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UT/DR fangame thread Anonymous 04/17/2025 (Thu) 22:52:15 Id: acb8b6 No. 4
a thread for the discussion and development of UT/DR fangames. making something? post it here. want to discuss non-chan fangames? post about them here
Im here.
DRY1 here, I saw oldentale anon and DRYanon2 at the other thread, who else made it?
dry anon, someone has sent me this: Hi bro :D, thanks for accepting the friend request. I'm working on a full spanish translation for Deltarune Yellow, so I added you because you are friend of the creator so you can tell him some questions that I have. First, inform that the blurbs and the battlemes doesn't work, I translated the files but don't work in game, the rest files seems to be working fine for now, though there are some that I haven't tested yet. Second, when the translation is over, should I send this file to you to implement it, right? Or should I upload it on another gamejolt page full translated (similar how undertale yellow spanish translation is here) That's all , and I really hope I can bring this beautiful fangame to the spanish community, it's really good and I hope the creator can finish this project, props to him for creating all of this alone, and you for sharing and publishing this fangame .
>>8 yeah I saw someone posting about that on the gamejolt page, I could whip up a fix for that, though I wanted to wait until I had more content before updating, so far I just added a few more npcs in the hospital and that's it I also have to see that weird hitbox glitch an anon reported in the last UTY thread if I end up making a new build I will post it here
>>9 > I could whip up a fix for that, though I wanted to wait until I had more content before updating, so far I just added a few more npcs in the hospital and that's it >if I end up making a new build I will post it here alright, once again, I will upload that build once its ready. also what about the other thing? Should I just tell that guy its okay to upload the game in a separate game jolt? And some others have been asking for a android port. Is the game compatible with android already? Or is it not and a android port has to be made in a later date? And if it has to made, are you willing to make it? Soon, later or never?
>>10 I'd say its fine if he uploads it as its own gamejolt page so I don't have to manage that on my side (also I am changing where some of the text is located slowly) issue with android is that I would need to code the controls and stuff and test that too, its possible but not anything I am looking into anytime soon, maybe later but I won't guarantee anything
>>11 >I'd say its fine if he uploads it as its own gamejolt page so I don't have to manage that on my side Alright, I will tell him that. > its possible but not anything I am looking into anytime soon, maybe later but I won't guarantee anything okay, I will tell people that. Also if someone offers to do a android port, then I assume you will be okay with that. And thus I will tell that theoretical person its okay to do that.
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Oldentale anon here. Working on a new Racter sprite. There's a few variations, I'm trying make him not too tall. Other image is the smallest version next to Berdly for scale. I haven't drawn a helmet version yet, but when I do it will probably add a couple pixels to the height. Which one looks the best? Any suggestions for improvements I could make?
>>13 >recter sprite. that sprite looks like something i see from analog horror. I think you need to change the eyes a bit. It looks creepy.
>>13 first might be too tall, so either 2 or 3 for me, tho I guess 3 makes him look more "buff" if you're going for that I don't see the complaint the other anon had about the eyes but maybe you could try full black and 2 pixels wide instead of only 1?
https://gamejolt.com/games/deltaruneYellowReload/987152 I see we have fan remakes of a fan game of a fan game
>>16 the fangame-ception goes on wonder how their kanako will look like >>17 nice, I see they got the battle messages working somehow (maybe by reloading after selecting a language), I will post the patch later to fix that issue, I gotta do a full test since I changed some core and I have to check if nothing else broke
>>16 Damn, he works fast.
>>18 >fangame-ception I hope it keeps continuing. There needs to be deltaswap yellow. Horrorrune yellow. Inverted fate deltarune yellow etc etc. It must keep expanding, get bigger. >wonder how their kanako will look like I hope its cute, we need more cute kanako. the cute fox girl must spread everywhere. >>19 surprised me too. also https://www.reddit.com/r/UndertaleYellow/comments/1k0m1lj/comment/mnjg4e2/ A FUCKING GOOBER LEAKED THE THREAD
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>>14 Here's a version with different eyes. >>15 >I guess 3 makes him look more "buff" if you're going for that I'm not. He's supposed to be scrawny. He's just wearing puffy clothes. Tried to make him look skinnier here. >I don't see the complaint the other anon had about the eyes but maybe you could try full black and 2 pixels wide instead of only 1? I tried 2 pixels wide and it looks worse. My only options are a pair of black lines or the proper white eyes. His eyes are supposed to be a pair of white ellipses with black outlines, its just a bit hard to convey at this scale.
>>20 >A FUCKING GOOBER LEAKED THE THREAD With basically no prompting too. Makes me wonder if he replied to the wrong post.
>>21 >Here's a version with different eyes yeah that looks better. It looks less creepy than the first image (though maybe the first image looked creepy because there was no pupil. Can you insert a pupil into the first image.)
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>>23 He doesn't have pupils. He's got 1930s cartoon ellipse eyes. Anyways, here's a version with pupils.
>>24 I see, alright so looking at this, the one shown here is better >>21 In my opinion you should use the black line one.
>>21 yeah I agree this one looks better >>24 I don't see those as pupils but rather like he has big sparkly anime eyes >>20 >A FUCKING GOOBER LEAKED THE THREAD I wouldn't worry too much about it, 4channel is dead and most people wouldnt browse chans due to their reputation
>>24 >>26 could use the big 'ol sparkle eyes for an anime joke. >monster casts an anime filter spell before a big battle >the only difference is racter's eyes >everyone loses interest in fighting as the monster tries to undo the filter spell
Very likely starlo- he has access to the entire town. His body shape mostly matches the outlaw. He has the whole cowboy vibe. His uty design has possible analogues to the outlaw design possible: sadie- she might be one but shes going to be a chapter 3 party member. Also theres too much hints about her to the point I feel shes a red herring kinda unlikely- dalv- no chujin- he seems to be a victim of the outlaw. Hes also seems suprised and overwhelmed by the dark worlds, as if its his first time expirencing it. ceroba- da roba would not dark world her husband. Shes too loyal martlet- shes too busy working all day, shes too exhausted. dina-she doesnt really feel like the outlaw type. Shes a minor shopowner, thus I dont see a story reason why she would be the outlaw blackjack-the same reason as dina the card guy-his face kinda looks like the outlaw but I dont see a reason why he would be the outlaw. integrity-her darkworld design is very opposite to the outlaw one. near impossible mo- (hes too small to be the outlaw. Hes also a meme character too busy scamming his customers) decibat- (his body shape is nowhere near the outlaw. Also hes too busy sleeping) toriel-(shes in hometown) el balador- his character is the antithesis of the outlaw. Aka hes too busy dancing or doing his thing. ed- he is too big and muscular to be the outlaw. Its like saying senator armstrong is the outlaw. mooch- her body shape is too small to be the outlaw. Also shes too busy stealing shit (plates) moray- the enby just does not fit the outlaw character. Plus if they were the outlaw the outlaw would probably look different red- shes a cameo character various other minor npcs- they are minor npcs unknown: starlo brother: status unknown
>>28 Anons who arent dry1 dev, is there anyone I missed. Does this tier list make sense?
I never got the chance to give my thoughts to DRY1anon about the discussion that was going on right before the 4/v/ thread died I agree with other anons that DRY Ceroba should probably wear sandals outside, but also: if you had characters all taking their shoes off when they enter the Ketsukane household it would be one of those little soulful details that the few people who notice would appreciate. Editing Cole's and Kanako's sprites to be in their socks would be a really quick job given the simplicity of the artstyle.
>>30 Forgot to specify you could just have those sprites load on those maps instead of the usual ones, not that you have to call attention to it with an animation
>>31 >>30 only issue is that due to how the animation system is set up, setting that up is a bit complicated, and I'm kinda lazy to deal with it, so I'll think about it
>>7 looks like its just the three of us for now. cant find any sign of naranja anon elsewhere. anyone else on the list here and just lurking?
>>33 That UTY Doom mod guy said he was here in the 8/v/ thread. Someone might need to go back there and give him a (you) to get his attention.
>>33 Godot anon might be alive
>>32 Make the roba not wear shoes at all, it would be funny. Also gives her character.
dry anon is the game only compatible with windows? Can it work on mac, linux or any other system? Can it work on old windows systems like 7?
>>38 It should work on any windows as long as it has support for openGL3, I haven't tested much on 7 myself since the only win 7 PC I have is really old with openGL2, and godot itself has some other requirements, but that should be enough (I changed the rendering mode a while ago so it uses openGL by default instead of vulkan). it's compiled for 32bit systems too as for other systems, it works perfectly fine on linux via wine, but you need to install the 32bit libraries for it, I don't have a mac so I don't know if it works there
>>36 Lots of monsters never wear shoes or even clothes, I don't think it's a statement on its own. I don't think the Dreemurr family's characters are impacted by that, as an example, they're just goat rabbits with paws. On paper, you could take it in a direction that gives her some character, e.g. she wears shoes but finds it unnecessary to do so when she's just running to the grocery store, if you wanted to portray her as a bit more rural and rustic. I think that would only work in certain mediums, however, and not this one. Something this small might just be seen as sprite reuse, or even a mistake (e.g. "the dev used the wrong sprite sheet here"), unless you explicitly mention it which would seem out of place (see that Undertale Cyan comic where it's explicitly the other's fetish).
>>39 It works on Windows 7, but you need to have all the updates installed for it to work. It doesn't work on versions older than 7 though.
>>41 meant for >>38
>>39 >>41 alright so I will make a post on the gamejolt about this. I will also probably make a post saying that people could make linux mac and other ports. And upload them to the game jolt. Same thing for translations. Any translation and the ensuing upload is allowed. Though im unsure what your stance is on assets. Can I make a gamejolt post saying thats its perfectly okay for people to use the dry one assets for their own projects?
>>44 the assets are fine but I don't think making a port is that easy since C# compiles into a separated dll to the rest of the project, you'd need to mess with a decompiler to maybe extract the scripts and then manually readd them back into the godot project to make new ports (godot extractors can only recreate the project if its in GDscript), as well as some light setup of the C#/.net environment imo I wouldn't make a post about this
>>40 yeah thinking about it, I do see your point that a lot of monsters either dont wear shoes or clothes. And toriels or asriels lack of shoes isnt exactly that noticeable as a characteristic. And good point about the ut cyan situation. It could seem out of place or interpreted as a fetish. Though, I do want to mention that a shoeless robas situation would be a bit different. A shoeless roba would be the only anthropomorphic character in the entire uty main cast that wouldnt wear shoes. And unlike the toriel situation, she would be the only one who wouldnt wear the shoes, in the family. Hell thats kinda one of the reasons why I noticed her shoelessness, chujin and kanao wore shoes, ceroba didnt. (tho of course theres still the issues that people could interpert that as a mistake. Or if it gets mentioned, something thats out of place.)
>>45 alright fair enough, I wont make a post about the ports. Can I make a post about the translations or assets though? Or are you against that too?
>>47 yeah those are fine
>>48 alright I will make those posts soon.
>>47 also one last thing. There are certain fangames which give their own interpretation of how deltarune will continue. If someone comes up to me and says that they want to do that with deltarune yellow, would you be okay with that? (I wont make a gamejolt post on this) also two days ago I posted this https://gamejolt.com/games/deltaruneyellow/981988 Do you want me to remove this or just remove the part about allowing people to do the android port. Or can I keep it up?
>>50 its already out so just leave it I guess also I'm fine with people doing their own DRY takes, as I said the more kanaclover I get the better
>>51 alright, understood. I will make the translation and asset post now. >kanaclover I agree, we must get more kanaclover.
test
>>53 >no id hmm
https://gamejolt.com/games/deltaruneyellowrussiaver/987365 anyone test the deltarune yellow russian translation? Is there any issues with it? Is there a virus or etc in it?
>>56 I messed with it a bit, there is an exe that supposedly will copy the files into the right folder, but I preferred to just copy the text folder manually, it seems to be legit but I didn't try much with it like with webfishing it might be possible to use html tags and stuff to download stuff using the text in godot, so you have to be careful with those too. I thought about adding a system to strip the html tags out but it is too much work so I will think about it later
>>57 damn, I want to link the translation in the game jolt. But I dont want to link it, if it turns out to be a virus. Dont want that type of controversy. Going to look for someone to test it further than you did.
>>/v/1159772 it may be a gay reason, but keep in mind that these projects will already be persecuted simply for originating from a chan site. its best if the identity of devanons is limited to the posts where they give updates. especially with the volatility of the greater fandom.
>>59 Do consider I am an active non-imageboard social media hater so I usually just do not consider the opinions of Twitter or Reddit or Discord users worth anything. That's why I think it's gay as fuck. However, fangames are good so I'll allow it.
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slowly and slowly people are leaking where this game comes from. (the image is from discord) welp, I guess it doesnt matter since 4chan is killed, 8chan is obscure, and imageboards like this have a stigma surrounding it. this cant be hidden forever
>>62 annoying, but to be expected. was this in a public discord?
>>63 The cerobaappreciation public discord. (tho it was in the obscure memes channel.) Im going to ask the guy to delete it.
>>64 do not draw attention to it! just leave it.
>>64 yeah that will just cause streisand on it, just ignore it
>>65 >>66 I was gonna ask him through private dms, not in the public chat. Only he and I will know about the message i sent to him.
>>67 lurkers that share the game's origin will never understand why you want to keep it private, even if you try to explain why. the damage has been done, there's nothing we can really do except hope that they dont shit up the /vrpg/ thread once it comes back. maybe you could ask him to change /vrpg/ to 4chan, but dont expect anything more than that.
fine, I do understand what you are saying. I guess I probably wont dm him.
>>69 this is for you >>68
>>66 >>65 >>68 I'm the guy who posted it. DW i'm not gonna tell anyone else, tbh it was kind of a retarded decision on my part. I should've remembered how braindead the UTY community is.
>>71 Thanks for reminding me to add a no Wojaks rule.
>>72 sheeeeeeeeeit
>>62 As others have said, I would do nothing at all when this happens. Assuming 4/vrpg/ comes back in the first place, most people wouldn't go there out of the site's stigma, others wouldn't go there because it's a slow thread on a very slow board and they wouldn't get (You)s for acting retarded. The worst kinds of posters who just want to destroy things for no reason, not even for attention just to be malevolent, won't notice unless you draw their attention.
>>74 honestly my biggest fear was that DRY anon was NOT actually a decent person and was just as much of a retard as people like franceballmapper
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>>46 Selective fashion isn't that uncommon for anthros, like Luna and her parents in Wildfire or Chinese Kanako's dad. Even in vanilla UT, Dogamy and Dogaressa wear sandals while the rest of the canine unit doesn't. And if Ceroba is a coyote like many people joke then it might be impacted by being a species difference rather than just cultural. I do think your idea is fine, just the setting and medium stop it from being apparent. It ultimately just comes down to aesthetic preference whether you like your animal people barefoot or not.
https://files.catbox.moe/1wn4vo.zip (as usual scan, extract, run in VM, etc) ok finally it's here, wasn't planning on making a patch until DR came out but since that translation glitch needed fixing I ended up adding more stuff anyway I ended up adding a lot of NPCs and interactions in the light world (both day 1 and 2) and added an entire fishing minigame, it's pretty simple and I'm using animal crossing sprites for the fishes, still nothing new in the day 2 DW yet I don't think this patch should be 0.2.0 yet, but maybe 0.1.3 (or 30 idk how you're doing the versioning) anyway here are the patch notes: >Added more NPCs and stuff to do in light world (new minigame in town) >Possibly fixed hitbox with the ruler enemy (needs further testing/repro) >Fixed translations not loading the battle messages/blurbs files >Updated the sprites when going in an overworld bullet segment >You can now sit on some benches >Fixed a few typos >For translators: some dialogues were moved from main.txt into specific room txt files, but as long as the ID exists in main.txt it should still work, also some new files and entries were added to common text
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>>80 I also updated melody's sprites, though I am still not 100% sure on her dark world outfit yet
>>81 The light world sprite here looks like a downgrade from the last version you showed in the 4chan thread. Also the dark world dialogue portrait's hair doesn't match the dark world sprite, it needs to be slimmed down.
>>80 These Kanako sprites bring joy to my heart. Also, what's that monster behind the desk in the hospital supposed to be?
>>82 yeah I haven't even updated her talk portraits yet, it is all still WIP I just genuinely have no idea how to make her design work >>83 that's the doctor from the wild east that injects you with the HP+ thing in UTY
>>84 >I just genuinely have no idea how to make her design work I think you had it before. Unfortunately 4chan is kill, so I can't point to the exact version of the design I think works.
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>>85 I saved it to use as reference, I just tried to not copy directly but I have no other ideas so just point me which one to use
>>86 Top left.
>>80 huh I didnt expect an update till after chapter 3. Alright, I will upload this to the game jolt. >I don't think this patch should be 0.2.0 yet, but maybe 0.1.3 Im only going to do version 0.2.0 when dry chapter 2 is completed. When dry chapter 3 is completed it will be version 0.3.0. And then this patterin will continue.
>>80 >looks at hospital image >is modern hospital >npc still looks like a witch doctor honestly, keep it like that (if you are planning to change it). Adds character to the hospital.
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>>4 So this is where everyone went >>33 Naranja anon here, I finally found you guys, I wasn't checking for any 4chan alternatives until someone on the Gamejolt page of DRY2 mentioned this place
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>>90 its very good that person made the comment in a way that only 4channers could understand. Was worried a bit they directly mentioned 8chan.moe
>>91 honestly i was considering deleting the guy's comment, it's just a little too direct for my taste. glad i didnt since anons are finding their way here because of it.
