I haven't taken photos of if right now but I've added interactable objects! You can now read signs and talk to npcs
I still need to make it so that you can interact only when looking at the object/npc but it mostly works very well!
Excited to update you guys more on this soon
Thing is, I've seen a few people trying to port Undertale to the 3DS, but to no avail... All those projects eventually got abandoned and with seemingly no explanation, at least from what I can gather haha. That inspired me to do it myself!
Please keep in mind this is in it's very early stages!! And it's also being made from scratch in the Unity engine (since game maker is not compatible with the 3ds)
I've started working on this around early September-ish and hopefully I can actually finish this in a reasonable amount of time haha
I want to be as transparent as possible while making this, so everyone knows what's going on and not leave you all hanging saying "... So what happened to it?"
With that out of the way
What's been added
Intro cutscene (100% Done)
Name Select (No animations or transitions yet)
All the original Name responses (plus a few extras I added)
Sound test
Player animations and movement
Analog movement for Circle pad, can be toggled
The first five rooms of the game
The Ruins theme now plays after you encounter Flowey and keeps playing between scenes
Grey heart, for a future "mechanic", it won't affect any of the gameplay
First half of Flowey's encounter
Animated water whaaaaaat
Kind of functional dialog system and npcs
As you can see, there's not that much stuff already done, but hey, it's progress!
Current Priorities
Add battles and random encounters
Make a leveling system
Add healing items and gear (E.g. Toy Knife, Boxing Gloves, Bandage, etc.)
Inventory
I am open to any feedback, suggestions and ideas! If you have anything in mind please let me know!
P.S. I'm a solo developer, so don't set your expectations too high for this project
Unreleased screenshots and images
(These will be removed as they get added into public releases)
Testing battles, only FIGHT works (still need to add enemy health and damage, lots to do lol), ACT, ITEM and MERCY still need functionality View attachment 431174
Testing more rooms from the game and added GUI on lower screen (placeholder), will probably add touch View attachment 431177
Dude I can not wait for this, so are you gonna do all the routes in the OG or are you just gonna stick with one? Also I wish you the best of luck with making the sans fight and the Omega Flowey fight.
Dude I can not wait for this, so are you gonna do all the routes in the OG or are you just gonna stick with one? Also I wish you the best of luck with making the sans fight and the Omega Flowey fight.
Dude I can not wait for this, so are you gonna do all the routes in the OG or are you just gonna stick with one? Also I wish you the best of luck with making the sans fight and the Omega Flowey fight.
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I'm so sorry there are so many grammatical errors in this message.
I would love to finish all the routes, but for now I think I'll stick with the neutral route, and then branch off from there
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Welp, speaking of Undertale 3ds (HA! GET IT? Cause- this thread is about undertale 3ds, wowza)
I know I said I added interactable objects and whatnot. But I decided to re write the text and dialogue system :/
I really had it coming anyway, the system I had before worked pretty well, but it wasn't really the best per-se...
This new one is wayyyyyyy better:
1. It lets me add animations to letters like the original Undertale
2. Lets me easily color words
3. It now also reads from a json file that contains dialogue and lets me apply animations or color to text if I so want to
4. The json also lets me choose what face sprite I want to display
Face sprite animations are still not yet implemented, but it shows faces without a problem!
My plan is to have a json for each character, so that we don't end up having a huge ass file that has ALL of the game's dialogue in a single switch case
Making the dialogue system this way will also allow for easier translations to other languages! I'm super looking forward to that
Will edit the thread with some screenshots
ALSO ALSO
I've teamed up with @TheHighTide, we'll be working together on code for this, but the main reason why we teamed up is that he will be using the code to develop or "port" this remake to Wii U!
Link to the thread: https://gbatemp.net/threads/undertale-wiiu-wip.659743/
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Quick update: I managed to create a sinewave and shaky effect!
It works pretty damn well not gonna lie
Good job, me
I have super good news, I got local play working!
It's still very basic and rudimentary but it works! I can't believe my eyes!!
It might not be a super important feature but I personally love stuff like this
Not sure if I'll add a recording yet, I kinda want to polish it up a bit more
I have super good news, I got local play working!
It's still very basic and rudimentary but it works! I can't believe my eyes!!
It might not be a super important feature but I personally love stuff like this
Not sure if I'll add a recording yet, I kinda want to polish it up a bit more
I was also wondering about this! There's a few areas (especially the ones that use parallax) that I think would work great with 3d, and maybe also a few fights, but I'm still not sure how well it would work/look like in normal gameplay...
We'll have to wait and see, I might try something soon enough
Yes I do have discord, my username is the same as here ("CooingMaxito")
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I was also wondering about this! There's a few areas (especially the ones that use parallax) that I think would work great with 3d, and maybe also a few fights, but I'm still not sure how well it would work/look like in normal gameplay...
