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Day Dreaming Derpy Demo v0.3 The Applebloom Update is available for download!

v0.3_prev.png.3cf5bfb8f296cd2c0f3fde24568e42fc.png

Day Dreaming Derpy Demo v0.3 The Applebloom Update is done and available for download at rpgmaker.net!

As mentioned before, the update contains new areas in both the real and dream worlds, 2 new uniforms/ styles of play, and plenty more.

===========TO PLAY, JUST DOWNLOAD THE NEW .ZIP FILE============

Use of save files from v0.11 and before are not guaranteed to function perfectly with v0.3.  

===============HOW TO ACCESS THE NEW DREAMS================

For those who have played v0.11 and before.

To directly access the new dream area, Once you get the Dreamworld for the first time(Sea of Clouds), talk to the owl on the bottom-left and receive the Update Balloon. Then talk to Dinky on the top of the area to get the “travel” option. The new area is on the right of the overworld map.
==============================================================

If there’s any bugs/glitches feel free to report to me here or on the other outlets!

Thanks guys~

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Patch v0.31 (…My bad)

v0.png.cd7557e1ed36160f76a002674638cf15.png

Here’s small patch that fixes a small, potentially game-breaking bug.

The download is available at rpgmaker.net

Apologies for the oversight ya’ll.

** v0.31 Fixes **
- Using “Wake Up” with Dinky in Applebloom area, Applebloom follows into real world fixed.

Thanks

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Patch v0.32 Minor Fixes

Just added a small patch fixing some small bugs; available for download now.
Hopefully it'll make the ride smoother for ya'll!


** v0.32 Fixes **
- Using "Wake Up" with Dinky in Applebloom area, Applebloom follows into real world fixed.
- Stamp shop visual bug
- Big Mac Dream, quest collects 4 Zap Apples. Originally took 5 and made the next quest impossible. Fixed.
- Fixed certain moves that decreased HP to a decimal (hopefully)

Thanks!

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Awesome! This game looks great--I'll be sure to look it up when I can, considering I don't actually have a working computer to play it on, this may be a bit of a challenge... But, still first chance i'm downloading it :squee:

Oh! And i'll help too if there's any way I can! 

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  • 2 weeks later...

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It’s gonna happen guys!

Day Dreaming Derpy v0.4 The Scootaloo Update is coming sometime early, this Summer!

The Update will feature more areas to explore in the Dream World, new additions to the Real World, and more friends to make along the way with err-body’s favorite fan girl!

More info will come soon once things simmer down here.

Again, thanks for showing support for the game so far!

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Yo this looks really great! Love the animations, best of luck with this man<3

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  • 3 weeks later...

Day Dreaming Derpy Demo v0.4 The Scootaloo Update is available for download!

DDv0.png.b5e4a42da9c7a2378c2398806ce2cbd2.png

 

Day Dreaming Derpy Demo v0.4 The Scootaloo Update is done and available for download at rpgmaker.net!

Admittedly, the update is a little smaller this time, with 2 new dreams to scoot around in with ya gurl- Scootaloo!

It is also important to announce that v0.4 will be the last (forseeable) major update to the Day Dreaming Derpy Demo as the full release is just on the horizon (v1.0, the complete game).

===========TO PLAY, JUST DOWNLOAD THE NEW .ZIP FILE============

SAVE FILES FROM PREVIOUS VERSIONS ARE NOT GUARANTEED TO WORK WITH v0.4

===============HOW TO ACCESS THE NEW DREAMS================

For those who have played v0.11 and before.

To directly access the new dream area, Once you get the Dreamworld for the first time(Sea of Clouds), talk to the owl on the bottom-left and receive the Update Balloon. Then talk to Dinky on the top of the area to get the “travel” option. The new area is on the right of the overworld map.
==============================================================

If there’s any bugs/glitches feel free to report to me here or on the other outlets!

Thanks ya’ll!

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  • 1 month later...

