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/fg/ - Fangames

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File: 1377500377763.jpg (337.17 KB, 640x480, clockworld.jpg)

 No.8347[Reply]

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

 No.8367

File: 1377664481630.png (45.81 KB, 640x480, wellthen.png)

So this whole little scenario was awesomely creepy. Glad to see you took this farther, it was one of my favourite events.

 No.8389

It was beautiful. Thanks yo, for coming again.

 No.8397

I like this game quite a bit. I'm glad there is an update. It felt like one of the most promising fangames when .02 came out. I sent you an email before and you said you were dealing with school, so don't worry about the delay.

 No.9759

So, has this game been abandoned?

 No.9761

>>9759
>http://fluorette.yolasite.com/
>It is currently on indefinite hiatus.
;_;



File: 1406892037646.gif (374.86 KB, 500x400, tumblr_n971lrnFIJ1tf9wueo1….gif)

 No.9452[Reply]

http://www.mediafire.com/download/o244dhd47ypp4p3/coma__0.03_b.zip


New version:
Title bugged
Still without load/save
18 posts and 4 image replies omitted. Click reply to view.

 No.9654

Learn tumblr devfagets, this is a game

 No.9655

Awww ye

 No.9664

File: 1416435485587.gif (3.4 MB, 400x334, lol.gif)

omg omg thanks for all your comments, especially M-256 who has return from her grave,
I add some gif showing up the battle thing I've made this week, which it's pretty funny and buggy. as always

 No.9666

File: 1416512331559.png (491.9 KB, 592x909, 1290720225983.png)

>>9664
Holy shit! that weapon is pretty more interesting than a knife

 No.9689

>>9664
combat too? god damn you're going all out with this, i'm excited!



File: 1415872777411.jpg (726.16 KB, 1587x2268, untitled-35[1].jpg)

 No.9612[Reply]

Hello /fg/

I found Uboachan a year ago and posted a few things here on making my own fangame. I've been a huge fan of Osamu Sato works and Yume Nikki for the longest time, and I've always wanted to try my hand at making a "fangame", even though I don't think I would stay very true to the original Yume Nikki- I like to make it my own thing.

A year later, I'm still in on the idea. I have entire levels planned out meticulously in my head, I have ideas on characters and how I want to spin it around how I've felt in the past few years. But the problem is getting it out on paper. I feel like I have "Blank Slate" syndrome, where I just end up staring at the default RPG-XP graphics staring back at me and don't know what the hell to do as everything circles around me. I'm not a good sprite artist and I can't make good music (But I could get somebody to do it but probably only if they knew I was going to finish the project) and with generic RPG city tunes and the default player sprite walking around bright grassy fields I can never get in the mood to actually START my project. I've taken a break to do university stuff and learn how to draw as it's a skill I've always wanted to have, but it's always been nudging me in the back of my mind day by day.

Does anyone have any tips for somebody starting out? Ways to keep inspired, ways to get into the mood, ways to start from a blank slate and push yourself forward until you really get in the groove of developing?

PS: Sorry if this isn't the board for this or if stuff like this gets posted a lot. I lurked around the programming thread for a while, but I don't really have any programming questions.

(Artist of image is Zdzislaw Beksinski)
4 posts omitted. Click reply to view.

 No.9617

File: 1415895545425.png (5.24 KB, 207x193, tumblr_mpt9oaL5ua1qi3l23o1….png)

>>9616

Some people just have a hard time starting, bro. Shit's hard. It all takes quite a while and it's quite a task.

Imagining a game and making a game are VERY different.

 No.9620

File: 1415920668051.jpg (203.77 KB, 1920x1080, 1415043576412.jpg)

>>9617
That's my point. The whole thing seems like just a good fantasy coming from OP. If OP had been atleast a bit serious about his game, he would have notes written down, sketches drawn up, probably even an alpha version, especially now that it has been a year.