We'll have to wait and see, I might try something soon enough
Awesome stuff!
I've been making LOTS of improvements both functionally and visually!
Introducing... Pixel perfect camera!
In the past builds there was a TON of jittering pixels, some pixels getting longer or shorter for no damn reason, and really unpleasant to look at generally.
This has been fixed now!
And one more thing, I've also been improving battles quite a bit, and I am almost done making the full Flowey encounter! right now it goes up to when Flowey shoots the "friendliness" bullets at you, there's no paths yet but I think it could be done soon.
The next public build seems to be closer than I thought! My plan is to have at least some interactions with Toriel and some of the first puzzles that she guides you through
It's going pretty good! Still not that much content, but I've been spending a LOT of time updating and heavily optimizing the current systems. I will actually release something today, but I just need some minutes. I will be posting a change log soon
But to summarize, the heaviest optimization is Tilemaps, previously a single semi small tilemap took about 70% of cpu usage, and now it's less than 5% (not sure about the exact number), I can confidently say that we can now have absolutely huge Tilemaps and the 3ds will be able to load them quickly and perform well.
My next goal for optimization is the text system, but the good thing is that it only lags a little bit and runs relatively well on old models, new models have absolutely no issues with text whatsoever!
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Yo guys! So I'm back with some pretty cool new stuff.
I wanna start this message with acknowledging that it may be a bit frustrating to not see a lot of new content of the actual story being made, but I hope you all can understand I want to optimize as much as I can and have the absolute best performance on n3ds and ESPECIALLY old models, because I want everyone to be able to play this. (And so the game does not end up a broken mess).
With that being said, I will add the current changelog on what I have added and the improvements I've made on some of the internal systems, that overall make the game look and feel more professional (And good to play!)
If you're looking for a download link to this update look at the end of this message or on the edited main thread! Changelog:
### Content Additions:
1. **Flowey Encounter**:
- Finished Flowey battle encounter.
- Added and tweaked Flowey hurt sprites and animations.
- Implemented new mechanics in Flowey sequences (e.g., dodge sequence, hit sequence, toriel flame animations, sound effects).
---
### Notable Internal Changes:
1. **Pixel Perfect Camera Implementation**
- **Key Features**:
- Implemented a new **Pixel Perfect Camera** script across multiple levels for improved visual consistency and accuracy, ensuring that
the camera is faithful to the original game (This also fixes tilemaps having spaces between tiles while the camera moves, and general
pixel warping issues).
- Adjusted camera offsets, and resolutions to align with a grid.
- Snapped cameras to a pixel grid to eliminate distortion during movement and improve overall visual clarity.
- **Optimization**:
- Removed outdated and problematic camera scripts that caused performance issues.
- Replaced outdated implementations with a better-functioning pixel-perfect system.
- Added pixel-perfect adjustments for various assets, including player prefabs and face sprites.
- **Impact**:
- These changes ensure the game maintains a crisp aesthetic across all scenes while enhancing performance on old hardware.
2. **Tilemap and NPC Adjustments**
- **Key Features**:
- Made significant tilemap performance improvements for smoother gameplay, especially in scenes with complex environments.
(Previusly, tilemap rendering used to consume about 70% of cpu usage. After HEAVY changes to their rendering, it has been
reduced to only a maximum 3%)
- **Optimization**:
- Reduced tilemap loading times and optimized rendering by consolidating static elements.
- Greatly improved runtime with tilemaps by heavily reducing draw calls for tiles
- **Impact**:
- Reduced tilemap loading times and optimized rendering, freeing up resources for more complex maps and scenes.
- Improved garbage collection processes for smoother gameplay.
3. **Dialogue System Overhaul**
- **Key Features**:
- Separated entry dialogue from object dialogue, allowing more flexible handling of dialogue events in the game.
- Added support for dynamic dialogue loading via InteractZone, which sends the data to the DialogueManager for more seamless
interaction with NPCs.
- Integrated a canSkip boolean flag (still under development), which allows players to skip dialogue under specific conditions.
- **Optimization**:
- Separated dialogue from generic interactions and character interactions.
- Optimized dialogue loading and interaction sequences for better responsiveness.
- **Impact**:
- These changes enhance the flexibility of the dialogue system, allowing for dynamic and interactive dialogue sequences based
on player actions, while also enabling the player to skip or continue based on game state.
4. **Dialogue File Management**
- **Key Features**:
- Enabled the ability to change dialogue files dynamically, making it easier to adjust dialogue content during development or
through external configuration.
- Introduced a system for managing multiple dialogue paths, allowing different dialogue to be displayed depending on player
actions or choices.
- **Optimization**:
- Added JSON-based dialogue configurations for flexibility.