>>78 >Selective fashion isn't that uncommon for anthros, like Luna and her parents in Wildfire or Chinese Kanako's dad. Even in vanilla UT, Dogamy and Dogaressa wear sandals while the rest of the canine unit doesn't I guess you are right about that. I didnt think about dogamy and dogaressa. >I do think your idea is fine, just the setting and medium stop it from being apparent. fair enough >>87 Also I agree with this anon. The top left makes melody look unique. The melody sprites here >>81 combined with integrity's current characterization makes her too much like susie. it feels like a copy in some ways. >>92 glad you didnt since naranja anon came. I hope the other dev anons see the comment too.
>>93 btw I think you could have posted some of the screenshots I shared too in the post, would probably make people more willing to check out the updates or maybe this roba screenshot since people like her I'll probably start putting more screenshots when I post a patch for that purpose
>>80 I'm aware that a lot of the music in DRY is meant to be as a placeholder, but having Meltdown in Chapter 2's Dark World is just too good. Could I throw my hat into the ring and offer a remix of the track for the project? I could mix in some Cyber World leitmotifs to make it feel more Deltarune-ish
>>93 seems a few people are having issues but I can't reproduce the issue with the foxlace fight, and the wrong item text on kanako is too minor to fix right away, now for the issues regardling being unable to open the game I assume might be due to the settings file from the reports, so people will probably have to delete them manually to refresh the settings, guess I will work on that next but I still won't make a patch now unless some big issue happens >>96 if it isn't too much trouble, I'd appreciate it, thanks
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>>95 I will post the screenshots next time. also two questions: Remember that guy long time ago who offered to do music for dry? And also posted his music tracks in the vrpg thread. Are you going to put in his music or did you already do that? second question this guy wants the project file. Do you want to release that? >>97 Will probably post a video showing how to delete the settings file. And maybe make a post showing some of these images >>80
>>98 >Are you going to put in his music or did you already do that? I downloaded the files and will put the music in at a later date >this guy wants the project file. Do you want to release that? no I don't plan on releasing the project files, but I was actually messing with cyrillic font earlier today while testing the russian translation, I could do a quick patch to add it in but I really don't want to have to make yet another patch so soon, maybe just tell him that I will add support for it later but don't give any specifics
>>99 okay I will tell him that. Also thank you for clarifying the music situation. >while testing the russian translation, Did you discover any virus or other issues in it?
>>100 not that I could see, and it seems to be working well (well as well as the text can render without spilling out everywhere), though I did not run the .exe file provided with it and just copied the files to the folder manually I only tested a few segments of the game and not all of it though
>>101 hmm >though I did not run the .exe file provided with it >I only tested a few segments of the game and not all of it though hmm are you going to test it further. And also test the exe file itself? I should probably test it too.
>>102 rule of thumb of anything online is to never run .exe on your main system, I'll whip out an old offline pc and test it there, but I probably won't touch the .exe if it was a .bat file at least I would be able to see what it does
>>103 alright, fair enough.
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>>107 if he bothered to do it in private DMs, i'd say sure. if not, no.
>>97 Almost finished with the track, will post it tonight.
>>110 oh god
>>110 >Kanaclover mentioned >No Clover shown huh?
>>97 All right, here it is. Thoughts? https://files.catbox.moe/g88z55.mp3
>>113 hm it definitively has a different feel, not bad but I am so used to the regular meltdown theme being used that it will take a while to get used to this one, sounds good though
>>112 >>111 >>110 >kanako was dating clover >he is college >she is still in high school what did they mean by this
>>114 >>97 Hold on, I added an extra instrument track at the last minute at my friend's request. I didn't realize the Super Metroid instruments were too loud until after I uploaded it. Here's a fixed version https://files.catbox.moe/3dcpkt.mp3
>>116 yeah that instrument does change the feel quite a bit, I prefer this version
>>117 Thanks, hopefully it's actually accepted
>>115 Kanako takes after her mother.
>>115 a kid who doesnt understand how creepy that is, lol
was there any part in uty where clover learned monster attacks = greetings? or did clover keep thinking they were being constantly attacked by random monsters
>>130 I don't recall any of that being mentioned, unless it was one of martlet's talks if you backtracked And flowey could have said something too to put clover in the right path but once again the devs didn't do it (as usual they probably didn't think that far ahead)
>>130 >monster attacks = greetings Why do people keep saying this? The book in the library says they can make greeting cards out of bullets, not that them lighting you on fire and stabbing you is just them saying hello. I could make a macaroni art greeting card out of bullets too, but that's not the same as me pointing a gun at your head and blowing your brains out.
>>132 >Why do people keep saying this? because most monsters dont recognize you as a human. the canine unit, the bosses, alphys, core enemies (only because they've been told), and thats pretty much it. it doesnt make sense for enemies like woshua or snowdrake to go around fighting random people, and they certainly dont see you as a human. >but that's not the same as me pointing a gun at your head and blowing your brains out. the equivalence here is if pointing a fingergun at aliens killed them.
>>133 >because most monsters dont recognize you as a human. The only monsters confirmed to not recognize you are most of the friendly NPCs and shopkeepers. Everyone else never says one way or another. However Toriel's dialogue in the ruins implies that monsters are attacking you specifically because you are human. >the canine unit, the bosses, alphys, core enemies (only because they've been told), and thats pretty much it There's also the Froggits, who refer to you exclusively as "human" and the Temmies who also call you human. >the equivalence here is if pointing a fingergun at aliens killed them. No its not. We see that bullets hurt monsters just the same as they hurt humans.(Flowey, Asgore, Mad Dummy). If a monster wants to make their bullets not hurt then they would do so. The using hurtful bullets shows an intention to cause harm. Remember than damage is directly linked to how much harm you intend to cause.
>>134 >Toriel's dialogue in the ruins toriel is biased >There's also the Froggits, who refer to you exclusively as "human" and the Temmies who also call you human. the frogs that have to deal with human lover toriel and the shitpost town, real solid evidence. keep in mind, during the [five minute unskippable cutscene] in new home all the monsters regard you as another monster. >We see that bullets hurt monsters just the same as they hurt humans monsters can absorb magic, humans cannot. greeting magic is designed to be neutral to other monsters. but since you're a human it just hits you in the face and you take damage. in the cases revolving around flowey and asgore, its because the magic's intent is to hurt others. in the case of mad dummy fleeing from napstablook's tears its because toby wanted a quick gag. i should also point out that the game's theme does not work if monsters are actively trying to attack you. its just another part of the game that toby didnt really think about. like boss monsters, the timeline, the problem that caused monsters to be sealed not actually being solved, or LV itself.
I hate phone posting. reposting a second time >>136 >>134 >>133 >>132 >>131 (reposted since I need to fix errors) alright thanks for the info I'm asking because I'm trying to figure out if clover knew about asgores genocide plan blackjack tells clover asgore would do judgement on humanity, Dina tells them the gov is serious in its conflict with humanity, ceroba tells them the king will overthrow the surface people, and starlo connects his attempt on clovers life with the kings work. but the issue is this is just four people. that is why I asked for if it turns out clover didn't know about the greeting thing then that means they will think large sections of monster society wants to kill and attack humans. thus making them think asgores plan to destroy humanity was a genuine possibility also this would reinforce what blackjack says about how large sections of monster society despises humanity and wants it to die
>>131 would that martlet talk convince clover that the random encounter monsters weren't trying to kill or hurt them. and thus prevent clover from thinking asgore would destroy humanity? would it affect the stuff I mentioned here >>138
>>136 >monsters can absorb magic, humans cannot. Green bullets and monster food are both magic that can be absorbed by humans. >in the case of mad dummy fleeing from napstablook's tears its because toby wanted a quick gag I was referring to Dummy hurting himself with his own bullets. >i should also point out that the game's theme does not work if monsters are actively trying to attack you. It works better if they're trying to attack you. The monsters are trying to kill you because they were hurt by humans in the past, and the only way they think they can fix that damage is to hurt the humans in return. You, as the player, can choose to kill all these monsters in self defense, or you can take the time to talk to them, understand them, and convince them that there's a better way. Making it all just a series of misunderstandings completely undermines the themes.
>>141 >Green bullets and monster food are both magic that can be absorbed by humans. because they are explicitly designed to heal. imagine it like water. if its a hot tub you'll actually feel soothed after it, but it can also burn you. you can drink water, but you can also drown. you can be sprayed with water and be fine, but a firehose will hurt like hell. >I was referring to Dummy hurting himself with his own bullets. those were meant to hurt. >It works better if they're trying to attack you absolutely fucking not lmao. the whole point is that they are not attacking you, but you can reasonably write it off as self defense since it actually does hurt. if you make them attack you then it completely kills the point of both pacifist and genocide's endings. pacifist is ruined because it shows that monsters would act out of malice if they got a human soul. genocide is ruined because you're killing people that deserve it and not just hunting down innocents for XP. >take the time to talk to them, understand them, and convince them that there's a better way there is not a single time in the game that this actually happens, for regular encounters you just respond to their greeting and the bosses convince themselves (usually through ass backward logic, like undyne deciding that she WILL be your friend because of papyrus)
>>142 >you can be sprayed with water and be fine, but a firehose will hurt like hell. Well why do the monsters keep using the firehose? >pacifist is ruined because it shows that monsters would act out of malice if they got a human soul Anon, the game beats you over the head with the fact that they would. Did you forget Asgore's war on humanity and how hyped the monsters are for the destruction of humanity? The whole point of pacifist is convincing them that they don't need the souls or to act out of malice to live happily. >genocide is ruined because you're killing people that deserve it and not just hunting down innocents for XP. No it isn't. You still have to go out of your way to hunt down and kill every monster, including the ones that spare you, and go through hours of grinding and two brutally hard boss fights, all for the purpose of seeing what happens if you do. >there is not a single time in the game that this actually happens Every single fight is this. Every fight is you becoming friends with the monsters until they decide they like you and don't want to kill you. I don't know how you came to any of these conclusions. Its like you live in a different reality.
>>143 >Well why do the monsters keep using the firehose? because to them the firehose is not a firehose. if you spray an ant with a squirt gun it'll hurt and probably kill the ant. >the fact that they would they only say that they would. the vast majority lack the determination to actually follow through. if you gave catty and bratty rusty knives and told them that they had to slowly kill a child with the knives they'd crack at the first sign of distress from said child. the whole point of asgore's character is that he was one of a select few with enough determination to do what had to be done but it wasnt enough, he grew to hate it and became uber depressed by the time you got to him. >You still have to go out of your way to hunt down and kill every monster and since they are actively trying to kill you, you're completely justified. >Every single fight is this ah yes, because fucking SNOWDRAKE holds extreme malice in his heart and is trying to murder you while cracking innocent jokes, and his acts are DEFINITELY you talking about his woes and comforting him. they are definitely NOT you just reacting to his jokes. now i have to ask, did you even play the fucking game? >I don't know how you came to any of these conclusions look im not the guy that thinks the whole game is frisk playing monster therapist.
>>144 >because to them the firehose is not a firehose. if you spray an ant with a squirt gun it'll hurt and probably kill the ant. You keep saying this, but you've yet to present even a single bit of proof. Where is it ever said or shown that bullets don't hurt monsters? >the vast majority lack the determination to actually follow through. if you gave catty and bratty rusty knives and told them that they had to slowly kill a child with the knives they'd crack at the first sign of distress from said child. The monsters repeatedly killed children in the games. Even if you say that Asgore killed all six of the previous children, they all kill Frisk repeatedly throughout the game. Even Whimsun can kill you if you let it. The only one who can't is Papyrus. >the whole point of asgore's character is that he was one of a select few with enough determination to do what had to be done but it wasnt enough, he grew to hate it and became uber depressed by the time you got to him. Asgore made a brash decision in anger and said something he really didn't mean, and now because everyone else's hopes are riding on it, he's forced to follow through with his decree. He never wanted to exterminate humanity, at least not longer than the short time after his children died when he made the decree. >and since they are actively trying to kill you, you're completely justified. The only way you can get the genocide ending is by actively grinding to encounter all of them. That's not self defense, that's actively seeking out fights so you can kill people. And lets not forget Papyrus, who spares you, and yet you still kill him. Or Sans, who just wants you to load your save and undo all the unnecessary killing. Because lets not forget that at any time you could load your save and unkill all the monsters you killed. >ah yes, because fucking SNOWDRAKE holds extreme malice in his heart and is trying to murder you while cracking innocent jokes, He doesn't hate you, he just feels that he has to hurt you because you're a human, just like the rest of the monsters do. They don't really want to kill you, but they think that they have to because of negative experiences they've had in the past. >and his acts are DEFINITELY you talking about his woes and comforting him. they are definitely NOT you just reacting to his jokes. By laughing at his jokes, you're showing him that his pursuing his dream of being a comedian is worthwhile, and that humans can be friendly with monsters. As for his woes, there's his incompetence as a comedian and his father's unsupportive attitude towards him that you help him through, even if unintentionally (see "See, dad was wrong!") >did you even play the fucking game? When was the last time you played Undertale? I've been going through the game with a fine tooth comb for research purposes on a monthly basis. >look im not the guy that thinks the whole game is frisk playing monster therapist. The lion's share of pacifist encounters are just that as is the pacifist ending. Whether its getting Napstablook to have more self worth, helping Toriel with her dead kid related trauma, helping Papyrus realize that he doesn't need to capture humans to have friends, convincing Undyne that problems can be solved without violence, reminding Mettaton about the people in the Undergroiund that care about him, getting those royal guards to confess their feelings for each other, convincing Asgore that he doesn't have to keep going down the path of child murder, teaching Flowey how to care again, or even showing monsterkind that they don't need to kill humans to be happy, you spend the whole game playing therapist. Hell, the final boss even has a lightning round of all the major therapy sessions you gave throughout the game to drive the point home.
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>>145 >I've been going through the game with a fine tooth comb for research purposes on a monthly basis. ok you know what my mistake for trying to debate with the mentally ill have a good day.
>>146 >mentally ill its more hes ascended into a higher plane of existence. I too plan to research this game monthly so to help a project of mine. I must reach his level.
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>>146 >ok you know what my mistake for trying to debate with the mentally ill He says in the Unertale fangame bunker thread on the undertale board on the obscure altchan he migrated to because he couldn't go two weeks without 4chan, with a Chara reaction image.
>>148 ok i concede on the rest of it but you have to admit that its a potent face. pure "WHY???" distilled into a single image.
>>148 we are all crazy here. You me and this guy >>149
>>149 If you need a why, its because I'm developing a fangame and I want to make sure it stays consistent with Undertale.
>>151 tell me your ways dry or other dev anon. How often do you research, and how do you research?
good news everybody! the not so good news is that i have not touched DRY2 at all during this downtime lmao, i spent it all on a writing project for another thing.
>>153 its so over
>>153 Are you going to leave this site when it goes back up?
>>155 a lot of the people from the yellow threads didnt make it over, so yeah. also this /v/ sucks cause of IDs
>>156 this isn't /v/ though
>>157 yeah but every week we'd have a yellow thread on 4/v/ and it'd last the weekend, cant exactly do that here.
>>158 >>156 >>155 >>157 so we are just going to abandon mtt and go back to vrpg?
>>159 I will for the reasons the other anons gave, I miss the weakly /v/ threads
>>159 I'm still gonna keep this site open.
>>153 >>155 >>156 I'm not sure if I'd trust them to fix the entire thing so soon, I'd rather wait a bit more, but /vrpg/ at least had some other lurker anons to drop in and give feedback, here it is pretty isolated (at least until ch 3 and 4 drops and maybe the activity here will go up by a bit) And yeah I miss the yellow threads, if the traffic here was higher we could probably have them here too but that remains to be seen As for the missing thread regulars, you can probably contact sig on ao3 and wildfire anon on twitter, but the rest are lost to the wind >>156 just go to /vb/, it is pretty much what 4/v/ was, also the IDs are in thread by thread basis, so if you post outside the current UT/DR thread it doesn't matter since it will generate a new one
>>162 >also the IDs are in thread by thread basis i am aware. but i do not want "here's why kanako is actually a dog [341 lines omitted]" to be bound to updates on my fangame
is kanako a dog?
>>164 depends if you consider monsters animals or their own different organism category, if animals then maybe she belongs to the canidae order and would kinda make her a dog, even if she would fall more under the vulpes order instead unless you also add in that ceroba might be a coyote which complicates things further
>>165 >unless you also add in that ceroba might be a coyote which complicates things further I always thought roba looked closer to a dingo than a coyote. Also dingo behavior fits roba behavior more since uh she tried to steal a human child and dingos are wild dogs......which means kanako is.....
>>152 Its not that crazy, just a lot of playing and watching other people play Undertale and Deltarune. I have a text editor open so I can write down notes whenever I see something I should remember, see a running gag I can continue, a scene I can call back to, see some bit of background lore I could follow up on, I write it down. You might scoff at the watching other people play part, but its important that I see how other people reacted to the game, and what they did when playing. Otherwise I could end up having too limited of a perspective and expecting things of the player which simply aren't true. Like how DRY1anon made the first version of his game too hard because he expected every Undertale fan to be as good at the game as he is. The rest is just me trying to get the best feel of Toby's writing that I can and analyzing the broader story and themes of the game so I can best replicate that level of strong writing in my game. I do this for other games as swell, though not as actively as I do for Undertale. Like right now I'm playing through Off and saw some neat things in it. I have 21 page word document of nothing but notes.
