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

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If you want translation for swedish I'll gladly help!
Thanks! As I've said, translations are definitely on the table, I'm now closer to being able to work on a playable demo. So whenever I improve the dialogue system and all the in-game text to be easy to translate I'll post it on here

But I guess for now we will have to just wait and see
 
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I've been following this closely for a few weeks now, and I downloaded v.0.3.1 and noticed a typo in the Flowey battle. I noticed when Flowey says "Down here, LOVE is shared through... Little white "friendliness pellets"", "friendliness is spelled "friendlines". Overall, this project looks very promising, and I can't wait to see another update release! Speaking of updates, do you have any idea when the next one might release?
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I've been following this closely for a few weeks now, and I downloaded v.0.3.1 and noticed a typo in the Flowey battle. I noticed when Flowey says "Down here, LOVE is shared through... Little white "friendliness pellets"", "friendliness is spelled "friendlines". Overall, this project looks very promising, and I can't wait to see another update release! Speaking of updates, do you have any idea when the next one might release? Edit: lol, I accidentally commented the same thing twice.
 
Last edited by Pokejay9595,
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I've been following this closely for a few weeks now, and I downloaded v.0.3.1 and noticed a typo in the Flowey battle. I noticed when Flowey says "Down here, LOVE is shared through... Little white "friendliness pellets"", "friendliness is spelled "friendlines". Overall, this project looks very promising, and I can't wait to see another update release! Speaking of updates, do you have any idea when the next one might release?
Post automatically merged:

I've been following this closely for a few weeks now, and I downloaded v.0.3.1 and noticed a typo in the Flowey battle. I noticed when Flowey says "Down here, LOVE is shared through... Little white "friendliness pellets"", "friendliness is spelled "friendlines". Overall, this project looks very promising, and I can't wait to see another update release! Speaking of updates, do you have any idea when the next one might release? Edit: lol, I accidentally commented the same thing twice.
Hello! I really appreciate your interest in this :)
Anyway, damn, I thought it was written "friendliness", maybe I just didn't actually know how it was written and just assumed it was like that lol, I'll fix it as soon as possible, the good thing is it's just a line of text so nothing to worry about

As for an eta to the next update, I'm still not too sure how soon I can get another update out. At the moment I've added an inventory system and a basic menu, but for the next update I would like to have battles to some capacity.

Battles are still coming but have not had much progress, mainly because I've been polishing up and optimizing some other parts of the game that could use some work, especially when it comes to the old models, as there are some little quirks that don't hit performance too hard but are definitely noticeable (i.e tiny lag spikes when doing certain things).

One part I have almost finished doing is the name select! Rather than just polishing I pretty much had to re-do it from the ground up again, the first and last implementation of it had no letter animations, no white out transition, no Name wiggle animations, nothing, it was all just so... stiff
So right now it looks more close to the original game, and I was actually planning on posting a status update over here as usual hahahaha
 
Hello! I really appreciate your interest in this :)
Anyway, damn, I thought it was written "friendliness", maybe I just didn't actually know how it was written and just assumed it was like that lol, I'll fix it as soon as possible, the good thing is it's just a line of text so nothing to worry about

As for an eta to the next update, I'm still not too sure how soon I can get another update out. At the moment I've added an inventory system and a basic menu, but for the next update I would like to have battles to some capacity.

Battles are still coming but have not had much progress, mainly because I've been polishing up and optimizing some other parts of the game that could use some work, especially when it comes to the old models, as there are some little quirks that don't hit performance too hard but are definitely noticeable (i.e tiny lag spikes when doing certain things).

One part I have almost finished doing is the name select! Rather than just polishing I pretty much had to re-do it from the ground up again, the first and last implementation of it had no letter animations, no white out transition, no Name wiggle animations, nothing, it was all just so... stiff
So right now it looks more close to the original game, and I was actually planning on posting a status update over here as usual hahahaha
Take as much time as you need! I'd rather it come out in 2 years and be high quality than release in 2 months and be terrible.
 
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I just now noticed something while messing around on the Flowey Encounter. If you dodge the "friendliness pellets" twice, then run into them when he launches them a third time, the dialog will glitch-out once you hit the "pellets". It'll just say "friendliness pellets" at the bottom of the dialog box, and you won't be able to continue.
 
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I just now noticed something while messing around on the Flowey Encounter. If you dodge the "friendliness pellets" twice, then run into them when he launches them a third time, the dialog will glitch-out once you hit the "pellets". It'll just say "friendliness pellets" at the bottom of the dialog box, and you won't be able to continue.
Woops, yeah this softlock has been reported. Haven't fixed it since I had just started doing a ton of tweaks and changes to the dialogue system right after this release

I'll fix it soon, so whenever the new version comes up, it should be fixed
Thanks!
 