- Removed hardcoded dialogue paths and introduced more flexible methods for dynamically selecting the appropriate dialogue files.
- **Impact**:
- This update provides greater control over the flow of dialogue and ensures that content can be easily updated or adjusted
without major code changes.
5. **Collision and Player Movement Improvements**
- **Key Features**:
- Improved Player Movement: Adjusted player speed and implemented capsule colliders to improve collision detection.
- Tweaked camera behavior, including camera offset adjustments, and follow the player smoothly across levels.
- **Optimization**:
- Replaced frame-by-frame movement with FixedUpdate for more stable player motion.
- **Impact**:
- Results in smoother player control, reducing janky movement and improving interaction with the environment.
6. **Performance and Bug Fixes**
- **Key Features**:
- Resolved various bugs, including null script references (woops), and performance bottlenecks.
- Implemented collision optimizations and removed unused scripts to streamline game execution.
- **Optimization**:
- Reduced unnecessary resource usage by cleaning up unused assets and code.
- **Impact**:
- Leads to a more stable and optimized game experience, again, particularly important for running the game on old hardware.
---
### Less Significant Changes:
1. **Environment and Visual Adjustments**:
- Minor tweaks to tilesets (e.g., vines, walls, floors).
- Adjustments to warp positions in various scenes.
- Added or removed test NPCs in multiple areas.
2. **Test Implementations**:
- Added placeholders for mechanics (e.g., test NPCs, placeholder tiles).
### TODO
- Optimize text
- Merge all the parts of the full Flowey encounter
- Fix Player and SOUL movement being slower when an N3DS system is overclocked
- Add Toriel interactions
Thing is, I've seen a few people trying to port Undertale to the 3DS, but to no avail... All those projects eventually got abandoned and with seemingly no explanation, at least from what I can gather haha. That inspired me to do it myself!
Please keep in mind this is in it's very early stages!! And it's also being made from scratch in the Unity engine (since game maker is not compatible with the 3ds)
I've started working on this around early September-ish and hopefully I can actually finish this in a reasonable amount of time haha
I want to be as transparent as possible while making this, so everyone knows what's going on and not leave you all hanging saying "... So what happened to it?"
With that out of the way
What's been added
Intro cutscene (100% Done)
Name Select (No transition from name select to main game yet)
All the original Name responses (plus a few extras)
Player animations and movement
The first five rooms of the game (Without events and no toriel yet)
A fast, and very performant tilemap system to create maps and collisions
Easy-to-modify dialogue system and npcs
An awesome Pixel Perfect Camera to fit the 3ds resolution and stay faithful to the original game
Flowey Encounter fully complete, only need to merge all the vents together
As you can see, there's not that much stuff already done, but hey, it's progress!
Current Priorities
Optimize Text (It runs really well on n3ds, lags a tiny bit on old models)
Merge all parts of the Flowey encounter to have the first part of the game done
Add Toriel interactions
SAVING SYSTEM (VERY IMPORTANT)
Known Issues
Player and SOUL movement is slower on New systems if they have Overclock turned on. (To fix simply turn off overclock and l2 cache)
Moving with circlepad doesn't update the current direction the player is facing, leading to not being able to properly interact with NPCs. Use the dpad instead (for now)
I am open to any feedback, suggestions and ideas! If you have anything in mind please let me know!
P.S. I'm a solo developer, so don't set your expectations too high for this project
Changelog
### Content Additions:
1. **Flowey Encounter**:
- Finished Flowey battle encounter.
- Added and tweaked Flowey hurt sprites and animations.
- Implemented new mechanics in Flowey sequences (e.g., dodge sequence, hit sequence, toriel flame animations, sound effects).
---
### Notable Internal Changes:
1. **Pixel Perfect Camera Implementation**
- **Key Features**:
- Implemented a new **Pixel Perfect Camera** script across multiple levels for improved visual consistency and accuracy, ensuring that
the camera is faithful to the original game (This also fixes tilemaps having spaces between tiles while the camera moves, and general
pixel warping issues).
- Adjusted camera offsets, and resolutions to align with a grid.
- Snapped cameras to a pixel grid to eliminate distortion during movement and improve overall visual clarity.
- **Optimization**:
- Removed outdated and problematic camera scripts that caused performance issues.
- Replaced outdated implementations with a better-functioning pixel-perfect system.
- Added pixel-perfect adjustments for various assets, including player prefabs and face sprites.
- **Impact**:
- These changes ensure the game maintains a crisp aesthetic across all scenes while enhancing performance on old hardware.
2. **Tilemap and NPC Adjustments**
- **Key Features**:
- Made significant tilemap performance improvements for smoother gameplay, especially in scenes with complex environments.
(Previusly, tilemap rendering used to consume about 70% of cpu usage. After HEAVY changes to their rendering, it has been
reduced to only a maximum 3%)
- **Optimization**:
- Reduced tilemap loading times and optimized rendering by consolidating static elements.