>>162 Lurker anon here. I haven't posted in this thread since I don't have anything to say yet. Since the topic of legacy hardware compatibility came up earlier, I planned to post about my experiences trying to run DRY1 on a 2007 Vista computer, but so far I haven't gotten it working. Honestly, I prefer the slower traffic here. It keeps discussion more focused and civil rather as opposed to the clusterfuck that is the 4/v/ threads. Then again, these praises also apply to the /4/vrpg threads, which I also preferred over the weekly /v/ ones. I really do want to see altchans like this succeed, especially given how wack 4chan's moderation and administration are, but unfortunately it seems too big to fall.
>>168 I wouldn't be opposed to keeping this thread up after 4chan comes back and just doing the weekly threads on 4/v/. However there's also no real reason to stay here either. If other people stay here I'll probably crosspost between /vrpg/ and here. If they don't I guess I'll just go to /vrpg/. > I planned to post about my experiences trying to run DRY1 on a 2007 Vista computer, but so far I haven't gotten it working. What errors is it giving you? What specs do you have?
>>169 Yeah, given how we have way less posters here, I totally get the rationale of packing up and going back to /vrpg/. I wouldn't mind sticking around, but I doubt anyone else would. As for my DRY1 errors: the game at first wouldn't run due to missing kernel functions, which is expected given Godot's minimum OS requirement is Windows 7. After installing Vista Extended Kernel, I get a "GPU doesn't support OpenGL 3.3" error, which is strange because I'm using a Radeon 3870 and have drivers installed. My crapshoot theory is that this is because DRY1 is compiled for x86, software of which Extended Kernel is stated to not work well with. At some point I plan on trying a more recent 6790 I have on hand, as well as decompiling + recompiling for Windows x86. I doubt CPU matters as much, but I'm using an Athlon 64 X2 5400+.
>>170 Update, seems like it's an OpenGL issue and not an x86 issue like I first thought. On my system, Godot uses opengl3_angle instead of opengl3 because old school ayymd OGL drivers are apparently really bad. This uses D3D11, which the 3870 definitely does not support. Right now I can't figure out a way to bypass the ANGLE fallback, so I'll try out the 6790.
>>171 if your GPU has vulkan you could try starting it with "--rendering-driver vulkan" argument there also seems to be issues if you have an amd processor with nvidia gpu that requires changing some stuff in the drivers for it to work as well
>>172 He's running an HD 3870. AMD cards didn't get Vulkan until the HD 7000 series.
>>170 >>171 You could try Windows 7 on that system and see if that fixes it. My Windows 7 Intel system was giving me opengl errors until I installed all of the Windows 7 updates.
RynoGG's series about Amalgako is getting the conclusion (I think) in a few hours Here is part 1 and 2 https://www.youtube.com/watch?v=tgN7DaR-JhY https://www.youtube.com/watch?v=FrN54sUw1m0
oldentale anon, i have an idea. Make the narrative of the monster human war bs. Make the justification bs. Make it like the iraq war. The usa went into that war justifying itself as spreading democracy. In actuality they went there for oil. Perhaps the human groups are the same? The fear of the seven souls was just a convienent excuse. The actual reason was that humanity wanted monster land.
>>167 huh thanks for telling me that. Might copy some of the things your doing, since it sounds like its effective.
>>176 Should I also play American Idiot over a montage of the humans blowing up monster children with air to ground missiles?
>>178 yes
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>>179 Oldentale: The Anime, by Netflix.
I saw a discussion on the /v/ UT thread before it died, I think that oldentale could touch on the humans getting magic from killing boss monsters and absorbing their souls, which then leads to the creation of the barrier, at least that way it kinda fits into the canon and explains why there aren't any boss monsters besides the dreemurrs left (pic unrelated, I just wanted to share this adult kanako pic I found but there has been no UTY thread)
>>181 this is AI >background houses >the random blotch of yellow on her kimono >the fucked up label on the milk >straw just disappears >the moon >inconsistent shadows >her eyes
>>182 I know but it's still a nice adult kanako design
Banish this ai user >>183 >>181 Banish them to reddit
>>180 >oldentale >anime >netflix I would pay real money to see how terri uh good this would be
>>182 >>184 >muh ai Why do you care?
>>186 anon i need you to think about the fact that the yellow threads have generated a large amount of OC and have several anons working on fangames.
>>186 >he doesnt know i changed my mind send this user to tumblr
>>181 I'm still not sure about how I want to handle human magic. I have a couple ideas, but they're mutually exclusive, so I need to pick one or the other. As for the boss monsters, I figured they weren't too common to begin with, and then high attrition rates in the war resulted in most of them dying. Boss monsters are the monsters' most valuable assets, so of course they'd make heavy use of them, and they'd also be high value targets for the humans.
>>184 I didn't make the pic I just found it around >>189 I think most boss monsters will have to die to fit into UT canon, and if you want to make a nod to UTY you have to keep one of the fox siblings alive to start the ketsukane line also you have plans for gerson too right? he is the only monster we know besides asgore (and maybe toriel) that was alive during the war
>>187 And? I don't care if people generate slop of my characters. I don't even care if they want to use my assets and code as training data, though I would be confused as to why they'd bother training on my chicken scratch and shit code.
>>185 I can't discuss how he would butcher Oldentale's plot without spoiling Oldentale's plot. So instead I'll just say that Darkblade would call it gay, and submit his own anime script in the style of DmC 2013. With himself as the protagonist. On a semi related note, I have been wondering how Netflix would butcher an Undertale series if Toby ever decided he hated us enough to give them the rights.
>>192 behold the live action netflix remake of undertale https://www.youtube.com/watch?v=go-quyoSOE8
>>190 >also you have plans for gerson too right? I'm trying to keep any characters from the original Undertale relegated to minor roles. They may show up and have line or two here and there, but the spotlight mainly will focus on the original characters. This gives me more room for creative freedom and makes it so I don't have to give anyone plot armor for the purpose of preserving continuity.
>>193 No, that's the Uwe Boll movie.
>>195 kek
>>192 >legend made less ambiguous, goes right out the gate with "humans sealed the monsters" pretty obviously being EVIL WHITE MEN!!!! sealing the monsters >frisk is black, and also """explicitly non-binary""" >flowey is now a human apologist >toriel is just spiteful against asgore since he's also a human apologist >papyrus is actually unlikeable, branded as being the lovable local sekeleton >sans is the genocide tie in. talking about how horrible it'd be if you were killing everyone >no papyrus date >mad dummy and napstablook skipped >undyne's brutish attitude removed, she's now a noble and heroic warrior that admits to frisk that they are a good human after the fight. no undyne date >alphys is actually cool, likes anime because "it shows the insanity of humans" >muffet replaced with so sorry. this causes a massive scandal because they told toby they just cut muffet and didnt show him the scene >mettaton doesnt want to leave for the surface, is just trying to kill you for views. >true lab is never seen >flowey kills asgore and nearly absorb the souls >"uh oh, flower" in sans voice everyone walks up to collectively kill flowey >asriel fight never happens >souls instead float around frisk and use their collective power to break the barrier. >monsters leaving the underground happens immediately and the EVIL WHITE MEN!!!!!!!! are sealed underground in their place >dance scene between monsters and a bunch of black people >post credits scene that has a teenage frisk wake up in bed in a piss poor attempt to tease a deltarune movie as a sequel.
>>197 im too lazy to delete it and fix the missing arrow.
>>197 Would you rather have this or a live action Undertale movie starring Jack Black?
>>199 Give me the blackjack movie
>>199 >>200 he'd be asgore
>>201 I rather accept that than this complete abomination >>197
>>201 Then who would be Sans?
>>203 Danny devito
>>204 Who does The Rock play?
>>197 What would the UTY adaptation be like?
>>205 The human in the intro
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>>207 He doesn't play himself?
>>208 ...well played.....
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>>178 >>180 Adi Shankar's Undertale Yellow >This is for the five FUCKING human children, Asgore! >Megalovania starts playing
>>72 Well, there goes my plan to make a soyjak-themed Deltarune AU game and share my progress on this board...
>>153 It seems they are just going to kill /f/, disable pdfs and put the site back as if nothing happened if pic related is real, I will stick around for a bit here even if it returns just in case a 2nd bomb hits the chan I also made a dedicated UTY thread in case anyone wants to use it (but seeing traffic in this board is very slow I doubt many people will) >>212
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>>213 ... do they not understand that the entirety of the source code was leaked? they have to go over the entirety of the source code or else the site will just get hacked again within a week. and killing /f/ doesnt fix the problem either? >yellow thread here eh i wouldnt bother, even on 8/v/ the entirety of this board is here at the moment, and for 8/v/ not enough of our anons are here for it to be much different than this thread.
>>213 I predict another hack in 2 months
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DRY1 here, thinking of doing another patch this weekend just to add the cyrillic font and fixing a few small bugs, but I wanted to ask if I should add gizmo/felix (the green cat monster) as a playable character since the party being cole and 3 girls might be a bit unbalanced gender-wise (sure there is axis but he is a darkner and won't be there all the time) I can prob add more scenes with him in chapters 1 and 2 to justify his inclusion as a main character (will prob be included when I do the big patch with more content in the future), but I want to run through you guys first to see if you have any ideas I could work around with (I don't want to just copy what DRY2 is doing for him)
>>221 If you're going to have that many party members you'll need to start making them optional. Five is already a lot (personally I think even its too much) to be your mandatory regular party. Maybe do like Kotor 2 does and allow your party to be swapped out in the Dark Jail, but require certain party members whenever the plot demands it. Or if that's too much, just make the third position in the party swap out a lot. So one chapter its Axis, next chapter you get Sadie instead, after that Gizmo, then Integrity. You could do them in any order you want, but the point is that they're not in the same party all at once.
>>221 > cole and 3 girls might be a bit unbalanced gender-wise ( whats the issue with cole having a harem? I see no issue here
>>213 >>214 >>216 Maybe we should stick around here after all. At least until we're sure they're not going to get hacked again.
>>223 Do you think Kanako would be willing to share?
>>222 think 4 would be a good number, then? honestly I wasn't going to use the full 5 people party until the final boss, and with my current plan for the story, some characters have to join on day 3, unless I extend it by 2 more days than planned which I want to avoid
>>225 no but that would mean some spicy drama. And i love me some spice.
>>221 to be fair baseline deltarune is shaping up to be the same >kris >darkner that doesnt count >girl >girl >potentially catti >potentially his own mother
dry anon, this is offtopic but are you going to address a certain missing flower issue. A certain important character that played a large role in uty? or is he just not gonna be mentioned at all
>>221 > gizmo/felix (the green cat monster) I have no idea who this is.
>>229 I have no plans to add flowey, it wouldn't work anyway since asriel is alive in the DRverse anyway and I find the idea of having him be the ralsei stand-in in other DRY takes to be "cringe" imo here's a few of the pics I have saved of this concept
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>>230 he's the green cat monster in oasis town playing the arcade game in the cafe, he is seen playing with sadie in the credits so people have taken him, sadie, clover and kanako to be a friend group in some fan media he has no confirmed name afaik, sig called him felix and dry2 calls him gizmo, but I've seen the name "byte" used too
>>231 Omg these are fucking awful. My eyes (tho tbf the second one doesnt look too bad)
>>232 oh I think I remember someone like that. I guess he could work.
>>226 You could handle them like Noelle in ch 2 where they sub out for one of the main characters for parts of it. Alternatively, you could make them be sort of a B team. They end up in their own group of three and have their own little B plot going which occasionally ties in to the main one. Could even do a mix of the two. Maybe Cole gets split from the group and ends up joining with Integrity and Gizmo and Sadie joining with Kanako and Axis. (alternatively you could switch Sadie and Integrity for some spicy drama). And have Kanako be the the party leader of the B team, calling back to that player swap mechanic used in the forcefield puzzles. >Think 4 would be a good number Not really. 3 is the magic number for RPG parties, anything more gets hard to manage. Maybe you could do it temporarily here and there, or have the 4th act as some kind of support character who gives a passive bonus, but having to manage 4 characters in battle would be too much.
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>>231 These are horrible, but glasses Kanako is cute. You should add in lore that Kanako inherited her father's vision and used to wear really dorky glasses before she got contacts, or if you have some sappy after credits scene with pictures of the cast as adults you should have Kanako (married to Cole) wearing a pair of Dorky glasses.
>>236 >nerd kanako I second this
>>235 hm, what about being able to swap the 3rd party member at save points? but all of them follow you in the overworld? that way events can still play with all characters but you still only have 3 people in your party
>>239 That's what I was suggesting with the support party member idea. I still think having 4 for more than a couple rooms would feel crowded. Really I think the Kanako and Cole having separate parties for most of a chapter would be the best way to handle it. It lets you have twice the amount of character development in the same amount of plot.
seems 4chan is back online, the thread is still up there on /vrpg/, but are people really going back fully? or should we wait to see if the site is still stable?
>>243 I say wait. It seems like they've only done the bare minimum to get it working again, so its probably going to get hacked again. Even if it doesn't, I'm expected it to have a lot of issues judging from how rushed its reactivation was.
>>243 Nothing(?) seems to have changed, which suggests the most laziest fix ever (what did I expect lol, totally in character for gook moot). I fully expect it to get shit on by hackers constantly now that the code is open to any code monkey with a grudge can look for vulnerabilities with ease. They did not fix decades of out of date code in 10 days and anyone saying otherwise is on copium
>>231 for DRY2 i was planning on a character who's whole gimmick is not!flowey. in that he's quite literally not flowey. he looks like flowey, comes across the same as him, but that betrayal never actually happens. [extra context expunged for spoilers] eventually i decided to cut the concept between other takes having pretty bad not!flowey ideas of their own and people in the threads saying no to the very idea of a not!flowey whenever i probed about it. everything's about first impressions and this has to be in chapter 1 for it to work, so i'd rather open with a bang than a groan. now my problem is making a [plant based equivalent] as a replacement for the narrative hole, i've got an idea but no spoilers >>243 >>244 yeah im keeping this tab open for a bit, this shit was rushed way too hard.
>the new two minute cooldown between every post
>>247 Honestly, this site is so much nicer than 4chan. I might just stay anyways. No captchas, no waits, no asshole jannies, and we don't have to pretend to not be a general because of a lack of good boards..
4chan should stay dead, 8chan is its better succesor. we must all stay
>>249 It's not like being in both places is hard, we can still have weakly threads on /v/ and keep the fangame discussion here
I can't make posts on /vrpg/. I click post, it says its successful, but then the post never appears in the thread. They really did rush this shit.
>>250 True but hackers are probably going to kill 4chan again and again lol
>>251 yeah I posted but my post isn't showing, or maybe its in some sort of queue and will show later but it shows the site is barely working
>>251 >>253 you have to refresh the page, pressing update does nothing
>>250 That sounds like the best solution to me. /v/ will likely still have the population that makes it the best place for weekly threads, but this board is better than /vrpg/ in basically every way. The only problem is that we can't link to or mention it in the /v/ threads.
jesus, the captchas are struggling >>248 >>249 the problem is just how fractured we get. there are anons who want to stay on 4chan and those who want to stay here, and the threads already had low activity. not to mention how aside from the jannies we didnt really have any problems.
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>>255 >v/ will likely still have the population that makes it the best place for weekly threads, but this board is better than /vrpg/ in basically every way. The only problem is that we can't link to or mention it in the /v/ threads. someone already did
>>254 It still ate one of my posts.
>>256 >the problem is just how fractured we get. Basically everyone is already here. The only ones I haven't seen are Sig and that comic guy, but they hardly ever show in the /vrpg/ threads anyways, so they might not even know that we migrated. >not to mention how aside from the jannies we didnt really have any problems. The thread is a general outside of /vg/, so it always has to live in constant fear of the jannies deciding to enforce the rules on it. That combined with the site itself just being a shithole (captchas, waits, etc), and this site having more features than 4chan makes it better. Then there's the fact that 4chan's source code is known now and Hiroshimoot is doing nothing to update it, so its going to get hacked a lot more often now.
>>259 >Basically everyone is already here of the active devanons, sure. but a lot of the nameless posters are still there and probably wont move over in the end.
>>260 I think a large portion of those nameless posters are just devanons shitposting to kill time.
>>260 You say that but I pretty much just lurked and posted on the /v/ threads. If I can find this place then so can everyone else.
>>256 I was concerned about fracturing, but so far it seems like staying here is appearing to be the genuinely superior option lmao. And frankly, I'm real glad. >>260 Eh, people are leaking /mtt/ in the /vrpg/ thread. Only time will tell which way the wind ultimately blows, but right now there's a real shot at most all the regulars coming over here.
>>263 4chan is still broken right now. Its eating posts, the captcha keeps giving errors. so they'll probably end up coming here just to post as all, at least until hiroshimoot gets his shit together. If he ever does at all.
>>259 >they might not even know that we migrated. I was an active poster and didn't know about the migration until 4chan came back and someone mentioned this place exists. I'm sure it's comfier here, and I will be lurking here too, but it now being buried in this one place, and with how quiet it is even compared to even /vrpg/, this place is near guaranteed to dissolve once the few dedicated people here lose interest. There needs to be surrounding traffic and some discoverability beyond funneling people into a tighter and more barren rabbit hole of digital bunkers.
