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Elias Daler

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912
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A member registered Jun 28, 2021 · View creator page →

Creator of

Recent community posts

To all the people who left so many positive comments here… Thank you so much!

I’m sorry I can’t respond to every comment as I can’t find enough words to express my gratitude.

But please know that I read all of them and they make me happy and motivated to continue the work on the project. :)

Thank you so much. You’ll definitely get a lot of cool stuff from me, I feel like this is only the beginning. :)

Hello. Thanks a lot!

And thanks for the bug report. I noticed that people got soft-locks for some reason when interacting with objects and this might be it!

Thank you so much. Being called “the best” Yume Nikki fan game is an honor.

Thank you!

If you manage to reproduce this, please tell me how to trigger the bug because I saw someone getting it on their streams and it’s been driving me crazy. :D

No, as the IP is not mine and redistributing this commercially is kinda in grey legal area.

You should try running it with DuckStation, it’s pretty easy to set up!

But yeah, I stared working on the PC port today, don’t know how long it’s going to take…

Thank you so much, I’m glad you enjoyed it. ❤️

Thank you!

I plan to add small events/small features here and there, but not whole worlds for now. The game is so huge and there’s so many details, that just adding what’s in the game already takes a lot of time! And I just want to respect Yume Nikki’s original content and try to not add my own stuff on top. :)

I might do a Yume Nikki inspired game in this style, that’s where I’ll add new worlds, NPCs etc.!

Thank you! PS One is so beautiful…

Thanks for playing! What did you think about it?

Thank you!

And thanks for the bug report, I’ll try to get this fixed. :)

The original game from me in this style might happen someday.

I was just using Yume Nikki for some game dev practice, for the love of the original game, and many people seemed interested in me releasing this and it seems to have pleased many people so far. 😅

Thank you!

I can confirm the bug, thank you. I fixed it and will upload new version with a bunch of other bug fixes a bit later.

Thank you!

Yeah, I might rework the UI some day. Right now it’s a pixel perfect copy of the original and I understand how it doesn’t work perfectly on CRTs… :)

Thanks a lot. :)

Yes, I plan to add little stuff to it from time to time. I also plan to port this to PC eventually to make it easier to run, make the performance better, but leave PS1 aesthetics in tact. :)

Thank you!

You can’t run games from MemCard PRO on PS1. However, you can install FreePSXBoot on it and use it to launch games from CD-R on a PS1 without a mod chip.

Thank you so much! ♥

Thank you! I’m glad that all my hard work and all the polish is appreciated. :)

Thank you so much!

What’s fun is that I initially started making this model as a placeholder as I was very hesitant to make the most important model in the game…

But somehow it started feeling right after a few iterations. And as I added animation, I thought “Yes! That’s it!”. And I’m glad that so many people liked it. :)

Hello. Some day I’ll get a PSP and will try to make it run there. My game uses very unconventional structure as it doesn’t use Sony’s PS1 libraries…

But I’ll try to make it closer to what Sony did and maybe it will work. :)

Thank you so much ♥

Thank you!

Some bugs/visual glitches are to be expected…

I could fix some of them, but this would make the performance even worse. I had to find some balance between performance and graphics looking right/good.

Thank you so much!

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ePSXe (if you mean this one) is old and outdated (I found the pSX one and it’s also quite old).

I only support DuckStation.

As for the PS2 - it’s confirmed to work on it, but only when running with CD. POPSTARTER/OPL will not work because they use a different way of PS1 emulation on PS2 and I don’t have strength to try to support this, sorry…

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Thank you!

I plan to port this to PC soon (while preserving the PS1 aesthetic) and I’ll later try to pitch it to Playism. :)

Thank you for playing. :)

Yes, a lot of PS1 limitations didn’t allow me to make it a perfect experience, but maybe if I port it to PC, the draw distance can be somewhat improved.

As for the jump, I deliberately put it in a bit of a weird spot so that the player doesn’t feel motivated to use it (pressing triangle isn’t that pleasant when holding square). I might have hidden it more so that the “OG” feel is preserved, but other people have enjoyed jumping so far… But I understand that this is a bit of a controversial mechanic.

Thank you so much for playing. I tried to make the experience as close to the original and as respectful/authentic as possible. :)

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I put it in my PS1 game and it works incredibly well. Thank you so much, great models!

image.png

image.png

Thank you! I’m having tons of headaches because I have to reinvent the Universe from scratch basically… but I’m having fun. :D

Thank you ❤️

Thanks a lot! Looks quite nice in my engine :) image.png image.png

Hi. Thank you. I don’t have much time to develop it for now. Maybe I’ll later port it to C++, as I kinda find it useful myself (use it to make screenshots prettier), but I just don’t have the time to improve it.

Thanks! :)

Thanks a lot!

Thank you :)

Thanks!

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The code is here: https://github.com/eliasdaler/crten

You can check out how it works, if you’re using Ebiten. Otherwise, you can use it as a standalone app for static images like this:

crten INPUT_FILE - display INPUT_FILE with CRT effect.

crten -i INPUT_FILE [-c CONFIG_FILE] OUTPUT_FILE - renders INPUT_FILE image with CRT effect to OUTPUT_FILE and closes the window.

Oh, do I have a video for you! https://youtu.be/SZcrPM-jDqY

You’ve done an incredible thing, by the way, Louie. The aesthetics are top notch! :)