Day Dreaming Derpy Dev Log #15 Useful Feedback

Evening guys, things have gotten a lot busier around here but I wanted to drop some info on how progress is going.

tumblr_inline_ovskvmFXtE1s877hv_500.jpg

I decided to make some additions to Scootaloo’s section of dreams as, after giving some thought to their feedback, both dreams could use more substance to help with their brevity.

It was an interesting process to create these additions as both required a reevaluation of what both dreams were to reveal about the ponies having them; good or bad.

tumblr_inline_ovslc3EsSt1s877hv_500.jpg

Take Scootaloo’s Rainbow Factory Dream. Issues players ran into could be summarized in the lack of context for the things present in the dream and their connection to Scootaloo; rather it is the sense that it is not immediately or obviously a product of Scootaloo’s character.

I’m going to be using a slightly tangential example to avoid spoilers.

A good example would be Moondancer’s raggedy house in Amending Fences. Firstly, it is a piece of environment that wouldn’t be immediately associated with the yet-to-be-introduced Moondancer. If anything, it served as the first piece of characterization for her- the lack of dialogue or the slight mention of the state of her own abode leaves enough room for the audience or characters to fill in the gaps of Moondancer’s character, and those pieces of information we are given in the beginning of the episode don’t exactly give us the best impression of her. But that is only one of many stories we, as observers, can make up to better flesh out this character.

Basically, it isn’t really so curious that Scootaloo would have multiple portraits of Rainbow Dash in her dreams.

And so, essentially the same is being done for the other dream in Scootaloo’s section. Reworking, seeing what to keep and what to re-contextualize. There isn’t too much that will be changed as I’m probably adding content than removing.

As for the rest of the game, assets are coming along at slower pace as most efforts are on tweaking what’s already implemented, but work will pick up soon as I get to the bigger, more plot-intensive areas.

tumblr_inline_ovsn01EIOn1s877hv_500.jpg

Thanks for your time and until next update!

Deuces

 

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  • 1 month later...

Just finished the demo (0.4) and all I can say is, that this game is awesome! :wub: 

First of all, I love the effort you're putting into this. This game really looks unique and well polished, compared to typical Ace games, that is. :derp: 

I really like the idea of traveling through dream world - it's like watching different episodes, where each one brings something new. There's no main storyline to comment (yet?), but the events are really interesting. Generally it's a well made game and I really liked it. :catface: 

 

What I loved:

VISUALS ~ PIXEL ART


Well, duh! OBVIOUSLY! :yay: It all looks really nice AWESOME! The style, level design - it all created a magical adventure, that I loved! :wub:  It was a really great experience and you're a great pixel artist. There's sooooo much effort and love put into this! Great job! :) 

 

THE DREAMS (levels)


I'm not hiding, some of these were really interesting. The events and dialogues were nice and even touching sometimes. It kinda felt like watching some (fan-made) episodes, that were pretty 'legit'! ^_^ The idea itself is really nice!

 

If I'd have to point out things, that weren't perfect, these would be:

COMBAT BALANCING


To be honest I think it's the biggest issue for me. While the battle system looks and works great, it was kind of random sometimes. Many skills were pretty much useless, because one was dealing more than 100 damage, where the others barely could get to 40. There were many classes ('uniforms') to pick from, but choosing the better one was too easy. The best combination was a normal high dmg skill and a healing one. The rest didn't matter. With that being said, there were uniforms, that had many skills with low damage, that apply status effects, that in general weren't performing well. If I was able to take down enemy with a single attack, why should I bother using low-dmg skills to apply debuffs on them? Allies on the other hand, didn't have many uniforms to choose from, so most of the time I had to deal with what I got, but there still was the same issue. Derpy could easily deal more than 100 damage in a single turn, where allies either were capable to more or less catch up with that or were too weak, due to dealing max 30 dmg. There was no way to improve their performance, because their skills were just bad- if they were bad in the first place, that is; Some allies did have these typical attacks with higher dmg or useful healing abilities, so not everypony were bad. Leveling up didn't change much and it was impossible to grind, as enemies were gone foreverrrrrrrr. There's not much happening with the equipment either - I literally bought the best equipment somewhere at the beginning and stayed with that to the very end, as nothing better was available. That suggests me, that the battle system isn't one of the main points of the game~ it's more like an additional thingie, as we don't have to pay much attention to things we choose there. Just use what we got and done.