>>263 someone also mentioned /mtt/ on the /v/ deltarune thread, so expect a few more people to show up maybe
>>265 this is my main concern overall. like this we completely cut the flow of new people. its why altchans all end up dead in the first place, because their dedicated groups slowly lose interest and move on.
>>265 see, thats why I said we could still use the weakly /v/ threads The /vrpg/ thread was already pretty hidden anyways, most /v/ users don't even go to that place anyways
>>268 There have been, but every time some anon would start getting paranoid that some generic shitposters would somehow ruin the threads. People are just too overprotective.
>>265 >and with how quiet it is even compared to even /vrpg/, this place is near guaranteed to dissolve once the few dedicated people here lose interest. This board isn't any slower than /vrpg/, its just really new. It was only made a couple weeks ago. This thread has been moving a lot faster than it did on /vrpg/. Besides, most of the fangame thread traffic came from referrals in the /v/ threads.
>get captcha >"see you soon!" oh come on. >>268 the /vrpg/ threads were mostly for thread regulars to have a place to watch for updates and new threads. but it was still on the same site so people had no problem with coming over to check the thread out. this is a different site that we cant even mention by name.
4chan is still unstable, and some shady shit is going on behind the scenes >>>/vb/22316 >>>/vb/22272 I'll be staying here
>>270 >This thread has been moving a lot faster than it did on /vrpg/ it's been moving as fast as the current thread on /vrpg/ which was already much faster than the last couple of threads there. It would normally take a while for it to reach 100 posts, but recent happenings with DRY got a lot of activity specifically from devanons, leading to over 200 posts within a week. Given this whole board has a broader topic than just fangames I DO have faith activity will be decent as long as there's some cross-board activity just among this site, but the activity here is going to need to work hard to match /vrpg/'s speed, let alone /v/'s
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>>81 I made some sprites for dark world Melody inspired by the "magic knight" idea mentioned in the /v/ thread, her armor might be a bit too over the top, and the colors aren't the best either but it should serve as inspiration in case you want to try something other than her being a ballet dancer when in the dark world, she still has the ballerina stance when fighting and her weapon is a curved sword since those are associated with dance-like fighting styles, the sword turns into a whip when attacking resembling those ribbons used in some dances I also made some alternative designs for the helmet
>>274 seems a bit overkill but really cool, I'll see how to fit it in, thanks
another problem with this place is that it doesnt have archives. OC and greens posted here could very easily become lost forever.
>>276 I've been manually saving every yellow and dev thread to my hard drive anyway just in case when they get bumped off the board, and with how slow this board is at least this thread will remain up for quite a while
>>277 and then there's the problem of that being private.
>>274 I'm not dryanon, so I can't speak to his intent. But these feel out of place in Deltarune. They're certainly cool, but they feel like something from a another game. Like some dark fantasy NES RPG.
>>279 nta, but I think it fits. The Visor and Bun helmets specifically give a similar vibe to Undyne in her armor. The only thing that feels off to me is the sword whip.
>>280 My main issue is that its too detailed and doesn't have enough contrast.
>>279 >>281 agreed that it feels too detailed, if I end up using a design like this I will try to make it simpler to fit with the rest of the characters, but its still a good base to start from
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>>282 I think the ballerina look is a cool idea. Of course I don't know her character, so I have no clue how well it fits her compared to the knight look, so I can't really say which one is better. Do what you think is best, but just remember neither design is fundamentally bad.
>>279 someone is trying an UTY thread over at 4/v/
>>221 here is the patch, as I said its just bugfixes (scan first etc, you know by now) https://files.catbox.moe/ievcei.zip no images since its just bug fixes now I will FINALLY not update until I have new content gamejolt anon, if you aren't here anymore I will repost this into the /vrpg/ thread later patch notes: >Added cyrillic fonts >Added a check to see if the settings file is valid upon starting, will load default settings if it isn't >Fixed foxfire spell particles not showing in the right spot >Fixed Axis' talk when trying to equip the softball bat >Fixed lock in chapter 2 if you were on weird route >Tweaked some item prices >Decoupled some text from the intro >Decoupled text for the YOU WON battle message
>>248 Agreed, I hate 900 second captcha timers
>>287 Are you gonna implement the music any time soon?
>>289 maybe when I actually make some new content
>>>290 aight, i was also considering making a proper battle theme for Foxlace, based on Rock My Emotions
>>221 I don't mind the cat, he seems nice. Cole and Kanako seem to be gamers themselves, so maybe Gizmo joined them every now and then? Personally I don't mind 4 or 5 party members long as you think you can juggle them all at once. Maybe making bosses stronger in turn so battles don't turn into curb stomps?
>>145 >>144 >>143 so just going to add this here because someone sent me this It's highly debatable if this is even true. If the monsters had no idea that they're fighting, then: How come they're not surprised when Clover attacks them in what should be a friendly conversation? How come they don't notice when Clover tries (and fails) to flee? How come they don't notice Clover actively trying to dodge their greeting? How come Martlet tells Clover that "so many have approached them with ill intent" in pacifist? How come they don't notice when Clover is low HP? Low HP must leave a visible mark in a human, because Toriel can tell when Frisk is injured, and Papyrus can stop fighting when Frisk is too low? How come Toriel and a Froggit in the ruins explicitly call the encounters "fights"? If magic bullet greetings are so common to the point where Clover and Frisk can't walk for 10 seconds without receiving one, then how come we NEVER get to see a monster do that to another? If it's really that common, it should be very, very unlikely that we wouldn't see this happen between two monsters even once throughout the entirety of UT and UT:Y. But even if we assume that the bullets really are greetings, Clover should have no way of knowing this. The book that hints at this is in regular Snowdin, which is unacessible to Clover.

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>>171 Update for anyone who cares about this dumb experiment: The 6790 results in the same issue, which makes no sense because HD 6000 definitely supports DX11 (and OGL3.3 for that matter). I guess the old memes about Terascale having no drivers is true. The most recent discrete GPU I have on hand, the twelve year old R5 240, is able to create an OGL context. However, it seems Vista is shitting the bed here with a missing UCRT error and a different kernel error. I might fiddle around with installing the UCRT or possibly recompiling for native x64 in hopes that either gets it working... but I really should just run the game through Wine like a regular person. >>174 Yeah, I imagine W7 should fix it, given your experiences and 7's better support for pretty much everything in general. I don't really feel like going through another Windows install, though, not to mention I'm also an autist who enjoys the novelty of a period accurate Vista system lol
>>287 I will upload this on sunday
>>295 thats the same issue I had when I tried to run it using dxvk on a really old win 7 pc that only had open GL 2, got too lazy to try to work around it
>>292 of course everything would be balanced around that, I'm just trying to imagine how the big party will work with the story I have in mind atm, since anons want to keep the active party small right now making anyone but cole the protagonist is not possible, sure you can swap to kanako or capacimites temporarly but it is within the same room clover is in, I can probably decouple the player code from his entity and make anyone the main character to do the thing an anon suggested where you split into 2 groups, but I have to think this through first before I start changing core stuff like that
>>295 >I don't really feel like going through another Windows install, though, Windows 7 isn't that hard to install. On hardware of that era it usually has all the drivers it needs built in. All you really need to do manually is the graphics driver. And if you don't want to mess with your boot order you can just disconnect your main hard drive and install it on a USB hard drive. But to each his own I suppose. I'll probably just do it myself in a few weeks. I have an old XP machine that I'm gonna dual boot 7 on. >I'm also an autist who enjoys the novelty of a period accurate Vista system lol Inshallah, I'm running XP on a Dell prebuilt from 2003 right now.
>>221 >>232 I don't know if you've decided on a dark world design for him yet, but if you haven't I thought of a good one. You could make him a space man. Have him dressed like a space man from an old sci fi movie/comic. You could make him basically any color you want, since Flash Gordon style space suits tended to be whatever color you wanted. His weapon type would be blaster. A low level one could be a ray gun, which shoots a concentrated beam of light, and is actually just a laser pointer. A high level one could be an IR blaster, it shoots super powerful infrared rays, and is actually a GBA (since those have IR blasters for Pokemon trading). You could even have a gag about the darkners thinking they're getting invaded by aliens when he first shows up.
>>297 Nta, but I couldn't get it to cooperate with Mesa for Windows either. Even on Opengl 3 compatibility mode.
>>302 I haven't thought of his DW design yet, but space man could work if the weapon wasn't gun, since cole actually has a space gun already as a weapon you can get in chapter 2 for him, unless I made an overlap and both of them use gun type weapons for color, I was thinking yellow
>>304 wait no cole is already yellow so that wont work, red it is
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>>275 >seems a bit overkill but really cool Thats what I meant by over the top,I think what she lacks is some more color to make contrast, the current dark world sprite is too blue, every lightner dark world sprites has some contrasting colors I guess when I designed her I was thinking of her chracter more as a boss/villain than a playable character, in theory she should remove the helmet eventually >>279 >but they feel like something from a another game. Like some dark fantasy NES RPG. Probably because I used Elden Ring/Dark Souls as my main inspiration, lol >>280 >>281 >>282 I used Undyne's helmet as a base, same with Kris's sprite for the torso, I added the blue stripe on the torso to differentiate it from Kris's armor, you could remove it to make the design simpler >The only thing that feels off to me is the sword whip. Yeah looking back to it, it does feel too "OC-y" if that makes any sense, a weapon that can change form, I liked the idea of the whip being like a ribbon used by dancers but I didn't like how it looked when not in motion, so I turned it into a curved sword, if I had to pick only one I'd chose the curved sword, I think DRYanon2 is already using the ribbon-whip idea anyways
>>306 I can see that and I had a similar idea of her wearing the armor when she first shows up as a boss fight and removing the helmet later due to that design as for the colors I agree the palette isn't that diverse, I will mess with it later and try to figure something better (when I redo the sprites)
>>304 > since cole actually has a space gun already as a weapon you can get in chapter 2 for him, unless I made an overlap and both of them use gun type weapons You could have the description specify that the space is "NOT A BLASTER" in bold letters, and then have "NOT A GUN" written in bold letters on the blasters. Or you could still have them use either type, but Gizmo gets higher stats with them because he's better with them while Cole is better with more conventional guns (there's physical difference, Cole just likes cowboy guns better). >color Could do green or orange.
>>308 I'll see, I just didn't want characters to overlap weapons <color >green axis is already green so that can't be it >orange cole has orange in some parts of his design but a different tone could work, probably more towards the red side
>>309 You could give him a two tone design. But Red can work too. >I'll see, I just didn't want characters to overlap weapons Berdly and Susie both use an axe and that never felt particularly redundant. Just have it behave different in animations. Maybe it has a beam effect in the attack animation instead of the normal gun shot one of Clover's.
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>>304 >but space man could work if the weapon wasn't gun make the space gun a rifle, easy fix >>308 >>309 You could also use white, kinda like Noelle (even if she is asociated with yellow in the UI)
>>311 It'd probably be better to make the weapons Cole can equip all pistols since he has that six shooter in all the sprites, and give Gizmo rifles since blasters/ray guns can be either just as easily.
>>306 >>312 >girls use melee weapons (Kanako, Melody) >boys use guns (Cole, Gamer Cat) as god intended
>semi permanent UTY/DRY thread Huh, neat
>>315 there is a dedicated UTY thread here at >>212 but feel free to make your own threads about specific topics you'd like, I check the board for new posts every few hours and try to reply to everything to see if I can pump some life in this place
>>316 i am going to be honest, the last thing we need is to split fangame discussion into a billion different threads.
>>316 Why didn't he do it on /v/? The whole point of the yellow threads is doing them on boards with more traffic.
>>297 May I ask what dxvk was supposed to do here? I have not heard of any GPUs that only do OGL2 but also have Vulkan >>303 >Mesa for Windows First I've heard of it, that's pretty neat. I'm surprised that didn't work though, do you remember what errors you were getting? >>301 Woah, that's pretty neat about 7 being much easier to install. XP, and to a lesser extent Vista, were a pain to get fully up and running, so I assumed 7 wouldn't be a lot better. Yeah, my main concern was about messing up my insane triple boot setup: to get to where I am, I must have installed Windows about twice each and Grub over ten times. Didn't consider the spare USB drive option, but even if I wanted to I don't have any extras right now, haha. >I'm running XP on a Dell prebuilt from 2003 right now. I kneel
>>243 regular uty anon here this better stay as a bunker board i don't mind if devanons move here from /vrpg/ but if the /v/ threads become an actual colony i'm dipping the discord proposal on the 8/v/ undertale thread was worrying enough
>>319 > I'm surprised that didn't work though, do you remember what errors you were getting? Same as it did before I used Mesa. Said my GPU didn't support Opengl 3 or Directx 11. Which meant it probably wasn't detecting the Mesa driver. The only then would be to replace my system's OpenGL with the Mesa one, but I didn't want to lose hardware acceleration altogether, so I didn't try it. >to get to where I am, I must have installed Windows about twice each and Grub over ten times What are the details of that process? I've installed Windows enough times to know that if you install the oldest version first then dual boot setups should work fine. I have less experience with Linux, but when I dual booted it last all I had to do was install it after Windows. >Didn't consider the spare USB drive option, but even if I wanted to I don't have any extras right now, haha. To be clear I meant an actual HDD or SSD in an external enclosure or adapter, not a USB flash drive. Windows 7 doesn't support installing to or booting from flash drives natively.
>>320 I don't think anyone wants the /v/ threads to move here. They're all talking about the /vrpg/ thread, which is already basically a bunker, staying here, either permanently or temporarily.
>>318 there is already a thread up on 4/v/, this is just for anons that want to talk about UTY here without clogging up this thread, but if someone wants to make one over at 8/v/ they are welcome to do so (just remember 8/v/ has post IDs) I think we will probably still use the 4/v/ threads mostly to talk about UTY since its faster and we can survive 3-ish days despite being over there
>>323 I don't think we should bother making an 8/v/ thread now. I'm just wondering why he did that at the time.
>>296 hey anon someone reported a big glitch over at the gamejolt page so I did a patch to tweak it, good thing it wasn't uploaded yet https://files.catbox.moe/78wqxd.zip so the new patchnotes are >Added cyrillic fonts >Added a check to see if the settings file is valid upon starting, will load default settings if it isn't >Fixed foxfire spell particles not showing in the right spot >Fixed Axis' talk when trying to equip the softball bat >Fixed lock in chapter 2 if you were on weird route >Fixed loadzone in Martlet's house in day 1 >Tweaked some item prices >Decoupled some text from the intro >Decoupled text for the YOU WON battle message
>>321 I made the mistake of doing Slackware -> Vista -> XP which is the exact opposite of what you're supposed to do. Long story short, I had to redo the Windows installs in the "correct" order, and because Windows hates other bootloaders, between each OS install/update I had to reinstall Grub whenever I wanted to use Linux. All of this could have been adverted with proper planning and discovering EasyBCD sooner, or going with my original, more expensive plan of one drive per OS. Yeah, I know about Windows not letting you install it on removable storage. I don't have proper enclosures (I recall my SATA adapters were considered removable last I tried), but I have had success with Rufus's Windows To Go feature. Now that I think about it, I do have an SSD with 10 on it, but I see no need to hook it up to the retro rig right now
>>326 >Yeah, I know about Windows not letting you install it on removable storage I managed to do it on one of those cheapo USB to SATA adapters. >EasyBCD What's that?
>>325 Will upload this on sunday.
>>328 Huh, either I got a bad SATA adapter or I really don't pay attention. Probably the latter. EasyBCD is basically a GUI configurator for the Windows bootloader, useful for setting up multibooting. I needed to use it since I can't into cmd and couldn't get bcdedit to find my XP partition. With EasyBCD it just werkz.
>>333 >Batley, sister of Batley >Kanako the hedgehog >Literally just Mettaton
theres several people in the v thread that claimed undertale was not as good as people remembered it. And that yellow is unfairly criticized compared to it. (yellow is actually the same quality of undertale, people just view undertale with nostalgia style logic) I dont know how accurate those claims are. My first initial reaction is bullshit but thats what my instincts are telling me. Maybe I should do another document on that ( I HAVE TOO MUCH DOCUMENTS)
>>335 It's pretty bullshit. I consider Yellow to be approximately 70% as good as Undertale. It gets most of the way there but doesn't hit the truly high notes like Undertale did. Still solid enough, as evidenced by the fact I'm here talking about it like a year later.