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Hey Is this still being worked on?
Yes this is still being worked on :yay3ds:
Progress is a little slow at the moment, as I'm dealing with some irl stuff. But it's totally still being worked on

A lot of work was put into optimizing it even further and improving/polishing a lot of stuff for the old 3ds models as well, so maybe an update could be happening in the not so distant future if everything goes well and according to plan (obviously this doesn't always happen so there is a chance it takes longer than expected)
 
HELLO EVERYONE

I HATH COMETH BACKETH TO THEE

Good news! More progress has been made!
I'm excited to share some big developments after being stuck trying to do certain things in the game

I have made a testing build that brings the most substantial improvements so far, including the introduction to a Saving system, better UI and smoother performance across the board
So, saving and loading have started to be implemented as I mentioned, and at the moment it can save the player name, a play time counter and inventory items that the player has gathered, a testing savepoint has also been added with it's save prompt of course. The player's name finally shows up in the overworld menu as well, pulled from the save, or if there is no save it's taken right after the Name Select

Speaking of the Name Select, I have completely overhauled it visually and partially in functionality. There are now letter animations with the jitter effect that the original game has, along with improved scene performance, improved name responses, animation to the name written out by the player AND a white screen transition when starting gameplay

The Intro Cutscene has also gotten reworked to be faster, better looking, and with better text!
It has been heavily polished with better text pacing and smoother fade out transitions between the story panels, and now the top screen uses the Pixel Perfect camera rendering script I made a while back to make the panels look LEAGUES better!
Screen tearing in the final panel has also been fixed and is more pleasant to see while it drops down to the bottom screen

These changes (predictably) runs REALLY well on New 3ds models, some stuff is still a bit unstable on Old models, and is still one of the biggest things I struggle with when implementing new features. I will try to keep working to make this work on old models, but it is genuinely getting harder to accomplish as more things are added (even then I will keep working to make it work for old models! I am not giving up on it, just letting you guys know what is being done and why it sometimes takes a while to get out)

Either way, thanks again for all the continued support, I will polish the saving and the inventory systems a bit more and then I'll get to working with Battles. The plan for the next public release is to have an actual playable little demo, it will most probably not be the whole Ruins, maybe just a little section of it but it WILL include gameplay.

Thanks for tuning in! Hope to post new progress updates here soon
 
I'm still checking it after all this time! I hope you can do it! Good luck!
Thank you thank you thank you!
You have no freaking idea how much I appreciate all of the continued support even while I take a ton of time to push this out :cry:

It is truly an honor for me to be working on such an ambitious project and having so much positivity surrounding it. You guys are the real stars of the show
 
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i found "undertale 3ds" on my 3ds and I didn't remember this at all so it was like "where did it come from"
Lmao that tends to happen to me sometimes as well. I've definitely had that same situation with a few homebrew applications

Either way thank you for taking the time to download this piece of homebrew! I will keep you guys updated on new stuff when the time comes, hopefully really soon
 
I've had my 2DS XL for like, a year and a half, and It's been modded for about a year now! I've always wanted Undertale to come to the 3DS family, so I'm glad that you're taking the time and effort into this!
 
Just sayin', you should make a new secret boss (probably under Papyrus' sink like the other console specific things) that uses both screens (BTW i made an account just to say this lol)
 
Last edited by SnailtheGary,
I noticed when you walk diagonally using the d-pad, you walk much slower. :/
In the most recent tester builds diagonal movement and general collision detection has been greatly improved, fortunately tons of people let me know about this issue so I'm extremely sorry it completely went over my head when making the (at the time of writing) latest public build 💀

If you encounter any other issues or inconsistencies PLEASE let me know, and I'll try to fix it as soon as I can
 
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Huge news guys!
This will be very pleasant for frequent/exclusive users of old 3ds models

This is also really good news for development going forward (mainly for old 3ds compatibility)

I was able to enable extended memory mode for the game (Similarly to Smash and Pokemon Sun/Moon)

This obviously means that the game will now get a little RAM boost while playing, leading to less crashes, general stability, better performance and easier development for new features

The only downside for this is that the game takes a little longer to boot, and when closing it to go back to the home menu the system needs to reboot, other than that I think the results are really good!

Stay tuned, cheers :grog:
 
Hello again! Just a really small update, I had some issues with the tool I used to enable extended memory so I had to make my own with the help of a friend

Anywho, I spent this month fixing up a ton of bugs, improving some functionality, making some stuff more faithful to the original game and some changes to a few features

As of now the latest tester build has been relatively stable (with no crashes as well!)
I will fix a few more bugs and stuff that causes frame drops, then I'll continue working on expanding upon battles and the monster class

Hopefully I can get a test battle soon, and if that's the case I could try to make an update up until the dummy or the first Froggit encounter

This is getting exciting! I'm finally starting to get somewhere with this
 

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