- Greatly improved runtime with tilemaps by heavily reducing draw calls for tiles
- **Impact**:
- Reduced tilemap loading times and optimized rendering, freeing up resources for more complex maps and scenes.
- Improved garbage collection processes for smoother gameplay.
3. **Dialogue System Overhaul**
- **Key Features**:
- Separated entry dialogue from object dialogue, allowing more flexible handling of dialogue events in the game.
- Added support for dynamic dialogue loading via InteractZone, which sends the data to the DialogueManager for more seamless
interaction with NPCs.
- Integrated a canSkip boolean flag (still under development), which allows players to skip dialogue under specific conditions.
- **Optimization**:
- Separated dialogue from generic interactions and character interactions.
- Optimized dialogue loading and interaction sequences for better responsiveness.
- **Impact**:
- These changes enhance the flexibility of the dialogue system, allowing for dynamic and interactive dialogue sequences based
on player actions, while also enabling the player to skip or continue based on game state.
4. **Dialogue File Management**
- **Key Features**:
- Enabled the ability to change dialogue files dynamically, making it easier to adjust dialogue content during development or
through external configuration.
- Introduced a system for managing multiple dialogue paths, allowing different dialogue to be displayed depending on player
actions or choices.
- **Optimization**:
- Added JSON-based dialogue configurations for flexibility.
- Removed hardcoded dialogue paths and introduced more flexible methods for dynamically selecting the appropriate dialogue files.
- **Impact**:
- This update provides greater control over the flow of dialogue and ensures that content can be easily updated or adjusted
without major code changes.
5. **Collision and Player Movement Improvements**
- **Key Features**:
- Improved Player Movement: Adjusted player speed and implemented capsule colliders to improve collision detection.
- Tweaked camera behavior, including camera offset adjustments, and follow the player smoothly across levels.
- **Optimization**:
- Replaced frame-by-frame movement with FixedUpdate for more stable player motion.
- **Impact**:
- Results in smoother player control, reducing janky movement and improving interaction with the environment.
6. **Performance and Bug Fixes**
- **Key Features**:
- Resolved various bugs, including null script references (woops), and performance bottlenecks.
- Implemented collision optimizations and removed unused scripts to streamline game execution.
- **Optimization**:
- Reduced unnecessary resource usage by cleaning up unused assets and code.
- **Impact**:
- Leads to a more stable and optimized game experience, again, particularly important for running the game on old hardware.
---
### Less Significant Changes:
1. **Environment and Visual Adjustments**:
- Minor tweaks to tilesets (e.g., vines, walls, floors).
- Adjustments to warp positions in various scenes.
- Added or removed test NPCs in multiple areas.
2. **Test Implementations**:
- Added placeholders for mechanics (e.g., test NPCs, placeholder tiles).
### TODO
- Optimize text
- Merge all the parts of the full Flowey encounter
- Fix Player and SOUL movement being slower when an N3DS system is overclocked
- Add Toriel interactions
Unreleased screenshots and images
(These will be removed as they get added into public releases)
Testing battles, only FIGHT works (still need to add enemy health and damage, lots to do lol), ACT, ITEM and MERCY still need functionality View attachment 431174
We hope that we can eventually do the whole game, but that will obviously take a good while.
The immediate objective at the moment is to finish optimizing and improving the internal stuff and start adding more content from the Ruins
We hope that we can eventually do the whole game, but that will obviously take a good while.
The immediate objective at the moment is to finish optimizing and improving the internal stuff and start adding more content from the Ruins
Yeah I noticed the camera is a bit weird at times, I'll look into it.
As for uploading the Unity project, it will be closed source for a bit, I'll make it open source until I clean up the workspace and make everything easy to work with, and maybe make a small template that people can work off of
So maybe the project will go public once almost all, or all of the Ruins is complete, because at that point most of the systems will be in place and possibly complete
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While leaks indicated such, and fans were hopeful, it has finally been officially confirmed: the Nintendo Switch's successor will have backwards compatibility...
With the Nintendo Switch being such a runaway success, and having a successor console on the way, it looks like an old rival might be throwing their hat back into the...
Back in September of this year, news broke out about Nintendo / Pokemon Company would sue the creators of Palworld, PocketPair, for an alleged patent infringement...
Over two decades ago, a small company by the name of Bleem! appeared and offered a unique product in the gaming market, the ability to play PlayStation games outside...
The Nintendo Switch is at the end of its lifecycle, but especially so in China. After what will have been six years of service, the Nintendo Switch eShop will be...
Another beloved classic from the 5th Generation of videogame consoles is getting a native PC port. This time, the famous on-rails shooter for the Nintendo 64, Star...
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