The same applies to enemies. Some of them could barely do anything, where the others would wreck the whole team if lucky enough. It is visible even in the real world when doing the part-time jobs. All of these were pretty much easy, but the one in the post office was really tough, as it all depended on luck. There were three bags, that had a skill, that could deal around 40-60 damage and stun our lovely Derpy, that had around 150 HP. If you were lucky- and they kept using their default attack, you could easily beat them, as they barely could deal any damage- but if they started throwing these packages- well, RIP. With that being said, most of the enemies and bosses in game were generally extremely easy, but sometimes there was that one, that could cause unexpected troubles. It would be understandable, if that unexpected performance drop would be our fault (for example using elements, that enemies are resistant to), but as I have mentioned before, there weren't many ways to change tactics and I think, that there weren't even any elements, so the changes were pretty much irrelevant. This is a bad design for the combat, personally I dislike when something is OP / useless like this. At least there wasn't a huge wall of awesome, yet useless skills, like some other RPG's tend to offer. :P

Sadly, not only most of skills were useless, items in general weren't any better. :derp: There weren't many battles and the save points were all over the place, so I didn't even bother to prepare myself and organize my inventory, as I knew, that after few easy battles there'll be that save point, that will completely heal and recharge MP of my party. During the whole gameplay, I didn't use many items. Even dying doesn't punish players- we're just being 'teleported' back, all the progress, including beaten enemies stays, so we can just come back and continue. The only punishment are these ~20 seconds, to get to the point where we got defeated. :P 

 

NOT MUCH IS HAPPENING IN THE REAL WORLD


That's understandable, as the action happens in the Dream World. However, due to pretty useless items and such, there was no point in getting out of the house after some time. When I bought the best equipment and some healing items right away, there was absolutely nothing to do there, which was kinda sad. It would be nice if new, better equipment would be available after completing dreams- perhaps even 'unlocking' some events once for a while after some nights? Basically, at the moment the time is 'stuck' in the real world. Everybody stays in place, even after 10 days! ^_^ A nice addition would be the weather, for example - one day it's sunny, the other one it rains and ponies are in different places. Connecting these two worlds would be nice, because at the moment the real world is... just a shop, that we go to sometimes. :rarity:

 

MUSIC


It kinda sounds awkward when they don't loop. :P It's not a big issue, but I just tend to pay attention to details. (Same as I've noticed some deformed shapes here and there in sprites and such) I'm not sure if you know, but it is possible to nicely loop the soundtracks, so that the beginning plays once, then it seamlessly loops between 0:10 to 1:24, for example. :rarity: 

 

INTERFACE


Heh, as a menu-lover, I'd love to see custom menus full of your amazing pixel art. :wub: Soft and fluffy like clouds in the Dream World, that's how I imagine it. :catface: The default one feels kinda empty and... defaultish (out of place), heh. :twi: 

 

And that's all I think -- unless I forgot about something. :muffins: 

Don't get me wrong please, I was just thinking, that you'd like to hear some detailed feedback, that perhaps could help you improve the game, rather than "aww it looks nice" kind of feedback. :adorkable: And of course I know, that it is just a demo, so many things may be changed/improved in future, so I'm looking forward for seeing it getting even better. Generally the game is really well made, I'm impressed by what you did in that engine. :) 

 

I'm looking forward for updates!
Good luck with the development! :yay: 

Edited by Rikifive
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Hey, thanks for your feedback! And don't worry, I definitely read almost all feedback and commentary for the game and keep it in mind during development.

I admit, much of the combat was largely a struggle to design; there were many ways to fall into old game design ditches in turn-based JRPG combat. This, combined with using only a rough idea of what simple rpg combat should be like really stretched my game-design-muscles in ways I didn't know I could.

