Replying to:HTV04Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original.
Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
Gamemaker studio has a global max fps value within its project settings, and the project gets timed based on that. For some reason Toby chose 30fps and I intend to follow that.
Also you can kinda experience Undertale at 60fps with that frame aliasing thing tvs can do. It bothered the hell out of me that it was running that smooth.
Replying to:HTV04Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original.
Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
What if we managed to get it to 120 FPS?
Replying to:randoMaybe we could ask Toby Fox if he is fine with us cloneing Undertale. Then we could clone it, if we had the skills.
Iโd imagine he would be mostly fine with a fanmade port being made in an unconventional and niche program that resides on a now mostly obscure console, so iโm going until the lawyers take my tube socks.
Replying to:HTV04Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original.
Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
at that point you could cross your eyes for 3d instead of using the reason why its called a 3ds
Replying to:HTV04Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original.
Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
Okay, I understand. Just note that you'll have to jump through hoops to ensure that everything works correctly.
Thanks for the offer, but I don't expect to need any help with copying the sprites over. A homebrewed 3DS lets me just slap em from my computer to my microsd card.
Oh well ok. I won't take it personally. It's fine. I didn't know you were using homebrew. What a waste of 4 days
Replying to:thou_fatGAMER12Oh well ok. I won't take it personally. It's fine. I didn't know you were using homebrew. What a waste of 4 days
don't worry, i wasted weeks making 4 of those intro slides by hand, then got sidetracked for a week and copied some deltarune sprites
Are you gonna use both screens or just the bottom /top one?
Actually I do intend to use the top screen.
On the PS4 version I thought the controller's light changed based on the color of your heart, but unfortunately it doesn't. I want to have the top screen do that, but in dark colors so that it's not glaringly bothersome. Maybe I could even put in a dynamic background up there, similar to console versions.
@thou_fatGAMER12
Wait, you made them? As in you recreated them by hand?
I would say that was a waste of time because you can transfer the sprites manually, but I can tell a lot of effort went into those, so it seems like you know what you're doing.
However, the sprites you made are taking up a lot of space. Might want to reserve one space for the head and stem without a face (black box), and then layer the faces over the blank space which would help save space on the GRP.
Can't you make it so that the world (as in the places you walk around), dialogue, and battle screens take place on the top screen (for example, with the enemies and the battle dialogue), but the actual battles (with the heart) take place on the bottom (and maybe even the battle buttons)? This way the top screen can be used more without making the game primarily on the bottom screen (and by getting a thin black line on the GRP and stretching it on each side as a sprite, you may be able to add letterboxing without combing the top and bottom screens).
@HTV04 lol. Flowey wasn't a good sample. I had tons of space left for sprites (all be it was because it was unfinished). Although everybody's new smash main, Sans is what took 3 days. The reason why is simple. TOO MUCH FAN ART.I mean there was also the people who made tiny little edits to him so I didn't know what is real or fake. either way I actually thought of using him and flowery in a fan game (earthbound undertale crossover game anyone?) But by then I'd already deleted them cause (before I had a thought) I thought they were "of no use"
Edit: also I didn't know I was doing. It was a big like BIG waste of time. I didn't realize you could transfer sprites though. I mean as long as it doesn't include homebrew. Which it probably does. Just saying I don't homebrew. (Mostly cause I don't know how to but also my family is cheep enough to not get a single micro SD card. So what can I say.)
These are some good ideas, but iโd still like to keep the game as faithful as possible. One of the biggest reasons that iโm using the bottom screen is because itโs exactly the same effective resolution as Undertale.
Personally, I wouldn't, but whatever works for you.
To be honest though, it might be better to use the top screen because both of the screen resolutions of the 3DS are smaller than Undertale's window. If you use the top screen, you'll be able to see more of the map.
But what about 1-screen maps?
Still need scrolling due to smaller screen size.
No, because the maps fit perfectly on the bottom screen (according to LeminWedj)
I mean on the top screen. There would be extra space, and it would look weird combined with multiple screen maps that take up the whole screen and then some.
Undertale's screen resolution is 640x480, and the 3DS's bottom screen is 320x240. You would have to downscale everything to get it to fit on the bottom screen (that's assuming that everything in Undertale isn't blown up by 2x, lol).
The top screen actually doesn't have that much more room at 400x240, but it gives the game more room to breathe than the former.
While I'm obviously not the one making the project (I don't mean to sound bossy, I mean), I just think that LeminWedj shouldn't try to force themself to try and recreate Undertale's EXACT specifications. I think they should try to put their own take on what a 3DS port would look like without focusing so much on screen size and frame rate, as well as other factors.