But I can get that the OP is looking to push himself out of that state. In which case, I recommend a little, unlined notebook everywhere you go. Ideas aren't thought up while sitting down, sipping coffee, waiting for it to happen. Ideas will pop up any point in your day and its your job to take it recognize it and jot it down as soon as possible.
As someone who doesn't really make games but rather in the advertising environment, I suggest you don't think too deeply when cooking up ideas. Of course, this generalized idea only works for base ideas like what your theme for this world will look like for example.

Also google mindmap, its a really good way for conceptualizing ideas.

 No.9622

>>9616
I have written mostly everything down in notepad on my time off from work, I just failed to specify in the original post

but thank you for your advice everyone, I have been slowly working on learning how to sprite over the past few days. I have drawn concept art fairly recently as well, and am currently in the process of trying to translate it to sprites.

 No.9632

If you have levels already planned out, draw them out on graph paper (roughly) and see if they work. Head space and real space can be surprisingly different.

 No.9679

The best tip I can give you is start and don't stop. I'm one of those people that easily falls prey to not finishing stuff if I stop. (Which is what happened to my own fangame… At least it wasn't released at any point.)

General tips:
- Work on the most story essential stuff (as far as you have a story) first and finish it. Padding can be added later.
- Add your own flavour to your fangame. Even if you don't stray from the standard formula of exploration and getting effects, it's still a good idea to add something that makes you game identifiable among the crowd. E.g.: .flow is recognizable by its gritty, industrial style with body horror as a common motif, Ultra Violet has a lot of pastel colours and bunny-themed things, stuff like that.
- This is more of a personal preference, but avoid adding a hell maze. These worlds are commonly hated among fans, lack creativity and they often don't add anything to your game other than frustration. Smaller mazes are fine, though.

Some tips for pixelart:
- Practice small pixelart and go from small to bigger. Bigger pieces tend to take more time and patience. Find a scale you are comfortable with.
- Avoid using 100% black and 100% white, especially together. (Same goes for any highly saturated colours, like the ones commonly associated with MsPaint). It really strains the human eye to look at such intense colours. If you look at e.g. the White Desert in Yume Nikki and compare that to 100% black and 100% white, you'll see that the White Desert uses less intense colours. It's fine to use these for e.g. sketches and temporary lines, but in finalized pieces they should be nowhere to be found.
- Avoid pillow shading at all costs. (This one counts for art in general.)
- Try thinking of each tile in RPG Maker as roughly a 1x1m or 3x3ft square. You don't have to take scale too seriously, though, especially if you stylize rather than go with realism.

For music (finding music - I can't make music myself):
- I tend to prefer Japanese resource sites as they usually aren't very strict with any non-commercial use of their stuff. Try looking for loop sections as these are in general more fit for games. Do take note that some songs end with fading out music rather than cutting off to start again if you use MP3/OGG music rather than MIDI, so always check how it ends.
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File: 1416159850925.png (14.96 KB, 500x500, 2020910-02.png)

 No.9635[Reply]

A game created by an Indie japanese developer. I am unaware of any english patch at the time, but here's the set of download links:
https://onedrive.live.com/?cid=EA4D2D2A8A27BE64&id=EA4D2D2A8A27BE64%21121

And here is what seems to be their main site: http://bourei.iza-yoi.net/witoru.html

 No.9661

oh hey. This isn't half bad. I mean it's kind of bland, but at least it isn't a recolor of mado >_>

 No.9663

Is that a guy PC?



File: 1416174735203.png (906.57 KB, 1000x756, 1327028322645.png)

 No.9637[Reply]

I just finished Yume Nikki and found my way here. Should I just kill myself now? Because life can't really progress from here.

In other words, I found a wiki dedicated to fan games but I'd like so recommendations because I don't want this fever dream to end yet.
6 posts and 4 image replies omitted. Click reply to view.

 No.9652

>>9649

Alright, thanks. I'll probably play .flow first because 2kki looks like the type of game that will probably immobilize me for awhile.

 No.9657

For the amount of /fg/, there's really only a handful that are really worth playing.

