

Yume Nikki isn't a game about gameplay, it's a game about atmosphere, contemplation and mystery. Warily trekking through a lonely void with your thoughts is as much a part of the experience as visiting Poniko or running from Toringen - in fact, it's what makes those moments feel special. Imagine if every instance of empty space was cut out, would it still feel like a journey through the mind of a troubled hermit? Or would it feel like a gallery of weird sprites? The game isn't meant to be convenient (see: Hell, the most player-unfriendly map I can think of in any game except maybe Dark Souls) and the player isn't meant to see every piece of content (see: All the events with tiny chances of happening, plus the ones with no logic to their "solutions"). I could keep talking about this forever but I have to go, maybe later if anyone cares.


>What would you change?

I would randomise parts of the map when the save file is created or when the .exe is first ran to make it harder to use online walkthroughs. Might also open up some cool opportunities like a room that has a 1/600 chance of permanently existing in some remote location.

 No.9017

>>8930
I would randomise parts of the map when the save file is created or when the .exe is first ran to make it harder to use online walkthroughs. Might also open up some cool opportunities like a room that has a 1/600 chance of permanently existing in some remote location.

I like this idea, I think that one of the strongest points of yume nikki is its map design. Effects are really a side note, except when they have an effect on the world around them. I think what could be changed about yume nikki and other walking simulators is the replayablitiy of it, everyone has their own special experiences with the game, but for the most part those experiences are felt in the first playthough of the game. I like the idea of parts of the map randomly changing in subtle ways, ways that would be most noteable after becoming familiar with the maps in the first few playthroughs.

I also think that there could be some events that change the layout of the world. I like how the nexus equivalent in.flow changed sometimes, it made it feel like whenever I passed through it the areas might have changed in some way. This would also help replayablitity. Once you know where exactly each effect is in yume nikki it's easy to just make your way to them without paying as much attention to the maps as in the first playthough. Perhaps the order of effects acquired could change the maps or location of subsequent effects?



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 No.8966[Reply]

is there any word for how this game makes me feel?
i feel lost in something bigger than what is conceivable. i used to be a diver. being upside down underwater is comparable. so is breathing there. just looking into the far reaches of the ocean while you're submerged, knowing that you really shouldn't be able to. but for some reason you are.
my stomach feels cold and petrified. a sensation that's crawling up my oesophagus up to my throat. it's not restrictive, it's not scary. it's just a gut instinct telling me something isn't right.
i think about being different. my mind wanders.
explores subject matter very different from the game which somehow still feels connected.
loneliness but comfort in solitude.
being lost in an ocean of ink.
at a certain point you just lose track of which way is up.

i can't really put my feelings into words and instead tend to write down abstract thoughts and concepts instead. can anyone relate?

 No.8977

YN is like a loneliness simulator

 No.9006

Comparable?
Diving under water with that oxygen task is camparable to SUICICDE

 No.9015

>>8966
it's art, yume nikki resonates with so many because the creator is exceptionally good at conveying their emotions. I think personally this is why.

 No.9016

>>8977
This is close. I like the idea of diving into someone else's loneliness. It's not rare when I'm playing YM or one of the fan games I catch myself thinking about the guy who made the game sitting alone in his room working at sprites and codes. Maybe the person behind the game is not lonely at all but it doesn't really matter because I'm projecting my own loneliness onto everything and YM seems particularly susceptible to this.



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 No.9009[Reply]

I just need the game folder. I saw a similar thread for the portable version but I would prefer the full version.

 No.9010

>>9009
Just to repeat: I can't use a computer at the moment but I require the game files for a personal project. So I can't run the installer to get them.

 No.9011

Sounds shifty. Are you a journalist?

 No.9012

How are you going to play it without a computer?
Maybe on your PSP or somethin'

 No.9013

>>9011
no and why would that be bad?
>>9012
Yes partly and also my computers are down.

 No.9014

please guys



File: 1588156546333.jpg (57.28 KB, 720x720, yume_nikki_madotsuki_s_roo….jpg)

 No.9001[Reply]

why the apartment that Madotsuki lives in, only has one room? Where is the bathroom or the kitchen room?

 No.9002

The other rooms are there, but they're invisible to her because they don't matter to her. Only her dreams, her room, and the concrete road below matter.

 No.9005

That's a nice rug…



File: 1586464919151.png (31.07 KB, 701x545, yumebizkit.png)

 No.8994[Reply]

it's just one of those days
where you don't wanna wake up

 No.8995

>>8994
What was at that day?

 No.9004

wow



File: 1574010818566.png (3.54 KB, 320x240, image.png)

 No.8926[Reply]

This is such a good underated video
https://youtu.be/tdaLd0lsnqo

 No.8992

Fan video thread? Just found this absolute gem on /f/ https://www.youtube.com/watch?v=_ZjCR11uguE
It makes me wonder what kind of stuff we'd have if yume nikki where as popular as touhou.

 No.8993

>>8992
Oh! This is the one of the people who made OneShot!

 No.9003




File: 1587496074036.jpg (25.88 KB, 231x188, p_item02.jpg)

 No.8999[Reply]

Whatever happened to the mobile version of NASU?
It got pulled down from the Android store a long while ago. Is it just lost now?

Did you know there was a semi-official thing done with Visual Novel Maker? It realised only in Japan. I remember seeing it once in Nico-Nico Video, but I haven't been able to find info about it.

What about the stuff made by Surfer's Paradise for the YumenikkiProject?
We have the very small thumbnails, 1 or 2 pics of the machines that had some of those things, and maybe a couple of the shirts and the keychains (normally with huge watermarks on them). Are there not good pics fo them?

The rulers and pens and pins… are they all just gone? No pics of them?

Has someone ripped (would that be the word?) the LINE stickers?

 No.9000

https://gofile.io/?c=SFrxW7

Here's the NASU APK.



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