I actually played Steven Universe: Attack the Light, which going from their dev blogs was inspired by Paper Mario's simplification of rpg mechanics. So further studying led me to analyzing the mechanics and seeing what works and what doesn't. Granted, sometimes the combat had to be put on the back-burner so I could focus on the story, scenarios, and experience. 

So it's really helpful when someone can take apart my combat system and highlight what's wrong with it. Thanks a bunch!  

It's actually pretty awesome that you (the dev behind MLP: The Game) would take the time post an elaborate commentary on my demo! I am extremely honored.

 

On 10/7/2017 at 2:58 PM, Rikifive said:

Just finished the demo (0.4) and all I can say is, that this game is awesome! :wub: 

First of all, I love the effort you're putting into this. This game really looks unique and well polished, compared to typical Ace games, that is. :derp: 

I really like the idea of traveling through dream world - it's like watching different episodes, where each one brings something new. There's no main storyline to comment (yet?), but the events are really interesting. Generally it's a well made game and I really liked it. :catface: 

 

What I loved:

VISUALS ~ PIXEL ART


Well, duh! OBVIOUSLY! :yay: It all looks really nice AWESOME! The style, level design - it all created a magical adventure, that I loved! :wub:  It was a really great experience and you're a great pixel artist. There's sooooo much effort and love put into this! Great job! :) 

 

THE DREAMS (levels)


I'm not hiding, some of these were really interesting. The events and dialogues were nice and even touching sometimes. It kinda felt like watching some (fan-made) episodes, that were pretty 'legit'! ^_^ The idea itself is really nice!

 

If I'd have to point out things, that weren't perfect, these would be:

COMBAT BALANCING


To be honest I think it's the biggest issue for me. While the battle system looks and works great, it was kind of random sometimes. Many skills were pretty much useless, because one was dealing more than 100 damage, where the others barely could get to 40. There were many classes ('uniforms') to pick from, but choosing the better one was too easy. The best combination was a normal high dmg skill and a healing one. The rest didn't matter. With that being said, there were uniforms, that had many skills with low damage, that apply status effects, that in general weren't performing well. If I was able to take down enemy with a single attack, why should I bother using low-dmg skills to apply debuffs on them? Allies on the other hand, didn't have many uniforms to choose from, so most of the time I had to deal with what I got, but there still was the same issue. Derpy could easily deal more than 100 damage in a single turn, where allies either were capable to more or less catch up with that or were too weak, due to dealing max 30 dmg. There was no way to improve their performance, because their skills were just bad- if they were bad in the first place, that is; Some allies did have these typical attacks with higher dmg or useful healing abilities, so not everypony were bad. Leveling up didn't change much and it was impossible to grind, as enemies were gone foreverrrrrrrr. There's not much happening with the equipment either - I literally bought the best equipment somewhere at the beginning and stayed with that to the very end, as nothing better was available. That suggests me, that the battle system isn't one of the main points of the game~ it's more like an additional thingie, as we don't have to pay much attention to things we choose there. Just use what we got and done.

The same applies to enemies. Some of them could barely do anything, where the others would wreck the whole team if lucky enough. It is visible even in the real world when doing the part-time jobs. All of these were pretty much easy, but the one in the post office was really tough, as it all depended on luck. There were three bags, that had a skill, that could deal around 40-60 damage and stun our lovely Derpy, that had around 150 HP. If you were lucky- and they kept using their default attack, you could easily beat them, as they barely could deal any damage- but if they started throwing these packages- well, RIP. With that being said, most of the enemies and bosses in game were generally extremely easy, but sometimes there was that one, that could cause unexpected troubles. It would be understandable, if that unexpected performance drop would be our fault (for example using elements, that enemies are resistant to), but as I have mentioned before, there weren't many ways to change tactics and I think, that there weren't even any elements, so the changes were pretty much irrelevant. This is a bad design for the combat, personally I dislike when something is OP / useless like this. At least there wasn't a huge wall of awesome, yet useless skills, like some other RPG's tend to offer. :P