I recommend, in no particular ranking:

Traditional /fg/:
Yume 2kki
.flow
LcdDem
Yume Nisshi

Non-traditional:
Space Funeral
Neftelia (1 and 2)
Toilet in Wonderland

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

 No.9659

>>9657

Thanks pretty much exactly what I was looking for. I'll probably still play some others to make my own opinion but it helps to have a basis of recommended ones when there is so many.

 No.9660

>>9657
>Nazi Nisshi

 No.9662

>>9660

oops sorry I forgot we're not supposed to talk about it

racist pig shitstorm etc.



File: 1416179500449.png (156.41 KB, 500x374, tumblr_mz3qelO67s1rxit2oo1….png)

 No.9638[Reply]

Could anyone tell me what game this image is from? I was looking for cool Yume Nikki art and found this at like the very bottom of google images, searching by image hasn't been of much help. Thanks in advance!

 No.9640

That would be Yume 2kki.

 No.9656

if you had have been more proficient with your searching, you would have found that the image search results lead to a tumblr post by user psychoparalyze.

one of the tags is #yume 2kki. that's your answer.

pls lrn2google.



File: 1416007936265.jpg (152.97 KB, 500x750, 212[1].jpg)

 No.9623[Reply]

I plan on making a fangame with rpg maker 2003 but I don't no how to make sprites well please help. (pic somewhat related)
3 posts and 2 image replies omitted. Click reply to view.

 No.9627

>>9625
Could you please send me the link

 No.9628

>>9627

I'm going to assume you mean Irfanview, it's found easily through google, don't worry. Google is your best friend in the whole wide world when it comes to making things on a software you're new to.

 No.9629

>>9628
Thanks but I meant the templates

 No.9630

>>9629

Oh! Sorry. [0]H[0];;;;

http://rpgmaker.net/forums/topics/1655/

You can find a lot of neat things in here, including templates! The templates are found on the second post under Development and Resource guide. Just scroll till ya see the templates tab, or the templates themselves idontknowhowrmnsforumworkswiththat.

 No.9631

>>9630
Thank you good sir.



File: 1411914123909.png (16.22 KB, 71x84, Снимок.PNG)

 No.9564[Reply]

Hey, maybe somebody would like to use my ambients? They are kinda crappy, but if u liked them, u can use them. https://soundcloud.com/mrromanze

 No.9585

File: 1413341129673.png (490.3 KB, 500x383, apftn.png)

These aren't crappy at all. Usually when people make effects or music it just screams 'midi' which isn't what I personally like. These are great, really creepy and I'll definitely use them.

 No.9592

I actually really love these. Especially Ambients 1, 4, and 9.



File: 1409280598498.png (717.51 KB, 787x1011, mfw I'll never get this da….png)

 No.9506[Reply]

To fangame creators, how long did it take/have you been working on your game? I saw one that got done in a month and it made me sad. How does one gain such an aptitude for making games and creates an entire, actually good one in that short a time?

 No.9507

a month? good?
Which one

 No.9510

I've been working on mine for over three years. Many long breaks and slow progress of course, but still years.

And it's still barely showable. I have no idea how people can create such good games.

 No.9579

You have to be on crack, or have a fit of mania to finish a game like this in a month.

But if you want to make something good, you have to study games, and not just play them. Watching Let's Plays helps. Just try and pick out what works and what doesn't. Try out your ideas in a small environment and see if you can copy what's fun.



File: 1369877283212.gif (771.14 KB, 260x211, woah.gif)

 No.7871[Reply]

Hey guys, I've been working on this game for a few months now and am closed to putting out a beta.

The game is called NDE, an arpg that focuses on dreamlike alternate-realities and dungeon/puzzles.

Since at this point I am basically just creating content, I thought i would post sort of a devlog thread (if thats allowed, the rules said "considerable developmental progress") to get some feedback on the levels and such.

The main character is Charmaine ( a play on main-char), a scientist searching for her co-worker after an experiment went haywire. Using newly developed technology, you are able to switch between realities to find him.

gif is of some recent progress, the majority of the internal coding is done (written in as3, going to be distributed multi-platform via adobe air)
81 posts and 37 image replies omitted. Click reply to view.