>>334 kids being creative in the UT fandom: impossible >>335 I personally think UT is overrated, it's good but it isn't like "god's gift to gaming" like most people say it is, and other games have done the meta stuff better imo UTY is good too but fumbles in some obvious spots that could easily be fixed and I am still baffled the devs didn't see it, another anon in the 4/v/ thread put it best: >You think the exact same thing I thought until it was proven with in-game evidence that it isn't. It makes complete narrative sense for it to be Chujin's serum but then the big thing that Chujin devoted the remainder of his life to try and perfect, which Ceroba killed a child over, which the Chujin and Martlet flashback would have perfectly set up her becoming Zenith as a consequence of her association with Chujin... just has nothing at all to do with the fight, and a completely unrelated syringe from a character who otherwise has nothing to do with the plot is the cause of the transformation. >It's really, really fucking stupid. You're not wrong for wanting to think it was the way you thought, the game is just frustratingly poorly written at times. It perfectly sets up plot beats that would have an amazing payoff, then you find out it never intended to go in that direction in the first place. Kanako's True Lab encounter is so well set up that everyone, absolutely everyone, assumed it was cut due to crunch and the devs wanting to get over the finish line after seven years of work, but then the artbook shows that there was never going to be a True Lab section in the first place. That's why UTY sticks with people, I feel. It ALMOST gets things perfect by accident multiple times only to miss by a mile, and the frustration of it all is why there are so many pieces of fanart, fanfiction and even multiple in-progress fangames trying to improve it. That said, UTY is still pretty high quality compared to other fangames and a lot of work went into it
>>336 >It's pretty bullshit. I consider Yellow to be approximately 70% as good as Undertale. It gets most of the way there but doesn't hit the truly high notes like Undertale did. agreed also I almost dropped it in the beginning. Im being perfectly unironic with this but when I saw the pencil, then the corn, then the mirror and all these generic ass enemies in the early section, I thought is this game completely overrated. Glad I didnt drop it. >Still solid enough, as evidenced by the fact I'm here talking about it like a year later. that v comment the other guy posted perfectly explains the situation >>337 holy shit. that comment perfectly explains my feelings regarding uty. It 100 percent explains it.
yeah i rather stay here. I like it here.
>>339 altchans die because traffic to them only happens during major events like hacks, and i'd rather not lose my one good source of feedback for my fangame because a few anons wanted to shove everyone to the slowly-kill-your-anonymous-community chamber
>>340 fine i will post on vrpg
did a kid or dumb person join the vrpg thread? Im laughing at how they couldnt respond with an argument in the end. I would feel bad tho if it was a kid
https://www.youtube.com/watch?v=QhdiyGegGoU [Embed] dry one anon. Whats going on. Now we have crashes and deleted save files.
>>347 from the way the textures fail to load before the crash, it might be some memory leak maybe I have to be more aggressive with the garbage collection, I will check later
So after the UT Reflection stuff from a few days ago I decided to look through knightyume/marin's story to see stuff that wasn't posted in the game's pages (before they got deleted), seems Mei (Chinese Kanako) got a new sprite (looks worse IMO) Also Hope's (the protagonist) gender got confirmed as female, no they/them stuff (which means it is likely a self insert, and there might be yuri with Mei unless Mei was changed to male but I haven't seen anything confirming that) Game's artstyle has once again changed (more signs that it might never be done) There was an experiment with DR style battles instead of UT (might be just a mockup but who knows) And game name might be changed (might be just the creator being depressed or some shit) Either way there aren't many high hopes, if you were looking forward to this it's better to temper your expectations, or just kill them altogether
>>349 Chinese Kanako new design makes her look bald, a huge downgrade
>>351 she also looks less fluffy, heres the old design for comparison
>>349 I feel like if your going to make one of the fallen humans a specific gender, instead of they/them, there has to be good reason for it, and in this case it just kind of feels like a self insert. I can totally get why Undertale Wildfire made Riley specifically a male, considering the relationship they have with one of the monsters who's important to the story/journey. Not to mention overall it just works, and they actually made the effort to ensure that is makes sense for the narrative. As well why Clover usually has male pronouns in most interpretations, cause it just makes sense. In general a handful of the souls are considered male, like the Justice and Bravery souls. While others are considered female, like Patience, Kindness, and Integrity. Then you have the up for interpretation like Perseverance, and even then if they're given a gender, it usually leans towards male, not to mention the common popular interpretation of them, is they're something akin to a nerdy kid, which I don't see in "Hope's" design. This feels less like a Undertale fangame, and more like a game that has Undertale slapped onto it in hopes that it gets more attention.
>>349 >>352 >becomes lesbian >instantly becomes uglier many such cases
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>>353 I feel like kindness is also up to interpretation, with a few of the designs I've seen being a mix of male and female, as well as some female bravery souls but those are more exceptions, seems the fanbase does gravitate towards a headcanon gender for most, even if they try to keep the they/them schtic to be "inclusive" (even if toby has gone on record saying it is for easy of self insert, not non binary-ness, everyone not twitter poisoned agrees kris is definitively a guy) >This feels less like a Undertale fangame, and more like a game that has Undertale slapped onto it in hopes that it gets more attention. agreed, and I think many of the programmers that the artist teams up with might say that, and that might be why they keep dropping out of the project and leaving it to die over and over, it just feels wasted to leave that as an UT fangame
so we are going back and forth from vrpg to mtt hmm interesting choice
>>356 >not using both chans at the same time the /v/ over here actually allows discussion to be possible, too bad /mtt/ is very obscure and the only people here are also over 4/vrpg/, I am posting here more just because I can upload multiple files at once
>>357 I use both chans. It just looked like this place was going to die until sudden activity.
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someone sent me: img one I'm translating in italian, it's normal to the Talks.txt to be empty? Intro.txt is done. Cool fun fact: I tryed to translate lightners in italian and chose luciferi. I think Toby Fox refers to Lucifer, Lux Ferre in greek means Bringer of Light. Cuz we are the angel of the legend (like the fallen angel Lucifer) + light in italian is luce, so I got few options. like the Vatican Mascotte
>>359 yes I haven't moved any text there yet (but I plan to at a later date) also I read some of the bug reports and a few people were reporting being unable to fight foxlace and the fight never rendering, but I can't replicate that myself and I tested in 3 different systems (though all of them ran linux so I wonder if its a windows only issue, but then there would probably be more people reporting it too if that was the case, wonder if its either people running the exe directly inside the zip without unpacking or some system specific issue like specific gpus or something)
Wow the vrpg thread became shit, im going to move it back into topic (fan games) >>360 Alright I will tell him. Also idk if its running the exe directly from the zip thats causing the problems. That stops the exe from launching (well in my computer it does)
>>355 >Friendly little human guy and his 8ft tall wolf monster gf I want more of this pairing
>>363 >>Friendly little human guy and his 8ft tall wolf monster gf thats meant to be his mom
>>364 I don't buy it. If she were she wouldn't need a pin to remember his scent.
https://gamejolt.com/p/undertale-orange-devlog-12-combat-demo-release-k2jkgrvc That new UT Orange with the kid with the cap released a combat demo, haven't tested it yet myself
Undertale Mint development has resumed
>>360 Damn there's some really big bugs that are being reported
>>368 unfortunately, without a way to reproduce those I can't do much I tested multiple times on multiple machines and didn't find those big glitches reported, though the one where the game broke after changing the settings might be something with the computer preventing writing to appdata, but that's just a guess based on what I've read
>>369 >>356 >>341 >>362 Anyone got a link to the current /vrpg/ or /v/ thread? I can't find anything in either catalog
>>370 scratch that, found it
>>369 Damn it theres only one thing left to do then. Im going to ask those people to send me information about their systems. And then see if theres some sort of common variable or etc that explains the problems. Will probably post the info here too
>>372 if possible ask them to play the game via command line so if there is an error it gets printed there, that should help also to find out where the error is happening
I just got around to finishing what's made of DRY1 so far, sans the weird route. The only noteworthy feedback I have right now is that I ran across a bug where one of the protractor enemy's attacks creates some strange phantom hitboxes that don't align with the bullet sprites. I believe another anon in the /vrpg/ thread may have brought it up. There are also numerous spelling and grammar mistakes that I'd be willing to point out once dialogue is moved to txt files (since they're hard coded right now, if I'm not mistaken) Otherwise, I really enjoyed my time with it. I honestly thought it played fine, especially considering it's a prerelease. Maybe party member damage output is a bit too low unless you have Kanako's schizoboss weapon, but overall I didn't find it overly difficult like many others seem to. I'll probably have more to say once more of the game is complete and I have time to stew over my thoughts.
>>374 >There are also numerous spelling and grammar mistakes that I'd be willing to point out once dialogue is moved to txt files (since they're hard coded right now, if I'm not mistaken) that's actually 99% done, I just missed a few things but I'm getting around to decoupling them as I find them >I ran across a bug where one of the protractor enemy's attacks creates some strange phantom hitboxes that don't align with the bullet sprites yeah I've got that report a few times, it will be fixed eventually thanks for checking out
>>375 Nah dude, thank you for making the game. Looking forward to the next release, whenever that may be. Maybe then I'll actually have something substantial to say lol
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>>373 so I did that https://gamejolt.com/p/so-for-the-people-who-have-issues-https-gamejolt-com-p-here-is-a-px5xhh9n also weve reached 8000 downloads. dry anon how do you feel?
>>377 tbh I don't really care about the numbers, I'm only a bit disappointed there hasn't been as much new kanaclover art as I hoped guess I gotta finish the rest of the game to get that
>>378 numbers can be seen as how much people were influenced by the game but yeah I wish there was more kanaclover too. >guess I gotta finish the rest of the game to get that if im brutually honest, yeah you need to finish the rest of the game. As it is this is a very unfinished expirence with a kanaclover thats only stuck in its initial beginnings. Its not that suprising that there hasnt been that much kanaclover when the kanaclover here is just barely starting. Also the reuse of multiple deltarune and undertalr assets is just making this game not that impactful.
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Dry anon im just looking at this map and uh...you are cruel starlo has to: -he wants to visit blackjack which means he has to cross the jins place -he wants to visit school which means he has to cross the jins place -he has to go to the mart so he has to cross the jins place -he has to go to work (assuming he lives in the farm) so he has to cross the jins place -he goes outside his work place and can easily see the jins place in front of him -etcetcetc
>>380 you made it so starlo would constantly see a reminder that ceroba got the fox girl and he didnt. Idk if this was intentional but the way this map is made, starlo aint having a great life.
>>381 >ceroba got the fox girl chujin got the fox girl
>>378 As someone who likes Deltarune Yellow and wants to see it gain an audience, and spawn numerous amounts of fan art and stories, I say all this as in hopes that it gives you insight, and helps with how you can potentially achieve your goal with the game. The thing with fan games like this, as I'm sure others have pointed out, is that it's incomplete, and has room to improve and grow, which is a good thing. As you're making the game, and people play it, you'll be aware of the things that need to be improved, or tweaked, or updated, or added in. People will voice their support, and their grievances. None of this is a bad thing. It's all part of game development. You learn as you create. The more fleshed out the characters are, and the more engaging interactions they have with each other, and other characters, the higher likelihood creators will have more to work with when creating fan art, or stories. It's nice you want to see more Kanaclover. I also want to see more interactions between them in fan art, but chances are, people also want to see Clover have engaging interactions with characters like Martlet, or other light world monsters. Yeah Kanako and Clover are the protagonists of the game, but you also have to make sure other characters have their moments. It's what makes Undertale and Deltarune so popular, everyone has their moments to shine, that's how characters like Berdly, or Noelle, or Queen, or even secret bosses like Spamtom end up becoming so popular even if they aren't the main characters. All those quirky memorable interactions that they all have, make them more likeable, and thus makes people want to draw them more. Outside of the gameplay, the characters themselves are the most important of any undertale fan game. If it's meant to be taken seriously, you have to get that right. Kanako is someone, that unfortunately through the fault of the developers of UTY, is someone that's barely a character, and nothing more than a passing mention plot device, in a game where what happens to her is supposed to be really important. It's like the developer got Asriel, then cut out all the stuff that made him interesting, then threw him in UTY without him interacting with anyone, that's basically Kanako. So understandably if your going to make a game the has her and Clover as the main protagonists, you have make sure you handle her characterisation well, as there's a lot of blanks to fill in about her, or it might turn some people of. You want to give her a character that would makes sense for her to have, and not make her feel like a Susie or Ralsei clone, which I'm sure is something people have already advised. I've seen several stories that characterised Kanako badly, and they all ended up dead, because people lost interest, precisely because they didn't like how she was written. I'm sure you've frequented these threads to where you've either read stories like "return to form" or seen fan art, of Kanaclover that people really like. So it be worth check out those stories of fan arts and drawing inspiration from those interactions, for your game interactions of Kanaclover. As their interactions in your game is still developing, and not fully fleshed out, you can take bits and pieces from those sources to create something unique and very appealing for audiences and players. If the purpose of Deltarune Yellow is to "create an in depth game in hopes more Kanaclover is spawned from it" then really take the time to handle their interactions well, so that objective can be reached even if the game isn't finished. The game doesn't necessarily need to be finished for those fanart spawning moments to be realized. Each chapter can have plenty of those memorable moments. If Undertale Wildfire can lots of fan art of their characters, when they haven't released the full demo of the first area yet due to how well received their characters are in terms of their quirks and personalites, then I don't see why Deltarune Yellow couldn't get the same kind of effect, when it does have game with multiple chapters that people can play. I'd say the fact the numbers are rising are a good thing. The more people play the game, and spread awareness that the game exists, the higher the likelihood fan art or fan creations for the game will get made. Making a social media like twitter, or engaging on reddit and spread awareness there like UTY should also help the game reach more people. It might also help, to deeply engage with the player base and growing fans, and feed of the enthusiasm from each other. That can also help with motivating fans to create fan stuff, and you to create more stuff that they can use as inspiration for more fan art. In any case I hope all this helps you DTY Anon.
>>383 >>379 true, I do want the game to be good which is why I continue fixing and adding stuff, and I did take inspiration on how return to form characterized kanako in it, as I said multiple times I'm not a good writer so my writing can be a bit generic, but I will at least try to make it make sense within the world (and practice makes perfect, I can feel things click more easily now than they did back when I started) not everyone might like it but its what I can do and I will at least try to make it as good as I can, and I want to improve at least how chapter 1 is, since I feel its the most lacking part of the game atm (both content and quality wise), I kinda found my footing with chapter 2 but that doesn't excuse chapter 1 feeling a little lackluster I have some ideas to add more rooms and a new enemy type and that will help, but it really needed a lancer like character to kinda bounce off the party but I literally have zero ideas atm of how to do that, and some anon on /vrpg/ recommended me to not do that since it might feel tacked on, so for now I will just add the new rooms and enemy and try to add more interaction with regular npcs instead it feels kinda shitty not being able to fully reply to your points but I'm not that great with words so I will cut it here, thanks anyway for showing interest, it means a lot to me
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>>382 so looking further at this map, while Idk if this was intentional..... dry anon, you've pretty much created a perfect scenario for chujin vs starlo drama. Besides the reasons I mentioned in the earlier post about starlos situation chujin meanwhile is: -stuck in the middle of cowboy town. So unlike his uty counterpart he cant ignore the town. -chujin is governed by starlo, someone who he probably despises -the towns police seem to be the feisty five, a group that chujin also probably dislikes -chujin probably encounters starlo occasionally since they probably walk the same roads, access the same stores and etc -theres also starlo interest regarding ceroba. And I dont think chujin is blind to that Im imagining theres a alot of fucking tension between starlo and chujin.
>>380 >>386 why did you post this twice?
>>387 >twice it wasnt posted twice? The first post was about starlo. The second post was about chujin and the potential drama they have with starlo. The second post was me thinking further about the situation and providing my thoughts about it.
>>387 >>388 if you are talking about me posting the image again, thats just me wanting to provide context again (the map image). Since I refer to the map in both comments.
>>384 >not everyone might like it but its what I can do and I will at least try to make it as good as I can, and I want to improve at least how chapter 1 is, since I feel its the most lacking part of the game atm (both content and quality wise), I kinda found my footing with chapter 2 but that doesn't excuse chapter 1 feeling a little lackluster okay so regarding chapter one, you should extend it a lot. The main bad just giving up that easily because eh darkners will just lose to lightners came out of nowhere. When I looked at the teddy bear I didnt expect this sudden nihlistic darkner. I expected a fanatic that would fight to the bitter end. For it look like chapter one was building up the bear to that direction. The nihlism meanwhile just came out of nowehre. There was no proper buildup. There was no forshadowing that I recall of. It was just im going to fight this lightner and then suddenly I give up. It was dissapointing. I expected a lot more than that. I expected there to be more content. But as it is right now, the bear just gives up, the chapter ends faster than i expected, and then lightworld. This is the biggest issue i have with chapter one.
>>390 >I did take inspiration on how return to form characterized kanako in it, as I said multiple times I'm not a good writer so my writing can be a bit gener you need something more than that. No offense dry anon but kanako right now is extremely fucking boring. Yes shes a nice companion, shes cute, shes fluffy and etc. But other than that she is currently just super boring. Its like you take noelle and you remove all the interesting shit from her. You remove the freaky shit, the angel shit, the manschoist shit etc etc. Kanako right now is if you took noelle and only used the nice girl bit of her characterization. Its ironically the same sorta issue ceroba has in uty (very fucking ironic) Kanako and ceroba fits this certain type of character archetype but theres nothing else there. Or if there is theres barely anything. You need something more to make her more interesting and impactful as a character. Maybe add in cerobas temper or chujins scheming. >I have some ideas to add more rooms and a new enemy type and that will help, but it really needed a lancer like character to kinda bounce off the party but I literally have zero ideas atm of how to do that, and some anon on /vrpg/ r I will think about this one
>>384 >it feels kinda shitty not being able to fully reply to your points but I'm not that great with words so I will cut it here, thanks anyway for showing interest, it means a lot to me also dry anon I know you said this but is it okay i keep sending these criticisms, which I just did recently. I dont expect a response I just want to send some criticisms.