Sadly, not only most of skills were useless, items in general weren't any better. :derp: There weren't many battles and the save points were all over the place, so I didn't even bother to prepare myself and organize my inventory, as I knew, that after few easy battles there'll be that save point, that will completely heal and recharge MP of my party. During the whole gameplay, I didn't use many items. Even dying doesn't punish players- we're just being 'teleported' back, all the progress, including beaten enemies stays, so we can just come back and continue. The only punishment are these ~20 seconds, to get to the point where we got defeated. :P 

 

NOT MUCH IS HAPPENING IN THE REAL WORLD


That's understandable, as the action happens in the Dream World. However, due to pretty useless items and such, there was no point in getting out of the house after some time. When I bought the best equipment and some healing items right away, there was absolutely nothing to do there, which was kinda sad. It would be nice if new, better equipment would be available after completing dreams- perhaps even 'unlocking' some events once for a while after some nights? Basically, at the moment the time is 'stuck' in the real world. Everybody stays in place, even after 10 days! ^_^ A nice addition would be the weather, for example - one day it's sunny, the other one it rains and ponies are in different places. Connecting these two worlds would be nice, because at the moment the real world is... just a shop, that we go to sometimes. :rarity:

 

MUSIC


It kinda sounds awkward when they don't loop. :P It's not a big issue, but I just tend to pay attention to details. (Same as I've noticed some deformed shapes here and there in sprites and such) I'm not sure if you know, but it is possible to nicely loop the soundtracks, so that the beginning plays once, then it seamlessly loops between 0:10 to 1:24, for example. :rarity: 

 

INTERFACE


Heh, as a menu-lover, I'd love to see custom menus full of your amazing pixel art. :wub: Soft and fluffy like clouds in the Dream World, that's how I imagine it. :catface: The default one feels kinda empty and... defaultish (out of place), heh. :twi: 

 

And that's all I think -- unless I forgot about something. :muffins: 

Don't get me wrong please, I was just thinking, that you'd like to hear some detailed feedback, that perhaps could help you improve the game, rather than "aww it looks nice" kind of feedback. :adorkable: And of course I know, that it is just a demo, so many things may be changed/improved in future, so I'm looking forward for seeing it getting even better. Generally the game is really well made, I'm impressed by what you did in that engine. :) 

 

I'm looking forward for updates!
Good luck with the development! :yay: 

 

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Day Dreaming Derpy Dev Log #16 Quality of Life Changes

What’s good ya’ll, hope this find you well!

So I recently implemented a change in controls for something specific. I used to have specific action prompts for certain objects; if anyone who played remembers a previous post…

tumblr_inline_oxssf14FKE1s877hv_500.jpg

You would have had to use the ‘A’ key on the keyboard to interact with certain things. I have now made it so that interaction with all objects are universally set to the ‘confirm’ button- these being either the ‘SPACE’ bar or ‘Z’ key on the keyboard. Hence a change in graphics was in order.

tumblr_inline_oxssmiynnE1s877hv_250.gif

There’s a great lesson in game design that can be gleamed from this- sometimes the simpler, more functional method can be the key to better understanding for the player.

My slant to this in the beginning was to differentiate certain actions from other more-”regular” actions; I thought that, in theory, using a different button to interact with things would convey that, but alas… I did not consider the confusion it would cause, especially to those using a controller. (I didn’t know you could play RPGmaker games with a controller ლ(´ڡ`ლ)  )

There are a few problems with my old implementation. The first is that the action is already being differentiated through the text in the speech bubble, so even if the same button is used, a prompt can provide a change in perspective despite it being only visual. The second problem is that, as a game designer, one must be, if you excuse my language, a master of misdirection, to convey to the player information they need without spoon-feeding it to them. And that’s a difficult, but somewhat reachable balance to achieve. (Think the intro to Megaman X vs an overbearing-parent-of-a-tutorial)

That aside, development’s picking up as of now, with the implementation of new areas and the polishing of the battle system and characters.