 No.9005

File: 1390969432348.png (67.97 KB, 714x474, UITESTING.png)


 No.9012

>>9005
Man this looks like it's gonna be so cool!
Her updated icon looks really adorable

 No.9439


 No.9569

hey how come ndegame has a 403 on it now? this isn't abandoned now is it?

excuse my necrobump pls

 No.9570

>>9569
RIP yet another game.



File: 1411344109594.jpeg (8.49 KB, 281x179, confused-cat.jpeg)

 No.9559[Reply]

Why aren't we supposed to talk about it? According to the Yume Nikki Fangame Wikia the creators don't want us to talk about it. WTF? Anybody know why?

 No.9560

>>9559
Because the creator doesn't want foreigners downloading or playing his game, IIRC. The whole mess happened a while ago.

 No.9561

File: 1411377852472.png (1.56 KB, 122x131, tumblr_inline_mww1x7nAHJ1r….png)

No, that wasn't LCD Dem. That was Yume Nisshi.

Koronba had a massive emotional breakdown from what we saw and kinda made himself disappear. Had nothing to do with us.

Unless it did, ya see, we don't know much of anything about it. Just that Koronba deleted everything; His music, his game, his accounts, just everything.

I feel nothing but sympathy for the poor fellow honestly.

Now the guy who made Yume Nisshi? He can go fuck himself.



File: 1369500807501.png (20.9 KB, 320x240, 02.png)

 No.7836[Reply]

Um, hi there!
I hope this is the right place to post, if not please ignore this.
Anyway, I'm LunarRabbit and I made a Yume Nikki fangame called "Usagi".
It's a fairly traditional, exploration based fangame.
You get a more detailed description and download the game here (if you're interested):

http://rpgmaker.net/games/5181/

Let me know what you think!
23 posts and 6 image replies omitted. Click reply to view.

 No.8910


 No.9246

I downloaded the game and searched in the folder, but I couldn't find a file named klot< or klot· anywhere in the game's folders. Is there anyone who can give me their's?

 No.9247

Nevermind. I set applocale to German and it worked fine.

 No.9557

File: 1411076920339.png (8.13 KB, 648x512, error.png)

I renamed the klot file, I saved the system2c into the system folder, and NOW it's giving me this error message. What's wrong with it? D:

 No.9558

>>9557

Something about the screen format not being alright. Can't break any more since my japanese isn't that good.



File: 1406584960188.png (297.23 KB, 324x343, Capture12.PNG)

 No.9448[Reply]

Is the Dream vs Dream project dead?
18 posts and 3 image replies omitted. Click reply to view.

 No.9491

File: 1408490437541.gif (312.09 KB, 128x106, f_u.gif)

>>9489
Your fanboy is showing

 No.9492

File: 1408496661714.jpg (42.38 KB, 542x383, SM_Cabaret.jpg)

>>9490

At the end of my explanation about how touhou worked I said it wasn't a fair comparsion and it should have been tasogare or watanabe circles since they actually made fighting games (for windows), and I agreed with you. So I don't think I read your post wrongly.

>>9491

You just discovered my little secret. Steelpipe please go.

 No.9493

File: 1408501266889.jpg (15.19 KB, 229x220, 10403037_836413889704411_3….jpg)


 No.9494

>>9492

Oh, it is me who read your post wrongly. D'oh. Go on with ya bad self

 No.9495

File: 1408507491712.png (382.34 KB, 537x718, 1408048203936.png)

>>9494

Steelpipe, please, go.



File: 1393280265787.png (65 KB, 320x240, Gno.png)

 No.9058[Reply]

Hi Ubuu me again, I'm pretty sure some of you played this already but you shouldnt miss it
Gnosis, a very good piece of fangame, with excellent art, give it a try:

Ver 0.00(English)
http://www.mediafire.com/download/00xi0e8ycax9re2/Gnosis+0.00+ENG.rar

Ver 0.01(Spanish only but way better, click this one)
http://www.mediafire.com/download/5ki0q8s9e5802kr/%2BGH.rar

Author:
http://gnosisfangame.tumblr.com/

 No.9060

Oh, this one is pretty cool. The art is amazing.
I highly recommend it.

