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

  • Thread starter Thread starter CooingMaxito
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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
I have plans to make it open source by the time I finish the Ruins, I think it could be really cool to see people use it as a base as well haha

So yeah, I decided it that way cause I want most of the internal systems to be mostly finished and optimized to run on 3ds without many issues
 
Why did the Unity menu show up for a second on the bottom screen?
Oh that's a debug menu I made for testing out different monster and player stats at runtime, makes it easier to test specific scenarios to make sure stuff doesn't break with the current implementation of the battle system

Also holy moly these people are crazy, it's not even been 24 hours and the video already has almost 8k views 💀
 
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Oh that's a debug menu I made for testing out different monster and player stats at runtime, makes it easier to test specific scenarios to make sure stuff doesn't break with the current implementation of the battle system
I get it, yet imagine if it suddenly appeared while somebody was in the middle of a battle :rofl:

Jokes aside this is coming out very nicely! Keep the good work!
 
I get it, yet imagine if it suddenly appeared while somebody was in the middle of a battle :rofl:

Jokes aside this is coming out very nicely! Keep the good work!
Thanks! I also think it's coming along pretty nicely, I'll polish up the battle system a little bit more and then I'll start working more on the overworld to get that juicy new public release before I start working on the full Ruins
 
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Quick progress update!
A few things have been added since the video was posted :yay3ds:

- Previously missing an attack showed nothing and started the monster turn, now missing an attack shows the MISS sprite
- Flavor text when starting a battle has been added (i.e "Froggit hops close!")
- Random flavor text after every turn has been added
- Flavor text when a monster can be spared has been added
- Storing and replaying flavor text when going from a menu to the main button selection (i.e being in ITEM and pressing B to go back)
- Added support for enabling core2 for a bit of better performance on n3ds (Redirect app. syscore threads to core2 Luma setting)
- Added ability to set certain weapon items so that they cannot be re equipped (i.e the Stick)
- Slightly improved monster death animation

Also! Good news!
We now have translators working on the game! At the moment I have only added language support for items and monster text data, still need to add support for overworld dialogue

Languages that are currently being worked on:
- French
- Italian
- Spanish
- German
- Dutch
- Brazilian Portuguese
- Polish

Some languages will be worked on faster than others, since there are more people working on certain languages than others, but I still think this is pretty cool!
I know that there are already existing fan translations for the PC version of the game, but I would feel pretty bad if I just copy and pasted the hard work of the community without their permission, so the ones currently working on these 3ds translations will take them as a reference to make their own interpretations of the game

This also means that the 3ds manual will get translations to other languages! So stay tuned for that.
Hopefully these translations are good!
 
I'm glad to see that you're making SO MUCH progress! We went from getting updates every couple weeks to getting updates every couple days! Keep on grinding! Also, are you taking a break for Christmas? You TOTALLY deserve one!
 
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I'm glad to see that you're making SO MUCH progress! We went from getting updates every couple weeks to getting updates every couple days! Keep on grinding! Also, are you taking a break for Christmas? You TOTALLY deserve one!
haha thank so much! I'm pouring everything I have into this lololol

The reason updates are coming so quickly right now is because I'm on winter break from school until around mid January, and since I have all this free time (and a ton of support to keep me motivated) I'm finally getting some work done haha
I'll definitely take a day or two off for Christmas, but working on this is actually how I'm enjoying my break rn LMAO

If this keeps up, hopefully I can push out a public update before I get back to school :yay3ds:
 
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Quick progress update!
A few things have been added since the video was posted :yay3ds:

- Previously missing an attack showed nothing and started the monster turn, now missing an attack shows the MISS sprite
- Flavor text when starting a battle has been added (i.e "Froggit hops close!")
- Random flavor text after every turn has been added
- Flavor text when a monster can be spared has been added
- Storing and replaying flavor text when going from a menu to the main button selection (i.e being in ITEM and pressing B to go back)
- Added support for enabling core2 for a bit of better performance on n3ds (Redirect app. syscore threads to core2 Luma setting)
- Added ability to set certain weapon items so that they cannot be re equipped (i.e the Stick)
- Slightly improved monster death animation

