Hacking Homebrew Homebrew game Project Undertale 3DS (W.I.P)

  • Thread starter Thread starter CooingMaxito
  • Start date Start date
  • Views Views 83,603
  • Replies Replies 199
  • Likes Likes 23
Unfortunately that's not the case, this isn't a direct port, but instead it's a demake made in another engine. Porting GameMaker games is not yet possible for 3ds sadly:sad:
I don't think it ever will without serious dedication or a small info breach for the source code for GMS

Vita can still get ports because

1. There are vers with actual vita exports

2. The firmware is android based which still has an export obv, which makes porting games significantly easier (alongside better specs)
 
  • Like
Reactions: CooingMaxito
I don't think it ever will without serious dedication or a small info breach for the source code for GMS

Vita can still get ports because

1. There are vers with actual vita exports

2. The firmware is android based which still has an export obv, which makes porting games significantly easier (alongside better specs)
Yeah exactly, I completely agree
Without having game maker's runtime source code, a full port of gamemaker to 3ds is basically impossible/overwhelmingly hard to achieve

A full, working, official quality port is just way too much work without extreme work put into it and insider resources
 
  • Like
Reactions: Pokejay9595 and HPR
  • Like
Reactions: UsernamesAreWeird
Progress update!
It's been some rough weeks for me, and I pretty much couldn't get anything done during September sadly :cry:
At the moment I have a bit of free time for about two-three weeks until I get another burst of stuff I need to get done with almost no breaks lol

ANYWAY
Enough about me.

Touch controls are finally getting more implementation! As of now almost the full Name Select screen is compatible with touch controls, and work on the battle system is going well.

Right now almost everything during the player's turn is done! Including Acts, various Spare conditions, Sparing, Item display, menu navigation and basic touch controls for the main options.

Battle System TODOs:
- Item usage and effects on player stats/equipped item/soul movement
- Add attack mechanic and animations
- Add monster animations
- Add monster attacks
- Monster death/spare animations
- Better flavor text
- Touch controls for menu options
- Improve bullet hell section

Name Select TODOs:
- Make it fully compatible with touch controls

After the battle system is mostly complete, I'll add some Toriel interactions, probably up until the first Dummy encounter, or maybe even the first Froggit and make that a new release. After that update gets released, I will start working on the full Ruins demo.

Main post has been updated with a video showcasing touch controls on the Name Select on the Wip section below the release links
 
Oh I see, in that case a new update should come around, I just don't know when lol

I would've liked to have the update done this month, but life circumstances just won't let me... oof.
Right now I am finishing up the general base of the battle system. The small fight minigame is done, damage calculation accurate to the game is also added, monster hp bar depletion, attack animation on top of monster is also added (so basically the whole attack sequence)

I'm still scratching my head on how the heck I will do the vaporized effect when a monster dies, so I think that for now I'll just leave a placeholder while I work on other stuff.

Again, I can't really say exactly when this next release will come because I am extremely busy rn, so just be a little patient for the time being :D

P.S No halloween update this year... :sad:
 
Hey everyone! Again lol

YAPPING SESSION INCOMING :yay3ds:

It's been a few weeks since my last message and compared to other times, I have actually done quite a lot since my last major progress update, and man I feel like progress has actually been good for once LMAO
It's quite a lot so I'll just list what I've done the last two weeks (I'll probably forget to mention some things, but if I do forget to mention them, they're probably really small), I think some of you guys might enjoy hearing about this new stuff:

Battles:
  • Attack Sequence:The full attack sequence is done! There's a few components that work together to make this out so it took a little bit
    • Player attack minigame: The little aiming minigame for attacking is done! (mentioned in my last message)
    • Damage Calculation: Damage calculation relatively accurate to the game (mentioned in my last message)
    • Monster Hp bar: The hp bar of the monster actually depletes reflecting the remaining hp (mentioned in my last message)
    • Damage numbers: When hurting a monster, the sprites of the amount of damage dealt will pop up (menioned in my last message)
    • First attack animation: The default attack animation of the first two weapons is done (the slash animation), i also scales depending on how far from the center of the minigame the player was (mentioned in my last message)
    • Sfx: Added the attack sound effect, the monster damage sound effect, as well as support for being able to change the monster scream sound effect for each monster individually. Useful!
    • Battle box resize: After attacking (as well as other actions, such as ACTing, using an item or failed sparing) the battle box resizes to start the monster turn and begin the bullet hell segment