 No.9440

File: 1406157535091.png (57.98 KB, 640x480, gnosis_0_01_by_jcm2-d5hhe5….png)




File: 1402586545163.png (4.3 KB, 384x256, 32xSprite1.png)

 No.9391[Reply]

Not entirely sure where else to post this but-

I played Yume Nikki for the first time maybe two weeks ago. I love it quite abit.
For the last week or so I've been putting a considerable amount of thought into making a Fangame of sorts, based on my own mind, experiences, dreams and other oddities of my own. Of course, my past, thoughts, etc will be slightly bizarreified to fit the YN theme.
I also put in some real effort to make some sprites for it. Although I'm a programmers and I've worked on many games, this is the first time I've actually went out of my comfort zone and went ahead with making my own sprites. Because YN's sprites were quite odd and some of them were 'simple', I figured I could get away with having simpleish sprites as well.
Pic related, it's unfinished and kinda bland though, as it's unfinished. Any of you can use it if you want to though, think of it as a contribution here.

In any case, I finally found this site. I then found this subforum and I feel a little discouraged.
Apparently everyone and their mothers have made a YN 'fangame'. So I'm not entirely sure if I should even bother continuing work/planning my own out. I wasn't aware YN fangames were a thing, as I'm new to the community. I was simply hoping to work on mine and having a smallish community enjoy it, although now since fangames of nearly type exist, I'm worried about living up to a expectation and that isn't as fun for me anymore.

However, in case I do decide to keep going, I wanted to ask you folks a few things:
Although there are so many fangames out there, what makes .flow and 2kki special exactly?
Keep in mind I haven't played them myself(I will though sometime) nor have I played any other fangames, so my knowledge on this is limited, hince why I'm asking.
.flow and 2kki seems to get more recongnition alongside the original Yume Nikki. An example of this is alot of fanart depict 2kki, .flow and YN together. Or, even here in Uboachan, the two have their own subforums.
So, again, what makes those two special out of the box of fangames?
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 No.9392

> I then found this subforum and I feel a little discouraged.

I'd say just try it out. The one important piece of advice that I can give to you is this: make it your own. Too many "fangames" simply rip off the original Yume Nikki. Just because it's a fangame doesn't mean you can't put your own spin on things. LcdDem, for example, used the same basic gameplay of Yume Nikki, but many of its worlds were unique ideas from Koronba's own dreams (save for a few like the teleport maze and monochrome desert).

It'd also be interesting to see your own idea of how the dream world works… if you even have a dream world. Just let your creativity flow.

And you know… maybe making a fangame - or any type of game for that matter - just isn't your thing. If it isn't, that's fine. But I'd say at least give it a shot first. Even if the first version flops, try a few more releases afterwards, and if you're just not happy or not having fun, then you can try something else.

Also, don't be afraid to ask other people for help. If you can't make music, try asking around and see if somebody out there would be willing to help you.

>What makes .flow and 2kki special exactly?


Because 2kki and .flow were two of the first Yume Nikki fangames to ever be released. LcdDem and Yume Nisshi were once up there with them before they disappeared off the face of the earth.

>What would you personally like/not like to see in a fangame?

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 No.9393

>>9392
Well, I haven't played any of the fangames yet to compare my own ideas to theirs. So I can't say rather or not I'm being original.
Like I said though, I'm going to be basing this one off my own mind, rather than being completely fictional. Might seem a little 'up in myself' to say, but I feel like my experiences and thoughts would be interesting though to make a YN clone out of.
I do also have a dream world of my own. Although I can't directly control my dreams (IE: Lucid Dreaming), I can remember them quite well. Since they largely reflect my own thoughts, I can easily implement them.