Also! Good news!
We now have translators working on the game! At the moment I have only added language support for items and monster text data, still need to add support for overworld dialogue

Languages that are currently being worked on:
- French
- Italian
- Spanish
- German
- Dutch
- Brazilian Portuguese
- Polish

Some languages will be worked on faster than others, since there are more people working on certain languages than others, but I still think this is pretty cool!
I know that there are already existing fan translations for the PC version of the game, but I would feel pretty bad if I just copy and pasted the hard work of the community without their permission, so the ones currently working on these 3ds translations will take them as a reference to make their own interpretations of the game

This also means that the 3ds manual will get translations to other languages! So stay tuned for that.
Hopefully these translations are good!
Love you bro :yay3ds:
 
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Feels like a good home for the game. Good luck.

Wonder what Toby would think of the project. Granted, I don't know anything to suggest they wouldn't be cool with it.
Who knows, hopefully something good hahaha

And yeah, the 3ds does feel like a good platform to have Undertale in, especially considering the battle layout, it's almost perfect lol
 
Quick progress update!
A few things have been added since the video was posted :yay3ds:

- Previously missing an attack showed nothing and started the monster turn, now missing an attack shows the MISS sprite
- Flavor text when starting a battle has been added (i.e "Froggit hops close!")
- Random flavor text after every turn has been added
- Flavor text when a monster can be spared has been added
- Storing and replaying flavor text when going from a menu to the main button selection (i.e being in ITEM and pressing B to go back)
- Added support for enabling core2 for a bit of better performance on n3ds (Redirect app. syscore threads to core2 Luma setting)
- Added ability to set certain weapon items so that they cannot be re equipped (i.e the Stick)
- Slightly improved monster death animation

Also! Good news!
We now have translators working on the game! At the moment I have only added language support for items and monster text data, still need to add support for overworld dialogue

Languages that are currently being worked on:
- French
- Italian
- Spanish
- German
- Dutch
- Brazilian Portuguese
- Polish

Some languages will be worked on faster than others, since there are more people working on certain languages than others, but I still think this is pretty cool!
I know that there are already existing fan translations for the PC version of the game, but I would feel pretty bad if I just copy and pasted the hard work of the community without their permission, so the ones currently working on these 3ds translations will take them as a reference to make their own interpretations of the game

This also means that the 3ds manual will get translations to other languages! So stay tuned for that.
Hopefully these translations are good!
Okay, now THIS is interesting! I'm very glad to see language support for the game coming to fruition!
 
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I've never played Undertale, nor am I in any hurry to do so. Personally, I'm only interested in playing this version. It doesn't matter if it comes out in 2035, I'll wait as long as it takes, haha.
 
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I've never played Undertale, nor am I in any hurry to do so. Personally, I'm only interested in playing this version. It doesn't matter if it comes out in 2035, I'll wait as long as it takes, haha.
That means a ton haha, thank you for your patience, hopefully I can make it worth the wait
 
Quick update!
I have added basic battle transitions (from the overworld to the battle), and it will be used for the flowey encounter right now!
Also, after a lot of feedback from previous releases, I am now adding a 30fps cap on the game to make it more faithful to the original

Right now (with the new battle transitions) we officially have proper gameplay from the intro cutscene, to the name select, to the overworld, to the flowey encounter + the tutorial battle!

I will soon start working on making a basic implementation of a cutscene system that I can reuse, to make the next few rooms with Toriel (FINALLY)

I don't think the rooms themselves will be much of an issue since I have worked on a bit and optimized my tilemaps a bit more to run more properly on the console, so look forward to that :yay3ds:

As these systems keep getting polished and implemented, we are slowly getting more and more gameplay, and hopefully after most of the main stuff is soon, it will be smooth sailing to develop the full Ruins demo. I'm excited!
 

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