Speaking of new areas…

tumblr_inline_oxstl7z5xE1s877hv_400.jpg

Let’s see how many memes I can milk from this…

Anyway, back to work.

tumblr_inline_oxstsurGzK1s877hv_400.png

Thanks everyone

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Yeah, the 'A' button was kind of unnecessary, but personally I didn't complain. I was thinking, that it may have some use in later stages (probably like you), but yeah- so far there were only things, where pressing the confirm button would be enough, so I think it's a good change. :derp: 

3 hours ago, horror_n_oates said:

tumblr_inline_oxstsurGzK1s877hv_400.png

Oh that's what I hoped to see when using the photo from the inventory. :muffins: Sadly, there was no way to preview the photo, that I was curious of. - but :yay: - it looks great! :wub: 

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  • 1 month later...

Day Dreaming Derpy Dev Log #17 Pretty Darn Close and Youtube Channel

Greetings everyone, been down with the sickness recently but I wanted to get this out when I had the time.

First thing’s first! I’ve been lucky enough to receive a hefty amount of support in the form of original music from 2 more volunteers!

TheNGVirus

KaminaKat

We’ve been shooting messages back and forth for a bit and it’s been awesome of them to compose for the game so far! I’ll be sure to post some of their tracks soon!

So lately I’ve been working on a lot of minor kinks in the Uniform system, chief among them is the implementation of a new feature- changing Uniforms during battle!

tumblr_inline_ozr4rtXSIu1s877hv_500.gif

Semi-interesting story with this, I was looking at the battle options, which before had the options Bop, Skills, Guard, and Items. The least used among those options, pretty obviously was Guard, as it functioned much like a ‘Skip Turn’ button with the state it gives the character doing nothing much beside boosting defense. I didn’t have any mechanics connecting to that so I thought it was best to either leave it alone or get rid of it. Removing the command altogether resulted in an asymmetric-looking box with an empty space while leaving it meant keeping a command of no consequence.

Then I started experimenting. Considering the game’s inspirations, the Persona series’ switching between personas and movesets largely mirrored Derpy’s Uniforms so I set out to see if it was possible to implement it.

The good news: it works! Selecting the Uniforms is essentially selecting a secondary skill type with the skills’ functions acting as options for each Uniform. It works completely as intended.

The bad news: it took an entire day to implement. It’s a pretty significant trade off considering the fact that I was creating assets for the final areas, it was probably something I could have done after the area was physically completed, but sometimes going down that rabbit hole will take you somewhere.

So where does this leave Day Dreaming Derpy’s progress? 

I’d say pretty darn close to the completion of the base game. Granted, that doesn’t include polish, some additional areas and dialogue but functionally on its way to v1.0.

Next item on the list is how jobs will work. Rather than explain it, take a gander at this:

On the the topic of videos- I made a Youtube Channel!

Content I plan to post there would largely be stuff that’s too bandwidth-heavy for tumblr or twitter, things like my process for pixel art or things similar to the above video.

Feel free to check it out!

Gonna try to regain my health soon so I could get back to work and get this out to the world.

Thanks everyone.

 

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  • 4 weeks later...
  • 5 weeks later...

Day Dreaming Derpy v1.0 is COMPLETE!!!

tumblr_inline_p2nbiefhK51s877hv_500.png

I’m glad to announce that Day Dreaming Derpy is now COMPLETE and available for download at rpgmaker.net!

After a year of juggling life, work, and responsibility- Day Dreaming Derpy is now complete and ready to be shared with the world.

I hope you enjoy what I have created.

==========TO PLAY, JUST DOWNLOAD THE NEW .ZIP FILE============ 

*** SAVE FILES FROM PREVIOUS VERSIONS ARE NOT GUARANTEED TO WORK WITH v1.0  ***
*** I DO NOT RECOMMEND USING SAVE FILES FROM PREVIOUS VERSIONS WITH v1.0  ***
*** BUT IF YOU DO, BE WARY OF POTENTIAL RIFTS IN THE SPACE-TIME CONTINUUM  ***

==========DOWNLOAD THE ORIGINAL OST ON BANDCAMP ===========

https://oates.bandcamp.com/album/day-dreaming-derpy-ost

==============================================================

===BE SURE TO DOWNLOAD THE RTP FOR VX ACE BEFORE RUNNING===

http://www.rpgmakerweb.com/download/additional/run-time-packages

==============================================================

The following is v1.0 completed version of Day Dreaming Derpy.
If you find any glitches or bugs, feel free to let me know!