>>391 all I can do is just add more characters later to have her bounce off against, we will see how it goes, almost everything in DRY is made up at the spot besides a few specific scenes I have in mind >>392 criticism is fine, I read almost everything and use it to somewhat decide what to do next, but some things are set in stone for what I want to do and the how the story will go largely won't change, but there are still a lot of blank areas in the story that can be filled with other ideas at the moment
>>393 and what about my chp one criticism. Will you fix the bear?
>>394 I will try but I won't guarantee anything I might actually talk to one of my friends who is a better writer than me to check it out and revise the thing, I was planning on doing that before releasing the final project but I don't know if it will be too much text to check by then, it is still all up in the air on that note I think I won't go with gizmo being a party member in the end, it would extend the story too much and shift my plans too much, even if my ideas aren't the best I will just go with what I have at the moment because at least I somewhat know what to aim for and do, even if the party member gender imbalance does bother me but I want to keep the scope low enough for me to actually finish this someday
>>395 > even if the party member gender imbalance does bother me but I want to keep the scope low enough for me to actually finish this someday maybe its time to have a team, den? If the workload is too much then I think its time to expand this from a single person mainly project to a multi person project
>>396 I'd rather use a team to make the original game I want to make instead, since that will involve actual money and coordination DRY is just my kanaclover fanfiction
>>397 >DRY is just my kanaclover fanfiction fair enough
>>390 >>391 >>392 >>394 >>396 >>398 Hey man, look, sharing your own criticism is fine. Again I want to express that being critical of something, isn't a bad thing. However there's a way to do that and be honest, without coming of as condescending and rude. Your criticism, feels less like criticism, and more just a rant you that your trying to portray as it. Did it not occur to you, that your "brutal honest edition" would have the opposite effect? This just feels unnecessarily rude. You don't need to swear, and you don't need to be as you say "brutal" to get your points across.
>>399 are you dry anon. If you are I apologize if i sounded rude. The brutally honest was just me being edgy and two me just being super honest what I felt about the game. Im kinda confused about the unnecessarily rude thing because despite the edge I dont think I was being that rude or condescending here. Im kinda suprised by that framing.
dry anon if you are here did I offend you? I didnt intend that to be offensive just me being honest. I promise I wont do it again if I offended you by doing that. I didnt intend to be a super asshole jackass.
>>400 I'm not the dry anon. Being honest is fine, but there's ways to do that without coming across as rude, and saying things like I'm going to be "brutally honest", just sounds like an excuse to bash someone and use profanities. Saying things like "she's extremely fucking boring" or "there's no interesting shit about her", or "how very fucking ironic" is rude. You can get all of those points across with much more appropriate phrasing, and without coming across as insulting. Reading what you wrote felt less like criticism trying to help, and more just bashing someone's work for the sake of bashing their work.
>>402 fair points fair points, I see how I was being somewhat rude there. I promise not to do that next time. And once again I apologize to dry anon if I offended him.
>>403 dry anon here, I didn't feel like you offended me, maybe I'm too used to the more "edgy" sides of the internet but that was relatively tame compared to other stuff I've seen anyway any criticism is good but there are certain things I won't relent otherwise would compromise the "vision" I have for the game, but everything else I will account for and consider, besides I agree the current way some parts of the game are made right now aren't that good and could do some improving, so I'm open to suggestions on how to fix those (specially chapter 1)
>>404 okay good to know I didnt offend you. Also understood I will offer more suggestions regarding chapter one. also spanish translation has been pulbished https://gamejolt.com/games/deltaruneyellowespanol/991465
>>395 >no Gizmo party member Maybe you could at least include him like Berdly and make him a recurring lightner NPC
>>407 have Gizmo, Melody and a darkner as a "rival party" that you have to fight, they use ACTs mid fight too to heal or aply buffs/debuffs
>>408 that could work, I will still wait to see how ch 3 and 4 handles certain topics before continuing but that seems like it could be a good idea
>>404 This is Meltdown anon, listening to my remix outside FL Studio I noticed 2 of the tracks are still too loud near the start of the song so I tweaked their velocity a bit. I made a fix for it just now, hopefully it sounds a bit better https://files.catbox.moe/lq2xhn.mp3 I'd also like to throw my hat in the ring for an original Bearing fight theme; I have a rough idea of what it should sound like but my IRL schedule may slow the composition process
>>408 That would be really cool narratively. Could help to humanize Melody more and get her to softer her view of monsters. Gizmo and Melody developing a relationship that mirrors the one between Kanako and Cole would also be cute.
>>410 Not a musician so take anything I say with a grain of salt. I really like the arrangement here, and I think you've accomplished your goal of adding in other UTDR leitmotifs to better connect with the rest of the series (even though I don't recognise some of them haha). Though I'm not sure how I feel about the instrumentation, it doesn't seem to evoke the same "feel" of UT, for lack of a better description. I understand that Undertale's music is defined by blending samples from different games, but the official games' instrumentation feels a lot more cohesive despite the very differing sources. With your song, somehow it's easier to tell that X sample is from X game, and Y is from Y, and they kinda clash. If I had to guess, it might have to do with the mixing and mastering: I imagine Toby applies effects and whatnot to have all these samples from all over the place sound more similar to one another. I wouldn't say change your sample sources, but it may be worth look into mastering techniques. Or maybe source the original samples from the original synthesisers rather than from the games they're used in, if possible or practical; perhaps the higher fidelity may make things sound more cohesive out of the box. I really wish I could give detailed suggestions or better describe my thoughts. I'd like to learn this stuff, but at the end of the day I'm just a consoomer, not an artist. >I'd also like to throw my hat in the ring for an original Bearing fight theme Definitely looking forward to it, my entire time playing DRY I was trying to imagine what it would be like with original compositions
>>411 imagine having multiple fights with them through the game, with the first one being extremely easy due to Melody and Gizmo's poor teamwork, with each fight they improve and act more as a team, sometimes taking hits for their teammate when the other is on low health
Is the DOS undertale guy still here?
>>412 Honestly I felt the same way here. It felt like a high-quality remix made by a Youtuber rather than a track for a game. I definitely want to keep the Super Metroid instrument and the synths intact to keep the "cyber" feel, though. However, I'm still very new to FL studio (most of my previous work was for a Fire Emblem romhack) and haven't figured out how to tweak instruments yet. Any anons have experience with it?
>>414 Yes I am. The game is called Oldentale btw. I've been working on my script lately, so I don't really have any programming or art progress to share. I did do some drawing, but none of it turned out to be usable.
>>404 >>412 All right, here's a fix. I added another instrument layer using a synth instrument from Bowser's Inside Story and it makes the Super Metroid synth sound a lot smoother imo. https://files.catbox.moe/d41pfp.mp3
>>417 I'm not really a music guy so all I can say is that it sounds good
>>417 >>412 here. These are welcome changes, the new instruments sound a lot more balanced and there's much less peaking/sibilance. Unfortunately I actually can't hear the Super Metroid choirs anymore, and it still gets a bit loud around the 0:50 mark. But I like this version a lot more overall. With this version, I'm inclined to believe the issues are indeed regarding mixing and mastering. The problem is less so the instruments themselves more than getting them to complement each other rather than drown each other out. I'm not knowledgeable enough to give specific advice, but I imagine getting to understand the basics of mixing will go a long way in making your already solid arrangements sound better. Here's a video that explains the topic and shows examples: https://www.youtube.com/watch?v=MtdyUhfK7EE Hopefully someone else here can give some actual advice, again I only have an extremely cursory understanding of the topic
>>419 Only now just saw this, but I was tweaking the core leitmotif sections a bit and I may have fixed the loudness issue. I'll check out the video later, but for now, how's this? https://files.catbox.moe/6fsn1u.mp3
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>>420 Heh, I see what you're getting at. Nice. I like these changes, but I do think the sections with the Hotland motifs (~1:30 and especially ~2:40) come across a bit overwhelming, particularly (what I believe are) the saw synths. Not gonna lie, I am missing the Super Metroid choirs too, but not sure how you could fit them in still
>>383 I'm the anon who wrote this >>384 The fact that your doing all of this goes to show that, you not only genuinely want it to do well, but your also taking steps to improve in the areas that your not so strong in. Writing isn't easy, especially if your just getting your feet wet. Saying all of that when drawing inspiration to develop a character, it's good to use multiple sources. One of the most important things about characterisation, is that even if your writing the same character as someone else, you want to ensure that's your own unique take on them, and not a copy of someone else's. For example the Kanako in "Return to Form" is generally well received, so when using that as bases for your Kanako in Deltarune Yellow, you want to ask yourself: - How can I keep the spirit, but also make it my own? - What can I do differently to make my Kanako different, but also likeable and interesting? - What things can I add, and what things can I remove? - If the events in "Return to Form" lead Kanako to turn out the way she did, what would she be like in a world like Deltarune Yellow, where things are completely different? Essentially when you put both Kanako's side by side, they should be considered two entirely different characters. Of course like I mentioned earlier, through no fault of your own Kanako is a blank slate of character because the devs of Undertale Yellow barely developed her as a character, so people have to make a genuine effort to fill in all those missing details to make her interesting, and an actual character in whatever context she's in. People not liking certain things is perfectly natural. Even some of the best stories out there have things that people aren't a fan of. But there's a big different between someone not liking something simply because it's just not for them, and not liking something because their not a fan of the narrative decisions, or how a character is characterised in a story for justifiable reasons. For example people really don't like Ceroba essentially getting away scott free after everything she did/tried to do, or stories doing all kinds of narrative gymnastics to make her out to be some kind of amazing person when she isn't. Or when it comes to interactions between Clover and Kanako, if Clover is made out to be inferior, submissive, or less capable to her, as well as the dynamic between them not being equal, or of mutual respect. Your stories already dead, because people hate seeing that. And of course the relationship between Clover and Martlet. If this gets downplayed, removed, neutered, or in any shape or form written to were Clover is closer to another monster, other than Kanako assuming she's in the story for relationship purposes, I can assure you, your fic will take a very sharp nose dive into oblivion. I do feel like chapter 1 was quite "empty" for lack of a better term. Very quick, and snappy, without much substance. Like one thing happens, and then the next thing happens almost immediately afterwards, without much to time to really grasp the in between. Like if I was translate everything that happened in the first chapter into a chapter in a fic, it would be a very short chapter. That's how fast things went from point A to point B. If I was to make suggestions on how to improve the chapter, firstly I'd recommend more rooms for exploration and interactions between Kanako and Kole in them. I feel like if this was their first time in this world they would have a lot more to say, and it should feel a lot "bigger" if your trying to replicate the scope of the dark world. I'd advise looking at the Deltraune Maps here for inspiration in how you can map out your areas, so they feel less cramped and spacious: https://stringsattached.neocities.org/sprites/maps One of the most important things to remember for your fangame/fanfiction, is that Deltarune and Deltarune Yellow are two entirely separate things. They have different stories, they have different characters, they different backgrounds. You don't need to add a lancer like character into the story/game just because Deltatune did it. If there isn't a good logical reason to add a character like that into your story, then you shouldn't add them. And if you do want to add another character that the party can interact with to help keep things interesting, and to create some interesting interactions, they don't have to be like Lancer. They can be completely different, they don't even have to be kid, or someone there for comic relief. If you do intend to add another character for the party to play off of, you have to ask yourself, what kind of character can I create that would fit into my story, to where it doesn't feel forced. It's no biggie, some people aren't great words, and others are.
>>423 yes what I meant by a "lancer like character" wasn't just a copy of lancer, just another character that the party interacts with through the chapter, else I would have added the flowey-as-ralsei stand in that 90% of DRY takes do I actually did that with the pen shopkeeper guy, he had a smaller role at first but then I made him show up again mid chapter and later in dark jail, so it's something but it isn't quite there yet I feel anyway thanks for the feedback, I will wait to see how chapters 3 and 4 of DR do some plot related things before continuing DRY, but I will take all feedback I'm getting into consideration
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so a small update, even if I am waiting for ch 3 and 4 to continue chapter 2 of DRY, I've been just working on tweaking some other stuff meanwhile I've added more save files and a chapter select menu when starting a blank file (the chapters are unlocked as you progress through the other files, so at the start of the game it will start from chapter 1 automatically every time, but when all chapters are done I will make it so that if you input the konami code in the file select screen it unlocks all chapters)
>>421 All right, here's my next attempt. https://files.catbox.moe/v1h2cl.mp3 I actually really like the Hotland saw synth parts, but I tried toning it down a bit more. I added the Super Metroid chorus back as well, but tried to blend it in better. Finally, I noticed the percussion sounded a bit lacking so I layered another drum kit on there.
>>426 dry anon, someone wants the ingame room assets as pngs: hi! i wanted to ask if the dev could somehow let the ingame rooms as maps to make comics, basically offering them in png format thanks!
>>426 Smart move, this'll give me more time to perfect Meltdown as a byproduct
>>427 This one's great. Perhaps an in-between of the old Hotland saw synths and the current one would be best, and I actually think the SM chorus could potentially be in the forefront more if you think that would sound good. I also went back and listened to the original Meltdown for comparison, and one thing I noticed is that Kanako's theme comes in around the 2:00 mark. Not that Welcome to the City is bad here, but Kanako just fits perfectly for this chapter. Not to mention you already reference Cyber City with the square waves at this point, as well as earlier on in the song. But really, what you've got here is fine as-is.
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>>428 only way to get them is just by opening the game in godot and screenshotting the rooms (I don't know if godot has a function built in to do that or a plugin), though I have shared the town's pngs a while ago (but they are outdated now since I added that south area)
so I saw pic related on a deltarune thread over at 4/v/, and I actually had a similar idea for DRY, where you had to learn info in the future to unlock stuff in the past which was required for the true ending, but I decided against it on a 2nd draft of the plot should I try it again if DR chapters 3 and 4 do it? though that would require making the weird route and I am still unsure how to get it to start properly
>>432 Sounds interesting, do you have plans to make use of Meta narrative in DRY? Also for the weird route, didn't you mention that you were going to add the weird route after finishing the normal route?
>>433 as I said that was on the first draft of the story, I wasn't really thinking of meta stuff but I wanted to add the save hopping just because I thought it was a cool thing (and I was sure that DR would do it) with the 2nd draft, the weird and normal routes aren't connected anymore and would be 2 separated endings, but since I can't figure how to make weird route in ch 1 better I would just finish the regular route and either not do weird route at all or figure something else for it (it was just going to be edgy stuff later anyway)
seems we are going through the "DRY is actually a trojan" arc again
>>435 I sent a reply, that comment annoyed me. >>431 okay I will tell him that
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>>436 my reply
dry anon should we show up for 2025 underevent. can anyone here create a trailer for dry
>>439 DRY was invited to be part of it? I mean it would be cool but I have no video editing skills
>>440 no im just asking if we should try to get invited or not. If we should try to join it
>>441 I think it's better for DRY to lay a bit low since I personally don't want to get involved with the fandom at large, but if you want and all that is needed is to make a trailer, it should be fine I think
>>442 hmm alright
>>443 If you care about a random lurker's thoughts, I think it makes most sense to apply for an Underevent when the game is closer to completion. I'd say after chapter 2 is finished at the absolute earliest, but honestly I think it's best to wait until whenever the game is just about ready for a full release. Dropping a finished game at Underevent minimises any future interactions with the fandom at large while simultaneously getting the word out to as many people as possible.
>>443 >>446 Oh, I just noticed this year's will apparently be the last. I can see why you have interest in it now. I'm still personally in favour of waiting to see if it has a successor/reboot and applying for that, but if you'd rather not miss the shot here, I'll at least throw out that I have some video editing skills and would be happy to make something. But for the next month or two I expect to be pretty busy, so I'm not sure I'd be able to commit to a project on a short deadline for now. I'll still keep an eye out for this upcoming mext batch of applications, though.
>>432 I would say that you should avoid save hopping if you don't have any meta stuff planned. As cool as it would be in Deltarune, that's only because the story is built around meta stuff from the start. The entire story works with it and it fits into Kris and Noelle's character traits and their specific arcs in the weird route.
>>439 >>441 I think it'd be better if we make our own Underevent with blackjack and hookers. We've got 4 games, maybe five at the moment. I think that's enough.
>>449 true if I were to add it I'd do it just because it's an interesting gimmick, not really due to any meta stuff, but I guess that would be disastrous to the UT community, so it's better to just make a straightforward story instead
>>446 >>447 > I'll at least throw out that I have some video editing skills and would be happy to make something pls do that anon. I would appreciate the help.
>>450 but we dont have the viewerbase THO
>>450 This could be a good idea if in a year or so from now, our projects are all well into development and Underevent has no successor. However, like Gamejoltanon says, amassing an audience will be a challenge. >>452 I gotta reiterate that I'm unsure of my availability in the near future, and depending on circumstances I may not be able to put something together. But if I can, I'll pitch something in. I'll keep tabs on how the Underevent application process works, and feel free to reach out in the thread if you have any news
>>454 >But if I can, I'll pitch something in. I'll keep tabs on how the Underevent application process works, thank you >feel free to reach out in the thread if you have any news okay i will do that
well another major youtuber is talking about dry https://www.youtube.com/shorts/Wkk6qvuYlKk
>>456 was wondering why there suddenly were more new comments in the gamejolt page all of sudden
>>457 dry is becoming popular for better or worse
>>431 he sent me this: the resolution destroys that way of working
>>463 those pics are 1:1/100% resolution though, unless there is some compression happening halfway/with whatever service is being used to share them
>>464 >those pics are 1:1/100% resolution though, unless there is some compression happening halfway/with whatever service is being used to share them going to ask him >
>>456 oh God it's that tranny gooner
>>466 it doesnt matter if the youtuber is troon or not all it matters if they cause dry to spread or not (and thus we get more kanaclover)
>>467 wish granted, kanako is now trans and clover wears a garish pride flag as a poncho.