Anyway, as for music, like I said, I'm mostly a programmer. I have a wife who does the art for most of my projects. I have no experience with music, either.
I am hoping to do most of the art and music myself this time, though.
Yume Nikki's music, for the most part, was just a bunch of simple beats in the background. I do feel like I have a ear for what sounds good and fits, so I'm hoping I can try making little clips of sounds and see if they sound good together.
As for art, I will probably ask for advice on rather or not something I make is okay, but other than that, I'm hoping to just do this project mostly on my own.

>Dislikes

I might use a few Huge Looping maps. Because if used right, they can help make a area feel like it was pulled from a bizarre world. Large, vast and empty. Of course, I'd put more in than just that. There is more to dreams than just emptiness. But it might work with a few areas.
Useless effects can be used to directly tie something to the main character, even if largely useless, so I'd probably have some of those. Though I'd like to make sure each effect does have a use, even if not apparent at first.
As for other things, (Maze, Area rip-offs, Nexus) I agree that they are a little annoying in some regard. I have plans for the Nexus.

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 No.9394

My best and the best advice is, take your time to see the clues on what really suck, there is no science really, prepare some tea, and download a good ammount of random fangames, you will notice very fast that the mistakes are always the same, which were listed many times (Mado Recolors, YN-Clone, huge empty maps, itsuki)

If you want an example of a good fangame that worked well, take Miserere by Owl, it has a storyline, its different, and its good, if you want to do something good have your own style, dont copy.

>Apparently everyone and their mothers have made a YN 'fangame'.

My mom's fangame suck

 No.9402

>Although there are so many fangames out there, what makes .flow and 2kki special exactly?

Along with .flow and 2kki being the first few fangames to be released, they also offered an improvement on Yume Nikki's style of gameplay and storytellying in subtle but impressive ways.

.flow introduced a theme and hint at Sabitsuki's story via medical imagery like hospitals and ekg visuals and sound effects, along with a lot of hints at physical loss and sickness like bodily mutilation, effects that removed or changed parts of her body, etc.

Yume 2kki was the opposite, by expanding the exploration possibilities and surreal nature of dreams by including tons of different and unique areas and effects, along with a hub for customizing the save screen, looking at fanart made by the creators, etc.

The most successful fangames nowadays either completely change how a Yume Nikki styled game can be told (The Other Line, Fleshchild, etc) or build upon the theming .flow established with impressive artistic skills (Ultra Violet, Answered Prayers, Dream Graffiti, etc). However, it feels like the Western side of the YN fangame community is starting to embrace liberties taken with Nikki's style, while the Eastern community still tends to prefer 'carbon copy' styles.

>What would you personally like to see in a fangame? Or what would you 'not' like to see?


Most of us here on uboachan can't stand carbon copies. Use Yume Nikki as inspiration, not as a model to follow. YN had its fair share of problems in its structure such as the problems Psi listed above. Don't be afraid to get creative.

Personally, I don't mind if there's "useless effects" because I play these games to collect that shit anyway. Have a good mix of cosmetic effects, and ones that influence the dream world. Cosmetic effect example: a pretty dress, a top hat. Useful effect example: a key that unlocks new areas, a teleporter that returns the player to the most convenient location to begin exploring again. And all people enjoy effects that can do animations (like cat Madotsuki's meowing)
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 No.9403

i can't speak for all yn fangames, but i've been planning one for a while and it'll be years before i can make it and release. it's so vastly different from the yn formula that i doubt many would recognize it as a fangame even. i see yn as just an inspiration though; this game idea has evolved from so many sources that it's really just "my thing" and hopefully others can enjoy it when i eventually finish. i recommend that whatever you do, just make sure it's "your thing". look to other fan games for ideas and inspiration, but also look outside of the yn community.

and as others have said, .flow and 2kki are big because they innovated and because they were early on the scene. although it feels less cohesive as a whole, i somewhat adore 2kki more than yn. i still need to play .flow though, been putting that off since i'm squeemish.

anyway, good luck in your endeavors! if nothing else, have fun with the project!



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