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

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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!
Keep it up man! Whatever the result will be, it will certainly be worth it!
 
I assume even an old 3DS will be able to run this game well with the 30fps cap?
Yup! Even without the 30fps cap the game is being made to run properly on old models

I know there's a LOT of people who can't afford a new 3ds/2ds or simply prefer the smaller form factor, and I've seen online on a few homebrew projects where the old 3ds users can't access them, so I don't want people to miss out on this only because of the hardware limitations

Every feature and every build of this project is tested on old models beforehand to make sure the game runs properly, so don't worry about that unless I say otherwise
 
Been a while since the last progress update. You still alive? :rofl:
HAHAHAHA
Yeah sorry about that lmao

I recently got back from a trip to Mexico City around two weeks ago, and days after I got back from that trip I have started the hell that is school yet again

And with this being my last semester of high school, things are a bit harder this time around lol, especially considering that I will also start preparing for my University application exam quite soon, so if development when I was in school was fairly slow before, chances are it's going to be a bit worse now

I still really want to keep working on this though! It's super fun to keep adding new stuff and seeing so many people excited for this. I really wanted to make a new release this month, but it's looking like it won't be possible right now





Not so in depth, current status of the game:
  • At the moment the intro cutscene is practically fully working, with the ability to skip it as well
  • Name select is almost complete, just need to add Touch support for cancelling or accepting the chosen name
  • Need to slightly optimize the Overworld menu (ITEM, STAT, CELL) because at the moment it is a bit slow
  • Flowey encounter is being touched up, idk what happened but now the friendliness pellets go at freaking mach 3 velocity lmao, also adapting it to the new dialogue and text system implemented a while back
  • Battles have been slightly optimized and refined a bit the touch controls, although I still need to add touch support for the menus inside the main battle options
  • Also started work on a dynamic cutscene system(?), which will hopefully let me make most of the overworld cutscenes without having to write a ton of messy code for each one

After I get a basic but functional enough version of cutscenes, I will make a few of the Toriel interactions after the Flowey tutorial, most probably up until the Dummy room to showcase battles a bit. This will be the next release
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I couldn't resist saying it lol. Sorry if it comes across as disrespectful!
Hahaha don't worry about it, I found it pretty funny lol
 
As I've said before, take as much time as needed! Balancing school, your personal life, relationships, and hobbies can be very difficult, so prioritize the most important things first! Looking forward to the next update!
Thank you so much! And yeah, balancing all of that definitely isn't easy lol

I'll do my best :yay3ds: , I'm glad you're looking forward to this
 
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So... uh...
I just got assigned to make an entrepreneur project throughout the semester to have a functional product by the end of the semester

It looks like this will be worse than I thought :(
Sorry guys, it will all be slow as heck now
No problem bro, it's not like you are getting payed for this project haha. Take your time!
 
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I wanted to deliver some good news among all the bad news about slowing progress lmfao

In summary, I managed to make a native plugin using devkitpro! I made a basic script to read and write to the sd card without needing to make it a development build

Which I think is very cool, but not only that, since it's definitely possible, I can see this opening the door to a ton of things

Updating the post with a test screenshot
 
In summary, I managed to make a native plugin using devkitpro! I made a basic script to read and write to the sd card without needing to make it a development build

Which I think is very cool, but not only that, since it's definitely possible, I can see this opening the door to a ton of things
What exactly will this plugin help with in the game development? From what I saw in your other thread, it allows you to add custom features that are not available on 3DS Unity, but I'm not sure what the game needs that 3DS Unity does not have.
 
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What exactly will this plugin help with in the game development? From what I saw in your other thread, it allows you to add custom features that are not available on 3DS Unity, but I'm not sure what the game needs that 3DS Unity does not have.
This is a great question
This new plugin method acts as a bridge to libctru, which generally lets us use things Unity doesn't natively support, or does but in a very basic or unintuitive way (like sd card access, system level information, etc.)
I don't immediately have a certain feature other than sd card access in mind at the moment, but knowing that I can have at least a bit more freedom to use the hardware to its full potential instead of being limited to what's in the Unity inspector is pretty nice!

Also, sometimes it's not always just about features, for example, if I ever have complex math, doing it in C/C++ via a native plugin is significantly faster than doing it in C# methinks, also it could open the door to assisting with memory management (since that's a pretty big issue with Unity 3ds games sometimes)

P.S I JUST REMEMBERED SOMETHING
The 3ds (and especially the New 3ds) have more than one core, but Unity's threading on this old version is notoriously bad at it sometimes. Almost everything runs on the main thread, and if there's something complex during gameplay the framerate will definitely tank, maybe I can have dkP offload some heavy tasks!! It could also be used for certain gimmicks using the 3ds hardware... there's quite a few possibilities here I think
 
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This new plugin method acts as a bridge to libctru, which generally lets us use things Unity doesn't natively support, or does but in a very basic or unintuitive way (like sd card access, system level information, etc.)
I don't immediately have a certain feature other than sd card access in mind at the moment, but knowing that I can have at least a bit more freedom to use the hardware to its full potential instead of being limited to what's in the Unity inspector is pretty nice!
Oh, that's right.

Does it allow to use sleep mode for the game when you close the console (and if possible, make a sound when you close and open it, like in Super Mario 64 DS?)
 
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Oh, that's right.

Does it allow to use sleep mode for the game when you close the console (and if possible, make a sound when you close and open it, like in Super Mario 64 DS?)
Yes! I can definitely try to get that working, it sounds like a very fun thing to have

Sleep mode works as normal like any other game, but playing a sound when closing or opening it is so freaking cool for no reason hahaha
I will totally attempt it
 
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