  • ITEM system (Pretty much 100% functional!)
    • Healing: Using a consumable item now actually heals the player a certain amount! I still need to properly show the amount healed or if player was healed at max hp in the flavor text in the battle box tho
    • Equipping: You can now equip both weapons and armor, and their stats actually affect the player!!
    • Limited uses: I remembered that some items have more than one use (e.g Bicicle), so I figured I would add this feature right now. This is only applied to consumable item types
    • Sfx: Sound effects for healing and equipping items has been added

  • More monster animations
    • Idle, Hurt, Death (spared is still being worked on)
    • New vaporization effect: Finally, IT'S FINALLY HERE GRAAAAAAAAAAAAAGH
      This is the highlight for me, it's been AGES since I wanted to make this effect for the monsters dusting away in the original game work properly lol. I wrote a script to "dissolve" the monster sprite while another script is in charge of handling the particles, it can still be optimized a little since it causes a small frame drop on old models, but it RUNS ON THE GOD DAMN CONSOLE OH MY GOOOOOOOOOOOOOOOD

  • UI
    • Player name: The player name is now properly shown in the battle scene
    • Level: As well as the player, the current level is now shown
    • Player Hp bar: This is a new hp bar that I recently added for the player, it updates whenever the hp changes, so for example when you use a consumable item this bar updates along the text beside it, also when taking damage

  • Input System
    • A friend of mine helped me make a new input system that facilitates inputs soo much, but the most important part of it is that I can more easily add touch controls! (I might have already mentioned this before on an older message)
    • Touch Controls: the main battle buttons are supported, though I still need to work on being able to touch the options that pop up in the battle box to be able to select monsters, acts, items, ectc etc
    • Optimization: I also did a TON of behind the curtain work to optimize a few things, mainly the battle scene and stuff outside of battles like my tilemap system n stuff

If you were bored enough to read through all this, thanks! I really appreciate it :D

I worked very hard with the extra free time I had the past two weeks to make all this, and I feel pretty good about it!
All of this new stuff runs on old models, no crashing (yet).
As I mentioned, the dust effect when a monster dies has a little frame drop on old models when the effect starts, fortunately it's not that big of a frame drop but it does mean that some optimizing is in order

Currently, I am working on the bullet hell section of battles, so I'm making some of Froggit's attacks to test out, though it's looking like I will be extremely busy again for a couple of weeks, so we're back again to the game of waiting for CooingMaxito to FREAKING POST SOMETHING AAAAAAAAAAAAAAAAAAAAAAAH

TODO:
- Add monster groups
- Monster group attacks
- Monster spare animation
- something else that i forgor

I will update the main post either today or tomorrow with some pictures and videos of some of the new things that have been added
 
Yeah exactly, I completely agree
Without having game maker's runtime source code, a full port of gamemaker to 3ds is basically impossible/overwhelmingly hard to achieve

A full, working, official quality port is just way too much work without extreme work put into it and insider resources
Hey everyone! Again lol

YAPPING SESSION INCOMING :yay3ds:

It's been a few weeks since my last message and compared to other times, I have actually done quite a lot since my last major progress update, and man I feel like progress has actually been good for once LMAO
It's quite a lot so I'll just list what I've done the last two weeks (I'll probably forget to mention some things, but if I do forget to mention them, they're probably really small), I think some of you guys might enjoy hearing about this new stuff:

Battles:
  • Attack Sequence:The full attack sequence is done! There's a few components that work together to make this out so it took a little bit
    • Player attack minigame: The little aiming minigame for attacking is done! (mentioned in my last message)
    • Damage Calculation: Damage calculation relatively accurate to the game (mentioned in my last message)
    • Monster Hp bar: The hp bar of the monster actually depletes reflecting the remaining hp (mentioned in my last message)
    • Damage numbers: When hurting a monster, the sprites of the amount of damage dealt will pop up (menioned in my last message)
    • First attack animation: The default attack animation of the first two weapons is done (the slash animation), i also scales depending on how far from the center of the minigame the player was (mentioned in my last message)
    • Sfx: Added the attack sound effect, the monster damage sound effect, as well as support for being able to change the monster scream sound effect for each monster individually. Useful!
    • Battle box resize: After attacking (as well as other actions, such as ACTing, using an item or failed sparing) the battle box resizes to start the monster turn and begin the bullet hell segment