Thank you for letting me share this with you all!

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Well well well...just started following this thread yesterday, with the intent to know when it came out, because I'm toying with doing a Let's Play series on it.

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Not used to this sort of games, but it sounds interedting enough as to give it a try. Plus the art looks just lovely 

Congratulations! Glad to see the hard work paid off. ^^

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Day Dreaming Derpy v1.1 patch

image

Just wanted to put out a quick v1.1 patch!

It fixes minor issues exclusive to the endgame, but doesn’t affect anything before that.

The save files from v1.0 WILL work with this don’t worry about losing progress!

========================v1.1 changes==================

-Lightside of the Moon, cutscene initiate after boss fixed

-Final boss EXP increase

Thanks!

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Day Dreaming Derpy Dev Log #18 Post Release Update and THANKS

What the hell have I done…
One year of development and a season of MLP later, Day Dreaming Derpy went from a weird fanfic in my head to a full-fledged game… with mechanics… and nuances showcasing subversive JRPG design…
and a gameplay formula that reinforces the role of a struggling single parent within the world of magical horses..

Yeah, I didn’t know that could work so well, but here we are.

So post-release dev log!
For the bugs! For those who have v1.0, there was a rather poignant one that replayed certain cutscenes near the end of the game, thus letting certain party members to follow Derpy outside their intended area. It is essentially harmless as it doesn’t affect gameplay on the first playthrough. But to tie things up, the v1.1 patch can remedy that if it causes any problems, however it isn’t necessary as the full game can be experienced without it.

For Mac-users! It’s probably pertinent to mention that since the file that contains the game is an .exe, you wouldn’t be able to unpack it normally- the same goes for the RTP that is required to run the game. There are, however emulators that can help you play on Mac (I believe a reliable one is Wine).

As for future bugs, feel free to report more to me if encountered! It will only help make a smoother experience for future players.

Didn’t think it’d be here so soon, but I really want to take the chance to say THANK YOU to everyone who’s taken the time to download, comment, and even look up Day Dreaming Derpy! It was a great learning-experience from start to finish and it’s amazing that it’s gotten this big! Also BIG thanks for the all the music provided by the talented individuals who volunteered! I’ve linked them before but I’ll link them again here. Check them out!

CassettePone (Joel Basar)

TheNGVirus - thengvirus.newgrounds.com
thengvirus.bandcamp.com

KaminaKat - www.youtube.com/user/KaminaKat/
kaminakat.deviantart.com

Thank you all for the opportunity.

Now for future plans… honestly anything’s possible, but I will need to take five before throwing myself back into the fire again. However, I would like to continue making games and other quirky doo-dads for you all.

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Day Dreaming Derpy (Post) Dev Log #19 Sprites and Assets Download

If there’s anything I’ve learned from programming and making games, it’s that shared resources available to the community are, essentially invaluable to both those who wish to improve upon projects and those beginning to learn the craft. I believe I discussed this WAAAAY back in this dev log’s infancy- that those interested in all steps of the game development process could take a look at this, post-by-post and see what would potentially lie ahead. I am, by no means, a professional, but making your own game isn’t as beyond common understanding as most may think. After all, there are plenty examples in the market today that serve as proof of that very thought.

So in the interest of helping future developers and for those who want to poke around the game’s files, I’ve compiled all the game’s assets as well as the game’s RPGmaker project file in 2 handy .zips!

Sprites and Assets

RPGmaker Project File

Go crazy everyone!

And just to give an idea of how beefy these files are, here’s a little preview of just how many regular, major character sprites I’ve made for Day Dreaming Derpy.

image

Hope you don’t mind the mild mess some of the files are organized in.

Thanks everyone!

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