>>468 >the monkey pawl curls NOOOOOOOOOOOO
making some sprites for gizmo in dark world are those colors fine or should I try something else?
>>470 I think the colors are fine but it might be too red, and it needs more shadows to look more in line with the other dark world sprites are you using the idea of Gizmo and Melody being part of the same party? in that case the color red does make a good contrast with Melody's blue, if you want a sugesstion you could make Gizmo's helmet opaque at first with only the outline of his eyes being visible, to go with the idea of Gizmo being mistaken for an alien as mentioned by >>302, later his helmet becomes transparent like in your sprite
>>471 yes I have been thinking about it over the past few days and I think it's a good idea, I will keep tweaking the colors (and then later redo melody's sprites too so they aren't so much blue)
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>>470 I wanted to help with the colors but I don't have any good ideas for it either so I kinda gave up, on a related note I gave his helmet little cat ears because they look funny
>>473 pretty nice, I'll add that in
Well i was banned for a day for this comment: >yeah lets use the 8chan thread for the single line or other low effort comments the ban reason was: Intentionally evading spam/post filters. why did i get banned for this?
>>476 the mods don't want people to know 8chan or other altchans exist, so you never mention them by name directly it's why everyone that talks about them just say "8" or similar names and never say it directly
>>477 Okay that explains why i got banned. Thank you for telling me
>>476 I got banned too for making the post you were replying to
>>479 I was wondering if you got banned too since your comment got deleted.
Someone in the 4/vrpg/ thread suggested making an archive for all the thread games, so I put this together. Thinking it's a good idea to run it by here before posting it in the other thread, or perhaps wait until another one is made since we're on page 8. https://rentry.org/mtt-fangames How does it look? Is there anything I missed or should otherwise include? Does the name seem alright, considering a good chunk of people on the other thread don't even use this board?
>>481 It seems fine by me, dunno about the mtt branding but I think it's fine since it is undertale related
>>482 I went for the MTT branding since I think /mtt/ is the closest thing to a descriptor for our "group". It's difficult to tie it to 4chan since these projects come from different boards and threads; do we say /vrpg/ or /v/? Do we say "4chan UTY" when several of these projects have nothing to do with Yellow? Do we say "4chan UTDR" when we aren't affiliated with /v/ UTDR threads or /utg/? Still, I'm iffy on it too, so I'd like to hear other thoughts on how I should label it. The other idea I had was "Leading Brand UNDERTALE Fangame-type Software", but that's not at all tied to us and is probably too deep of a cut for most to pick up on. Regardless, thanks for the feedback. I'll probably post it in the next /vrpg/ thread.
>>481 I noticed that the android build of the Naranja prototype is missing, I actually still had the apk saved on my phone, I just forgot about it, here it is https://litter.catbox.moe/xycjfo.rar The Linux build is probably completely lost tho, along with the other previous builds, but most of them were bug fixes and small tweaks for the UI so its not a big loss
>>484 Hey, thanks. I'll reupload it to a permanent link and add it to the paste later. Don't worry about not having the Linux build, it runs just fine on Wine and I was able to get (what seems like) a useable project through gdsdecomp anyway.
>>481 anon finally released his martlet boob mod https://gamebanana.com/mods/596991 https://files.catbox.moe/hxmt7v.zip should add it in this file
Make the vrpg thread NOW
>>489 there has been a new thread up for hours already
>>490 I didnt notice
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Well here it is, my attempt at an intro for Undertale Naranja, I'll have to polish it eventually, I would upload it on the /vrpg/ thread but the file is too big and the compression just destroys the resolution
>>497 I think the first line should end with a hyphen since it continues in the following textbox also the text is flickering a bit, are you editing the text field to do the text crawl effect or are you using godot's visible_ratio/visible_characters field? I think those later ones work better for this or maybe it is something to do with the recoding software since more stuff than the text seems to be flickering
>>498 >I think the first line should end with a hyphen since it continues in the following textbox I didn't think of that, I just followed the structure used in Undertale's intro where every sentence ends with a dot no matter what. >also the text is flickering a bit, I just noticed the flickering, When I play the video on Window's default media player there is no flickering, the video also looks fine when I watch it on my phone from this same page, it must be a problem with the browser's media player, try downloading the video and see if the flicker is gone, this never happened to the other videos I uploaded, but that might be because those were compressed >are you editing the text field to do the text crawl effect or are you using godot's visible_ratio/visible_characters field? The dialogue plugin I'm using works by increasing the visible_characters property
>>499 I played it on VLC and works fine, so it might just be this site's player or something
>>488 I might, thought mods rather bend the definition of "fangame". Right now I'm not sure how much I'd like to expand the scope on what thread OC gets archived >>497 This is sick. I especially like how the humans' perspective on the war is recounted here, since in the original game we only get to see the monsters'. One change I would recommend is to not play the tick sound for newlines or whitespace. In my project I was able to resolve this with a switch statement, but I'm not sure if it would be that simple with what you're using
>>504 >This is sick. I especially like how the humans' perspective on the war is recounted here, since in the original game we only get to see the monsters'. It wouldn't make much sense for Val to seek the monsters if they were depicted as weak as they are on Undertale, I wanted the monsters to look like a menace that had to be sealed in the past >One change I would recommend is to not play the tick sound for newlines or whitespace noted and fixed, I'm not sure how it took me this long to notice the whitespace was being "spoked" too
Before shit hits the fan, and this community is thrown into disarray (at least for a while) here's some Deltarune Ch. 3&4 Bingo cards I made. Both for W's and L's. Some entries may be based on your personal experience and opinions so have fun with it. You also get bingo if you score on all the colored tiles. Enjoy! Deltarune tomorrow.
>>506 >romance options lol wishing too much there if something like that happens it will be just as a one off gag
>>506 >>507 also reminder to use this thread >>3 or the one over at /v/ for DR discussion (though I doubt anyone on this site will)
Why is it red now
>>512 what do you mean?
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so something that was bothering me in DR is that you can't easily refight bosses, for chapters 1 and 2 I kept save files before king, jevil, spamton etc to refight them at any moment but with the secrets in 3 and 4 and all the other stuff, that's harder to manage there so I added a battle memory from the save points where you can refight any boss you've beaten at any time (you won't get anything from it its just to fight again) your save file is backed up before and then restored later so you don't lose items also added more save files and chapter selection (chapters start locked until you get there but you can type the konami code on the title screen to unlock them)
someone asked: Sorry, but I have to ask another question: Is the Pop Rock in Day 2 a pun on " 'pop' candy made of 'rock' " and "rock pop (music)"?
>>523 it is literally that candy that "pops" in your mouth because in reality it is gunpowder I am actually thinking if I should make it like the chocolate and healing varies with it, where cole gets 100 HP but everyone else gets less (except maybe axis)
>>524 It would add a lot of character if you make it like the chocolate. I say do it.
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ok finally had some time so here is a new enemy, chest mimic, sometimes they will jump at you if you check some chests in the overworld but they have a tell if you look closely it attacks by spitting junk at you, but you can shoot targets it spits out to add mercy (if you hit all of them you get full mercy) also added icons to show the selected action in the party member's hp bar, not to mention replaced all instances of "INTERACT", "MENU" and "CANCEL" button text with the actual button (or controller buttons if you are using it) another thing is that using tension bits/gems will now use them instantly instead of waiting for the turn like in DR, as well as the pop rock now has variant healing like the chocolate in DR (though I need a new healing item for chapter 1 now)
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resposting here, here is a clip as I promised, the chest shakes every few seconds and turns its eye near the player as suggested by anons here might make the party have hurt/surprised expression when the anim plays also I refactored the code that shows those battle messages between turns/before selecting an action, the previous one was really annoying to set since I had to manually add it to each enemy combo, but now it picks and selects it automatically by just having the combo specific ones in its own array and all the single enemy ones in their respective enemy data as well as added generic cases so the game shouldnt just say just "test battle" if no messages were found
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made the moveset of the new penceller enemy, it was literally based on that one meme (you know which one) also trying to make the ACTs more involved, the acts change the speed and frequency they throw the pencils for the technical changes this time, I've made the ACT names get the character icons automatically so I don't need to write the image codes into the text files anymore which should make translation easier too (also already modified the challenge act so it gives 100% mercy to cool pencellers but 50% to all other enemies present, which makes it better)
dry one anon why does kanako not have siblings? Chujin is alive which means he should have continued his create a bigger family plan. You can even make the sibling the fourth party member
>>536 I thought about making a sibling for her but I preferred not to make any OCs for the light world characters and only make the darkners OCs, and I don't know how they would fit in the story anyway besides the party is already full with 6 party members right now
>>537 My first thought is you could make it a baby. That way the oc is a character that wouldnt really affect the story too much with its ocness. And regarding story, you could make it a source of tension for kanako. Since now kanako isnt the only beloved child anymore and now has to deal with ceroba and chujin focusing more so on taking care of the baby. (though idk if kanako is the type to care or not)
>>538 I think that would just make the story more convoluted for no apparent reason, so I probably won't do this idea
>>539 welp fair enough
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readded the hug act it is unlocked by equipping that item to kanako also started setting up that enemy, but it has no moves yet as shown here, I'll talk more about it later than I implement it the hug counter should decrease by 1 every battle that you complete so you can still hug kanako more later, but it is mostly cosmetic at the moment. might try some effects later
>>541 >kanako throws clover to the ground LOL
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someone sent me this custom art for dry. Wanna use it, dry anon? (if we do use it we need to credit the author) also another guy is saying: They try their hardest to keep everything in line around here, even if no one stands up to it. What does this sentence mean? Is it a pun or does it mean literally?
>>543 probably won't use that art, it is cool but I'd rather not mess with other artist's stuff unless it is from other anons' (and even so I'd prefer to just use the music) >What does this sentence mean? Is it a pun or does it mean literally? its a pun on lining up because of rulers since I'm uncreative and didn't have better ideas
>>544 >probably won't use that art, it is cool but I'd rather not mess with other artist's stuff unless it is from other anons how about using it as the background/header art for the gamejolt page? >its a pun on lining up because of rulers since I'm uncreative and didn't have better ideas okay thank you for telling me
>>545 >how about using it as the background/header art for the gamejolt page? that's up to you since you're in charge of it
>>546 alright
someone sent me this Hi, chapter 1 is fully translated, and will be posted today. I'll send you the page for you to check it. So.. 2 more things. First is how can I translate some sprites, idk how I can mod this game internal files. If it would be possible , It will be easy for translating some sprites and include the spanish translation there. So the user can plug and play easily. Oh yeah, and if the author adds new dialogue or something like that for chapter 1 , it will be helpful to know the complete changes to translate and those things. Avoiding possible bugs . I had this one when one update came and edit the "CommonText" file (fishing update) . Either way it's fixed.
>>548 it is not possible to change the in game sprites unless you repack the exe and for that you need to decompile the C# dll also the chapter 1 update is changing so much text and how the files are structured that the translations will likely have to start over, unfortunately there is no easy way to tell what will change since too much is changing, and I would need to write down a list of all dialog changes every update for that too it might be easier to set up a git and compare the file diffs
>>549 alright understood I will tell him that. Is there anything else you want me to tell him too. I also probably will tell the other translators about the chp one update situation too.
Theres two other people offering to send you music. Which is making me wonder, is there a limit of possible people you want to get music from? Or can i say to everyone who wants to do music for dry, that they cant send you music
>>551 >cant send you music *can send you music
>>552 >>551 I'm not sure how I feel about it since I wasn't going to add a credits screen at all, which is why I would prefer to get stuff from anons I just don't want to get into any drama involving crediting and stuff
>>553 well I could tell them that the music can get accepted but it wont be credited. (since theres no credit scene) If you dont want to take a risk I will just say no to them
>>554 I mean I could accept the music and add a credits note somewhere but I am just afraid of having to deal with any drama that might arise since the UT/DR fanbase is a bit "unstable"
>>555 well lets judge them in a individual basis then https://gamejolt.com/@ElRafauricio this guy is a fnaf fag and his message is: ElRafauricio Games @ElRafauricio 12:56 PM Hi! Don't really want to bother you much, just wanted to express my support to "Deltarune Yellow" developer and you, because your work is awesome (Both of you) And also, that if he comes to need assistance with soundtrack or sprite work, he can count on me as I personally do pixel art and I hired a guy for the music of my game, whose efforts I can share for Deltarune Yellow as well, as I really, really want to see that project finished one day, and I'm willing to help you guys in any way possible to make that a reality. That's all, thank you for your work guys. The other guy is https://gamejolt.com/@WixAndWax theres barely anything about this guy and his message is: WixAndWax @WixAndWax 1:41 PM Ah I see... Do you know anyone else doing Undertale/Deltarune-esque fan projects? I'm interested in composing for those kind of works Also if your friend does decide to ask for help on this project, let them know I'm available to do writing and composing! --------------------------------- So will you accept their music or will you not. Its your call.
>>555 > but I am just afraid of having to deal with any drama that might arise since the UT/DR fanbase is a bit "unstable" well then its your call then. do you want to take the risk or do you not want too. what do you want to do dry anon.
>>556 >>557 I'd just not reply really, the first has abandoned projects and the 2nd has nothing, so its hard to judge how things will turn out besides I'd rather not wait for a composer to do stuff, I'm already doing that with my original project's team (the difference is that I know them IRL and they are just busy working on other games right now) I'll just keep going using UT/UTY/DR music for now (alongside those tracks a few anons made)
>>558 fair enough
his response: Mmm, I understand. I tried to decompile it and load it on godot engine but have some errors. I'll find a way to do it if possible. Josephh21 @Josephh21 5:02 PM Another thing , if this chapter 1 update is coming soon, it will be helpful to have the text files to translate them or know the new structure of the update asap to have the translation ready.
kanko
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finally coded this enemy, so it is kinda based on the titan enemies from DR ch 4, where they are enemies made of darkness and show up in dark places, but they aren't actually going to be titan like. I have some ideas for dark-like enemies like these, also they can't be apprehended anyway they have vines that block paths in some locations and requires them to be defeated to progress, though right now there are a few too many of them in the room so it feels like too many battles one after the other with little variation, I added pencils and erasers to some of them but I think I might need a new enemy to break up the mold, but I have no ideas for any at the moment
>>564 >but I have no ideas for any at the moment I will try to think about some also the other guy wants the text files but looking at your lack of response, I think you are saying no
>>564 >but I think I might need a new enemy to break up the mold, but I have no ideas for any at the moment maybe enemies based on textbooks? I think there would be some old textbooks put in the closest. They could become enemies. And you can do some creative stuff with them since textbooks range from english, mathematics, science, physics and etc
>>566 here is the zip with the all the text from the build up on gamejolt https://files.catbox.moe/9czswk.zip >>567 there is an example of book like enemies in DR ch 4, maybe something similar to those? but clearly different though I don't need to follow those 1:1 since I already make pencils into darkners instead of them just being weapons I will ponder upon this a bit more
>>569 I was talking about this comment earlier: Another thing , if this chapter 1 update is coming soon, it will be helpful to have the text files to translate them or know the new structure of the update asap to have the translation ready. he wants the text files of the upcoming build or at least know the new structure of the update. >I will ponder upon this a bit more The textbook idea has a lot of potential. The textbooks can range from any subject which means lots of potential attacks or etc.
>>570 >he wants the text files of the upcoming build or at least know the new structure of the update. sorry that isn't fully set yet, I am still working on it and don't know how it will end by the end since I'm changing stuff as I go >The textbook idea has a lot of potential. The textbooks can range from any subject which means lots of potential attacks or etc. I am just not sure if it fits in the forest alongside the dark roots, but I will try to figure something out
>>571 >sorry that isn't fully set yet, I am still working on it and don't know how it will end by the end since I'm changing stuff as I go fair enough >I am just not sure if it fits in the forest alongside the dark roots, but I will try to figure something out Well if you want something that could specifically fit in a forest...maybe have gardening tool darkners (since schools can have gardening classes or etc) (the only issue with this is that the school is in the middle of the desert so im unsure)
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>>564 ok I figured out what enemy to use in this area alongside the roots, might as well take advantage of "dark" based enemies not being objects like darkners so they can be anything really for technical changes, I've refactored the entire bullet and grazing code so now grazing works closer to DR (you gain 1 TP/second if you are near a bullet) also tweaked dark root attacks to be less cramped and thus a bit easier to dodge >>572 I'll probably use the book idea elsewhere if I can figure someplace for it
>>572 Y'know, I'm curious, do people on GameJolt ever ask why you're the one running the page instead of DRYanon1? What would you tell them?
>>572 >(the only issue with this is that the school is in the middle of the desert so im unsure) could be a running joke that none of the gardening tool darkners have ever actually seen a light world plant.
>>574 Sometimes they do. And when i sometimes do respond, I just say dry has reasons or etc for not hosting the page.