  • ITEM system (Pretty much 100% functional!)
    • Healing: Using a consumable item now actually heals the player a certain amount! I still need to properly show the amount healed or if player was healed at max hp in the flavor text in the battle box tho
    • Equipping: You can now equip both weapons and armor, and their stats actually affect the player!!
    • Limited uses: I remembered that some items have more than one use (e.g Bicicle), so I figured I would add this feature right now. This is only applied to consumable item types
    • Sfx: Sound effects for healing and equipping items has been added

  • More monster animations
    • Idle, Hurt, Death (spared is still being worked on)
    • New vaporization effect: Finally, IT'S FINALLY HERE GRAAAAAAAAAAAAAGH
      This is the highlight for me, it's been AGES since I wanted to make this effect for the monsters dusting away in the original game work properly lol. I wrote a script to "dissolve" the monster sprite while another script is in charge of handling the particles, it can still be optimized a little since it causes a small frame drop on old models, but it RUNS ON THE GOD DAMN CONSOLE OH MY GOOOOOOOOOOOOOOOD

  • UI
    • Player name: The player name is now properly shown in the battle scene
    • Level: As well as the player, the current level is now shown
    • Player Hp bar: This is a new hp bar that I recently added for the player, it updates whenever the hp changes, so for example when you use a consumable item this bar updates along the text beside it, also when taking damage

  • Input System
    • A friend of mine helped me make a new input system that facilitates inputs soo much, but the most important part of it is that I can more easily add touch controls! (I might have already mentioned this before on an older message)
    • Touch Controls: the main battle buttons are supported, though I still need to work on being able to touch the options that pop up in the battle box to be able to select monsters, acts, items, ectc etc
    • Optimization: I also did a TON of behind the curtain work to optimize a few things, mainly the battle scene and stuff outside of battles like my tilemap system n stuff

If you were bored enough to read through all this, thanks! I really appreciate it :D

I worked very hard with the extra free time I had the past two weeks to make all this, and I feel pretty good about it!
All of this new stuff runs on old models, no crashing (yet).
As I mentioned, the dust effect when a monster dies has a little frame drop on old models when the effect starts, fortunately it's not that big of a frame drop but it does mean that some optimizing is in order

Currently, I am working on the bullet hell section of battles, so I'm making some of Froggit's attacks to test out, though it's looking like I will be extremely busy again for a couple of weeks, so we're back again to the game of waiting for CooingMaxito to FREAKING POST SOMETHING AAAAAAAAAAAAAAAAAAAAAAAH

TODO:
- Add monster groups
- Monster group attacks
- Monster spare animation
- something else that i forgor

I will update the main post either today or tomorrow with some pictures and videos of some of the new things that have been added
congratulations on the divorce
 
  • Haha
Reactions: CooingMaxito
I know I haven't updated the main post with what I said I would add :(
I forgot

Anywayyy, just wanted to say that I'm working on Froggit's attacks, I figured that maybe I could work on the monster groups after the public release, so I'll just focus on finishing battles and then get some work done with the first few Toriel interactions

Rn the Frog leap attack is almost done, it's just behaving a little weird but nothing unfixable
 
After you're finished with the ruins demo, it should be a lot easier from here on out, right? Because you already have the integral code.
Yesss definitely, it will be way easier to develop the rest of the game after the Ruins, though there's a lot of stuff I nit as well so it will take time anyway, but yeah it'll be a bit smoother

I'm pretty excited thinking about finishing the Ruins demo
 
  • Like
Reactions: Pokejay9595
Question, if or when this finished, will the games source code be open source? (w/o assets ofc) I could see someone using this as a base to mod/port other Undertale/DR projects. In like, the 2030s LOL
 

Site & Scene News

Popular threads in this forum