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

  • Thread starter Thread starter CooingMaxito
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Hey everyone, sorry for the lack of communication. Life stuff yknow :sad:
I am pseudo back now, will start working on this again as soon as I can
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This is great news! Been following this project for a very long time and i'm hyped to see the future of it!

My offer for that French translation still stands :)
Oh I forgot! Yes the localization system is a bit more robust now and we actually have a few translators, I'll see if I can get you in on it! Any help is awesome
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Well people ported the actual whole game now, so is this still going to be made?
Yes, this is still going to be made. Project Sunshine is a port of the gamemaker runtime, unlike this project which is a demake. I mainly want to learn about game dev and bring Undertale to the 3ds along with its native features so being able to play the full game as a port won't really affect development of this project :yay3ds:

I will also be contributing to Project Sunshine, even if a little, I think it's an awesome project
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I'm still waiting the "Maxito Version" of the port and not gonna play any other haha
Thank you so much :grog:
You have no idea how much that means to me! I know it's taking a very long time but I'm doing the best I can
 
Last edited by CooingMaxito,
Yes, this is still going to be made. Project Sunshine is a port of the gamemaker runtime, unlike this project which is a demake. I mainly want to learn about game dev and bring Undertale to the 3ds along with its native features so being able to play the full game as a port won't really affect development of this project :yay3ds:
You have to ignore @justinbug2. He is just trying to derail your work at any cost no matter what.

I know him very well because he has been doing this with whatever porting project he sees, and he is not the only user to do so.
 
You have to ignore @justinbug2. He is just trying to derail your work at any cost no matter what.

I know him very well because he has been doing this with whatever porting project he sees, and he is not the only user to do so.
Yikes :wtf:
Welp good thing it doesn't affect me

Actually I've come for a quick status update haha

Been slowly getting back to working on this, and I managed to get a working early prototype of the cutscene system I will be using throughout the game! Right now it can be activated when loading a new room and a value it checks is true, or when the player hits a trigger and a value is true

At the moment it supports:
- Wait: Does nothing and waits for a set amount of seconds
- SetFlag: Sets a specified flag with the desired value in the player save data
- PlayDialogue: Plays dialogue
- MoveActor: Moves an actor (npc or player) to a position, can be used with and without animation. Also able to change the movement and animation speed

I might add more actions and such to it, but I think at the moment this is enough to start making more gameplay! Right now I am working on Toriel animations and will soon start adding more rooms, cutscenes and interactions with Toriel, and more gameplay!!!!

I've also done more optimizations to my tilemap system, takes less resources on the 3ds and added the ability to change any tile in the map during runtime, which is really nice. Might add an option to change tiles as a cutscene action actually...
Also added layers to tilemaps and overall quality of life stuff to make creating maps even easier! Layers can be combined to just make one mesh but add depth to the maps, or alternatively they can be physically separated to create an effect where certain tiles are over the player. I don't know where the latter could be applied but it was a fun addition haha

I am so excited! Really looking forward to showing you guys actual gameplay once I start pumping it out! :yay3ds:
And damn, it's crazy to think I started this almost three years ago and I'm 19 already, time really doesn't forgive huh lol
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Slightly more progress! I made a controller or manager that checks for set conditions based off of the player's save data when the room loads

If a condition is met or not met it can disable or enable objects

It's pretty simple but it's super useful! Just made the Flowey encounter load the last room and based on the plot value I can disable Flowey and enable Toriel for example

Holy shit... actual gameplay incoming?
 
Last edited by CooingMaxito,
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Finished some basic animations for Toriel in four directions (just Left Right Up and Down)

Slightly updated my cutscene system to be able to check for certain actors... And it works! Toriel can move around and walk and all that 🥹🥹🥹
I am so happy, this feels surreal

I'm moving to other rooms now! And starting to implement cutscenes with Toriel, and adding some of her dialogue
 

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