Homebrew [WIP] Undertale Techdemo

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lolzvid

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Did you consider/try scaling the graphics down? Because you can half the resolution on most of the game without changing how anything looks, and you don't have a whole lot of room on the 3DS's screen anyways...
I've tried to do this in the beginning, but I would have to remake all the sprites and backgrounds (the result when scaling down the images is just terrible).

If somebody manages to do a great job by scaling down the sprites and backgrounds, I would use them instead (it would really be handy, since I'm not a fancy art designer).
 
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ric.

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Did you consider/try scaling the graphics down? Because you can half the resolution on most of the game without changing how anything looks, and you don't have a whole lot of room on the 3DS's screen anyways...
The game's resolution is 800x600, and the 3DS' resolution is 800x240 (IIRC), so there's no way that's going to fit.
 

dark_samus3

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The game's resolution is 800x600, and the 3DS' resolution is 800x240 (IIRC), so there's no way that's going to fit.
Yes but with the size of the pixels used to make the sprites in the game it wouldn't look too bad scaled down properly

EDIT: also the 3d res is that but 2d res is 400x240
 
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lolzvid

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Update: I've finally got the player to walk around, but I still need to add the animation, make him stop when I release the d-pad and slow down its speed, and currently, I haven't got success doing this stuff.

Any help? I've updated the code on GitHub.
 

lolzvid

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now all you have to do is demo combat by making the first fight sans
That would take a long time to me accomplish it, but that would be awesome.

(i didn't fight with sans because of true pacific mode, so idk how is it)
 

XavyrrVaati

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Okay, you beat me to the punch, I was going to wait until I got around learning to homebrew, and then ask Toby for permission to port the Undertale demo if I got good enough... ;--;

THAT SAID, I will definitely look into giving you a hand, I'm not a bad spriter, and I have some experience with programming (python, HTML, Game Maker: Studio, etc.). Point me where to start and I can probably be helpful.
As for sprites I might be able to scale them down while maintaining the look. Good job so far though.

EDIT: Looking at the resolution difference, the 3DS has a res of 400x240 and the game is 800x600(640x480?), which /2 would be 400x300, with a 30 px loss on the top and bottom of the screen, it might be pretty feasible to halve the res of all the sprites (by hand for most of them, though Undertale has pretty simple graphics so this isn't *too* difficult...)

EDIT 2:
8024f54478.png
It looks like Undertale uses 2x pixel scaling, meaning you can halve all the sprites and tiles and they look identical.

EDIT 3: With very minor tweaking, the in battle screens work too.
bBOA5n7.png

(Though we can always move the interface to the touch screen.)
 
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lolzvid

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Okay, you beat me to the punch, I was going to wait until I got around learning to homebrew, and then ask Toby for permission to port the Undertale demo if I got good enough... ;--;

THAT SAID, I will definitely look into giving you a hand, I'm not a bad spriter, and I have some experience with programming (python, HTML, Game Maker: Studio, etc.). Point me where to start and I can probably be helpful.
As for sprites I might be able to scale them down while maintaining the look. Good job so far though.

EDIT: Looking at the resolution difference, the 3DS has a res of 400x240 and the game is 800x600(640x480?), which /2 would be 400x300, with a 30 px loss on the top and bottom of the screen, it might be pretty feasible to halve the res of all the sprites (by hand for most of them, though Undertale has pretty simple graphics so this isn't *too* difficult...)

EDIT 2:
8024f54478.png
It looks like Undertale uses 2x pixel scaling, meaning you can halve all the sprites and tiles and they look identical.

EDIT 3: With very minor tweaking, the in battle screens work too.
bBOA5n7.png

(Though we can always move the interface to the touch screen.)
Wow, I didn't know about that... Making the sprites and backgrounds smaller would help me a lot on the overworld part (even with 60px loss), since it mostly won't need screen scrolling or whatsoever.

I'll see if there's any other way to scale down the images without making them horrible.
 
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XavyrrVaati

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Wow, I didn't know about that... Making the sprites and backgrounds smaller would help me a lot on the overworld part (even with 60px loss), since it mostly won't need screen scrolling or whatsoever.

I'll see if there's any other way to scale down the images without making them horrible.
I think the most you/me would have to do is some minor pixel edits. That said I might've figured out how to make the player stop moving.

EDIT: Trying to build it, I get
57f500b680.png

gg
 
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bradzx

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What? What?! WHAT?! Oh finally! Everybody is talking about this game and bunch of people do drawing of Undertale character. I am going give a try for this. Everybody said this game is really awesome.
 
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lolzvid

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I think the most you/me would have to do is some minor pixel edits. That said I might've figured out how to make the player stop moving.

EDIT: Trying to build it, I get
57f500b680.png

gg
Do you have the libraries (sf2dlib, sftdlib, and sfillib) installed?

If no, there's a tutorial on the sf2dlib's topic.

You need to download:
- The three libraries that I've mentioned above;
- Compiled portlibs (precompiled version already available on the sf2dlib topic);
- aemstro (put it onto the "devkitPro" folder);
- picasso .exe (download link is available too on the sf2dlib topic, you'll need to put it into devkitARM/bin).

There are some more steps from there, I think you can make it (if you have any questions, just ask it!).

Also, I've scaled down the sprites and backgrounds with success (this time, it isn't deformed :ha:)!
 
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XavyrrVaati

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Do you have the libraries (sf2dlib, sftdlib, and sfillib) installed?

If no, there's a tutorial on the sf2dlib's topic.

You need to download:
- The three libraries that I've mentioned above;
- Compiled portlibs (precompiled version already available on the sf2dlib topic);
- aemstro (put it onto the "devkitPro" folder);
- picasso .exe (download link is available too on the sf2dlib topic, you'll need to put it into devkitARM/bin).

There are some more steps from there, I think you can make it (if you have any questions, just ask it!).
I have devkitPro installed, updating it right now, I just DL'd the precompiled portlibs a few minutes ago. :'D
 
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XavyrrVaati

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Also, I've found out that the game runs natively at 320x240, but scaled up to 640x480 with the View options from the rooms of the engine (GM:S).
So it should work perfectly! No wonder the battle screen fits so well :v It's like he knew.
 
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lolzvid

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Success!

2Ot9EFr.png

(I've removed the grey bars from the sides, now it's more seamless with the unused parts of the screen)

Meanwhile, the player is moving like Sanic (pls don't spam GOTTA GO FAST), but I'll experiment with some variables to see if I can fix the speed, and the flaw that makes the player go outside the screen.

I'll update my GitHub repository shortly.
 
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