Homebrew [WIP] Undertale Techdemo

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Ah crap I did a bunch of code reorganizing and realized I did it using C++ with classes. Fffffuuuuuu-
Oh well, I did some pull requests that fix the audio and included the rest of toriel's house backgrounds. Will try more tomorrow.
 
Just a couple of things I thought about if Undertale was ever made full on 3DS. Spoilers tho.

  1. How would crashing/closing during Omega Flowey work out? I assume in homebrew all it'd take is autoclosing the app but if it were ever made official it would have to either pseudo reset the game, or close to the home menu. Would that even work??
  2. Chara's deal. There would have to be a way aside from manually removing the save data to get rid of that, unless it was somehow changed to be resettable.
 
Last edited by Pandaxclone2,
Ah crap I did a bunch of code reorganizing and realized I did it using C++ with classes. Fffffuuuuuu-
Oh well, I did some pull requests that fix the audio and included the rest of toriel's house backgrounds. Will try more tomorrow.
Just merged your pull request :D

Just a couple of things I thought about if Undertale was ever made full on 3DS. Spoilers tho.

  1. How would crashing/closing during Omega Flowey work out? I assume in homebrew all it'd take is autoclosing the app but if it were ever made official it would have to either pseudo reset the game, or close to the home menu. Would that even work??
  2. Chara's deal. There would have to be a way aside from manually removing the save data to get rid of that, unless it was somehow changed to be resettable.
I think it would be possible to create a file with a lot of variables, and making one especially for
Omega Flowey's fight
, that triggers a event similar to the PC version of the game.

--------------------- MERGED ---------------------------

Also, I won't be able to focus the development of this demo this week, since I still have some stuff to do at school.

But I'll still try to work hard with it and making a true "to-do" list.
 
Well, changing rooms are now possible (still only has two rooms), I'll update GitHub futurely after cleaning some bugs and the code itself. :)

Also, is there any way to add transitions between rooms with sf2d? Thanks.
 
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Well, changing rooms are now possible (still only has two rooms), I'll update GitHub futurely after cleaning some bugs and the code itself. :)

Also, is there any way to add transitions between rooms with sf2d? Thanks.
A fading transition?
 
Yeah, like the game does.
That shouldn't be too difficult as long as sf2d supports drawing with opacity. Maybe do something like,
(super pseudo code)
Code:
if (do_room_transition) {
//disable player control here
if (screen_timer < 100) {
draw_rect(0, 400, 0, 240, black, screen_timer /*<--opacity*/)
screen_timer +=  1 * dt; // will have to be tweaked obv.
else {
screen_timer = 0;
//go to room, set player x,y etc here
}
}

 
Last edited by XavyrrVaati,
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>Rerez didn't enjoy much the original game
>Expect a new easter egg soon

Also, I'm trying to optimize the code by creating voids and ints, but it gives me a lot of problems when trying to define what background/sprite should the code render...

Any tips? I'll upload the source code on my GitHub repository later on (in another folder, obviously).
 
Yay, I got animation working now too! :D I think there were a few minor tiny fixes but I don't remember. I have have the day off tomorrow so I'll look up some c stuff to see if we can get this code broken up and ready for clean and simpler progress.
 
Yay, I got animation working now too! :D I think there were a few minor tiny fixes but I don't remember. I have have the day off tomorrow so I'll look up some c stuff to see if we can get this code broken up and ready for clean and simpler progress.
Awesome! Do you guys still need the screenshots from the demo? I might be able to work on that later today.
 
Awesome! Do you guys still need the screenshots from the demo? I might be able to work on that later today.
I'll take some screenshots after I fix some problems with GitHub.
 
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