>>575 I would agree with that but catcus is a type of plant. The darkners could have at least seen that
>>577 I was going to add a church to the town but I figured it wouldn't fit and I couldn't get it to look good anyway so I scrapped it
>>579 You could make it one of those old wild west style churches. Or have you already tried that?
>>580 I don't think it would fit into the story anyway, so it isn't a big loss
>>581 fair enough
Ive found more critical opinions but its on reddit. Im gonna try to talk with these folks to see more of what they think if you (dry anon) are interested in reading their criticisms its in here https://www.reddit.com/r/Deltarune/comments/1kj71a3/whats_your_opinion_on_deltarune_yellow/ (dont worry theres no reddit cringe here)
>>583 stop greentexting outside of 4chan, dude.
>>584 I just do that to specify which part im responding too. But yeah it can be interpreted as greentexting. Should probably use a different method
>>583 so one of the guys responded with a large comment. Im posting it here: Now (as another commenter has said), someone making a fangame is a very great thing in the first place. Note that I am no writer/programmer or anything like that, so take my words with a grain of salt. First of all, about what I do like: Your game is overall fun to play (though I can’t pinpoint what makes it so, sorry). You have some good original ideas, like being able to check without losing your turn, those doors that block Cole, and the concept of apprehending enemies (Not the execution of it, but I’ll get to that later). The setting of the 2nd dark world is quite nice, two very different worlds at dispute connected by one tower that persists through both realms. There's some other minor stuff I like but its not really important to mention/criticize them. Now, about my critiques: The first dark world could be improved a lot. Personal suggestion, I would make the “forest” area go completely around Bearing’s castle instead of just being a short L-shaped path. Bearing’s castle is also single layered, which is strange considering that its light world form is presumably a shelf? More about the light world forms, I feel like the actual light world rooms don’t really reflect too well with their dark world counterparts. I can only point out what 5 or 6 things in the storage closet became, Kanako’s room feels nothing like what we see in the dark world. More about the Light world/Dark world comparisons, I feel like the darkner designs are a little on the nose. As I said in my first comment, a strong majority of Darkners are just object heads or living objects. Yes, there were some of those in the original deltarune, but for most of them you had to figure/find out what they are (Queen, Rouxls Kaard, Guei etc) and when you realized you’d go “Ah, that makes sense!”. In this game I walked into that town after the lake and immediately went “You’re a backpack. You’re a jumper. You’re a pair of keys. Ooh, a shop! You’re a pencil case”. That’s definitely a thing you should work on. About the apprehending mechanic, it’s a good idea on paper, but using the Maus “Trap” act for it makes it feel clunky. I do think having a timing mechanic works for this, but it should change from what is currently is, maybe some lasso?. Also, there’s no explanation on how apprehending enemies brings them to the dark jail. Speaking of the dark jail, for being the “Hub” dark world, it feels too small and barren. Even just a courtyard would be satisfactory. Another issue I have with this game is the underwhelming writing. There is a lack of supporting characters in ch1, leaving you with just Kanako, of whom is a fairly bland character. She undergoes no character development whatsoever, her personality and dialogue feels like something you’d get from a random Npc. (Referring to the dark fountain apon first seeing it) “Maybe that’s what is causing all of this?” (despite knowing literally nothing yet), saying in her bedroom the “We’re the chosen ones” and “We’re the only ones that can stop this!”, those lines just feel really cheesy. I don’t have any recommendations myself on how to fix her, but I do still feel like she could undergo some serious changes. Axis works fine as a supporting 3rd character, I have no problems with him. But the problem is that ch1 doesn’t really have another supporting character. Personally, I would take the Fox necklace and promote them from being a secret boss to having the role lancer did. Maybe after the Dw is sealed you could have Kanako bring them back to Ceroba. There's some other minor stuff, but what i said are my main concerns. If you don't think you could do this by yourself, then i would recommend you get someone else to help you. I know that it may seem like I dislike your game with all this negative stuff, but I really do like it. This has potential to become an incredible fangame. (interestingly hes thinking of stuff that we thought of before. Such as foxlace having a expanded role)
>>586 I'm still not sure about adding a 3rd party member to chapter 1, but I am adding a few more npcs you interact with during the course of the chapter and more scenes with kanako so hopefully those will be addressed >About the apprehending mechanic, it’s a good idea on paper, but using the Maus “Trap” act for it makes it feel clunky. I do think having a timing mechanic works for this, but it should change from what is currently is, maybe some lasso? I actually did consider making it a lasso but I was too lazy to make new assets for it, I will try to figure something out for it though >I feel like the actual light world rooms don’t really reflect too well with their dark world counterparts. I can only point out what 5 or 6 things in the storage closet became, Kanako’s room feels nothing like what we see in the dark world. the entire of the ch 1 dark world is actually just the right corner of the room, with the boxes kanako's room dark world is a bunch of floating islands that are mainly represented by the carpets in her room (hence the colors of the clouds) with those I'm using the objects in the room as influence instead of the literal layout, the same complaint can be done with chapters 3 and 4 of DR where the dark worlds don't match the layout of the light world rooms at all >Personal suggestion, I would make the “forest” area go completely around Bearing’s castle instead of just being a short L-shaped path. >Bearing’s castle is also single layered, which is strange considering that its light world form is presumably a shelf? actually that is one of the things I'm doing, the forest is being expanded a lot as seen in the webms I've shared the castle itself might get a 2nd floor but I'm still thinking about it about the darkner designs, I literally have no other ideas for them, so they will remain simple at least now with dark enemies there can be some variety when I'm stuck on those also you should at least use > arrows on the quoted text or add quotation marks around it to separated from your own comment so its easier to read
>>587 about the last comment on quotation, I agree with >>585 , just use regular " " quotes outside chans (or whatever built in quoting sites have, I think reddit has a text command to make quotes but would need to look it up), but while on chans, greentext (and pink text here on 8) can help separate text/quotes to be easier to read
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you can now buy stuff in mo's shop you will be able to get cash in the light world by doing some quests these items will either turn into stuff in the dark world or they are used for other sidequests
embarrassed that post got published. Didn't think that post would get published, just made it to test the reddit filters (the previous posts i made got filtered). Forgot about it for some days and then saw it got approved welp
>>587 Ive been thinking about this, how about these ideas 1. (you) could make it purely optional. Make it so that the player gets a decision on whether to let foxlace or a third companion join the party or not. That way you can appeal to both groups (one group wanting another character and another group that wants solely kanaclover) The only negative would be that you need to code in two routes. But I dont think it will be that much work. (plus this might be a nice replacement to the chp ones missing genocide route) 2. (You) could make it so fox lace attaches herself to kanako. Attach herself to kanako as a necklace, in the beginning or early part of chapter one. And thus whenever there's a talk option, fox lace would occasionally comment on stuff too. In this way, there wont be that much of a third companion that disturbs the kanako clover chp 1 story. While at the same time still introducing a third companion that solves part of chp ones narrative issues 3. Make another antagonist. A recurring one that would never join the party but would help expand the story. That way you will avoid the issue of a third companion. (basically chp one roulxs kard)
>>592 >1 that isn't as simple as it seems, since it requires me to set up acts, battle data, and draw sprites for that (actual spoilers for chapter 2) I actually was thinking about having chujin as a party member during a segment of chapter 2, but that would be too much work for someone who is there for a short time and then never again, I will probably just have him appear as a guest like gerson in chapter 4 where he does stuff in some acts >2 that wouldn't solve the gameplay issues, and would need me to figure out more dialogue and how to not make it weird when you have to fight it later >3 I was actually trying to figure if I should add a "second in command" to bearing but nothing came to mind
>>383 >>423 I feel like the anon who wrote these posts nailed the criticism perfectly, and gave really good advice on what steps you could to improve Deltarune Yellow and the sort of things you should be thinking about. They seem to really get it, and thought about the best way to try and help being critical of them game, without it being harsh, but also getting point across in a clear manner.
One of my friends sent me this response: "Played it though all the way to the end, here's my thoughts: 8:01 PM --Notes I took while playing-- * I get the feeling that the game is running at a higher FPS than Deltarune? Don't know if this is possible to fix on Godot, but an option to lower it to something that matches Deltarune would be good. * Mercy should be shown as a percentage in the act menu, so the player won't have to guess if their next act will get the enemy to 100% mercy. * There's no dialogue dialogue after the first Penceller and Eraserhead are spared. Where did they go? Do they just disappear? Some dialogue of them apologizing and walking away or something to acknowledge the player's choice to spare them would be good. * Don't know if this is skill issue on my part, but the memory card minigame was really, really hard. I had to do it around 20 times. Maybe consider bumping up the number of tries a bit if other playtesters report the same. Also, some indicator on how many attempts you have left would be nice to have. Also, shouldn't Kanako have some reaction to seeing a bunch of people she knows, including her own mother, randomly show up in a game? * When capturing Pennilton, Kanako says it's your first apprehension, even if you already apprehended a darkener previously. * I don't believe it's explained anywhere that bosses/minibosses can't be captured without lowering HP? Warden says it makes it *easier*, which implies it's always possible to capture at high HP. I did waste quite a bit of TP trying to capture a high HP boss. * It feels odd that captured enemies just...disappear? Especially with Bearing at the end. There should be some explanation and possibly an animation as to how captured enemies end up at the Dark Jail. * On day 2, when Kanako attempts to open the locked door to her room, she clips through the bamboo plants to the right of the door * First encounter to the left of the factory with a Gearzerd and Wrencher has "test battle start" as the initial flavor text, and 'second turn box'. * I selected "No thanks" when Vergil asked me if I could help him with something. The next time I talked to him, I got "Missing Text: VirgilDay1B." Seems like a bug. ---Spelling/Grammar mistakes I noticed--- * "Fine we will help you. As long as it leads us back home." (Dialogue from Kanako just after listening to the Warden's story) -> If my knowledge of english is correct, there should be a comma in between 'fine' and 'we' ("Fine, we will help you. As long as it leads us back home"). * "C'mon cole, let's find this "piece" (Dialogue after talking to the cloaked figure when he asks you to find his missing piece) -> The C in Cole should be uppercase * Crimes: Tyrany, torture, gouging prices, and terrorizing wildlife -> 'Tyrany' should be 'Tyranny' * You feel safe despite the opressive feel of this prison (flavor text from the Dark Prison save point) -> Opressive should be Oppressive * "Shapen" act in the Penceller and Eraserhead is mispelled -> (presumably should be "sharpen", unless there's some 'shape' and 'pen' wordplay pun I'm missing here) * "They try their hardest to keep everything in line around here," (CHECK dialogue for Straight Edge) -> There's a missing comma at the end. Might want to change it to "Tries their hardest to keep everything in line around here." so it's more consistent with other CHECK texts, both in DR and DRY (The initial pronoun is generally excluded) * PENNILTON: 35 AT 5 DF
[Expand Post]Criminal wanted in 3 Dark Worlds for stealing, \tarson and styling his mustache without a permit. -> There's a \t showing up here that shouldn't. This happens with the check text of several enemies. ---Final thoughts--- Despite it clearly not being finished, I did quite enjoy the game. The setup of Cole and Kanako hunting for outlaws in the Dark Worlds is solid, and does a lot to differentiate it from Deltarune, and it fits Cole's cowboy theme perfectly. The subplot of whatever is going to happen to Cole in a week is engaging, and it could very well lead to some very tragic and emotional moments down the road. In general, the Light World was well done, and seeing all those characters and how their lives changed due to the change in setting put a smile on my face. The "switch between controlling Cole and Kanako" mechanic is really good, and I'd like to see more of that. The entire sequence with the bell on day 1 was really good, and had me on the edge of my seat the entire time. I also quite liked the fighting game minigame with Axis, though I do feel it could use a bit more complexity (such as the ability to jump, or maybe some special attack for Axis). The one major criticism I have of the game is the fact that it fails to replicate the look and feel of Deltarune as well as UTY replicates the look and feel of UT. This is noticeable especially in the UI; I regularly found myself thinking "this text looks too big" or "this text looks too small" in relation to Deltarune's UI. But it's also noticeable in it's writing. The story is a lot more lacking in humour compared to Deltarune (or even Undertale, for that matter). Now, if this is a conscious decision to try and make a more serious game, then I'm not entirely opposed to it. But if the idea is to follow Toby Fox's style more closely, then yeah, some more gags and jokes here and there would be ideal. I'm also not a huge fan of Kanako and Cole's DW designs. They're too monocolor. Kanako is pretty much all pink, and Cole is all yellow. Compare this to DR's main cast, who all clearly have a main color, but have more splashes of other colors as well. Maybe make Kanako's fur a different shade of brown instead of pink? As for Cole, his clothes could use some brown as well. For Cole's LW design, only being able to see one of his eyes looks weird. It might be best to save that for his DW sprite. So yeah, I can see a lot of potential in this. Hell, just what I've seen so far is extremely impressive and clearly took a lot of effort. Just producing something already puts it over the enormous graveyard filled with unfinished UT fangames, and for that, the developer has my respect."
One of my friends sent me this response: >"Played it though all the way to the end, here's my thoughts: 8:01 PM --Notes I took while playing-- * I get the feeling that the game is running at a higher FPS than Deltarune? Don't know if this is possible to fix on Godot, but an option to lower it to something that matches Deltarune would be good. * Mercy should be shown as a percentage in the act menu, so the player won't have to guess if their next act will get the enemy to 100% mercy. * There's no dialogue dialogue after the first Penceller and Eraserhead are spared. Where did they go? Do they just disappear? Some dialogue of them apologizing and walking away or something to acknowledge the player's choice to spare them would be good. * Don't know if this is skill issue on my part, but the memory card minigame was really, really hard. I had to do it around 20 times. Maybe consider bumping up the number of tries a bit if other playtesters report the same. Also, some indicator on how many attempts you have left would be nice to have. Also, shouldn't Kanako have some reaction to seeing a bunch of people she knows, including her own mother, randomly show up in a game? * When capturing Pennilton, Kanako says it's your first apprehension, even if you already apprehended a darkener previously. * I don't believe it's explained anywhere that bosses/minibosses can't be captured without lowering HP? Warden says it makes it *easier*, which implies it's always possible to capture at high HP. I did waste quite a bit of TP trying to capture a high HP boss. * It feels odd that captured enemies just...disappear? Especially with Bearing at the end. There should be some explanation and possibly an animation as to how captured enemies end up at the Dark Jail. * On day 2, when Kanako attempts to open the locked door to her room, she clips through the bamboo plants to the right of the door * First encounter to the left of the factory with a Gearzerd and Wrencher has "test battle start" as the initial flavor text, and 'second turn box'. * I selected "No thanks" when Vergil asked me if I could help him with something. The next time I talked to him, I got "Missing Text: VirgilDay1B." Seems like a bug. ---Spelling/Grammar mistakes I noticed--- * "Fine we will help you. As long as it leads us back home." (Dialogue from Kanako just after listening to the Warden's story) -> If my knowledge of english is correct, there should be a comma in between 'fine' and 'we' ("Fine, we will help you. As long as it leads us back home"). * "C'mon cole, let's find this "piece" (Dialogue after talking to the cloaked figure when he asks you to find his missing piece) -> The C in Cole should be uppercase * Crimes: Tyrany, torture, gouging prices, and terrorizing wildlife -> 'Tyrany' should be 'Tyranny' * You feel safe despite the opressive feel of this prison (flavor text from the Dark Prison save point) -> Opressive should be Oppressive * "Shapen" act in the Penceller and Eraserhead is mispelled -> (presumably should be "sharpen", unless there's some 'shape' and 'pen' wordplay pun I'm missing here) * "They try their hardest to keep everything in line around here," (CHECK dialogue for Straight Edge) -> There's a missing comma at the end. Might want to change it to "Tries their hardest to keep everything in line around here." so it's more consistent with other CHECK texts, both in DR and DRY (The initial pronoun is generally excluded) * PENNILTON: 35 AT 5 DF Criminal wanted in 3 Dark Worlds for stealing, \tarson and styling his mustache without a permit. -> There's a \t showing up here that shouldn't. This happens with the check text of several enemies.
[Expand Post] ---Final thoughts--- Despite it clearly not being finished, I did quite enjoy the game. The setup of Cole and Kanako hunting for outlaws in the Dark Worlds is solid, and does a lot to differentiate it from Deltarune, and it fits Cole's cowboy theme perfectly. The subplot of whatever is going to happen to Cole in a week is engaging, and it could very well lead to some very tragic and emotional moments down the road. In general, the Light World was well done, and seeing all those characters and how their lives changed due to the change in setting put a smile on my face. The "switch between controlling Cole and Kanako" mechanic is really good, and I'd like to see more of that. The entire sequence with the bell on day 1 was really good, and had me on the edge of my seat the entire time. I also quite liked the fighting game minigame with Axis, though I do feel it could use a bit more complexity (such as the ability to jump, or maybe some special attack for Axis). The one major criticism I have of the game is the fact that it fails to replicate the look and feel of Deltarune as well as UTY replicates the look and feel of UT. This is noticeable especially in the UI; I regularly found myself thinking "this text looks too big" or "this text looks too small" in relation to Deltarune's UI. But it's also noticeable in it's writing. The story is a lot more lacking in humour compared to Deltarune (or even Undertale, for that matter). Now, if this is a conscious decision to try and make a more serious game, then I'm not entirely opposed to it. But if the idea is to follow Toby Fox's style more closely, then yeah, some more gags and jokes here and there would be ideal. I'm also not a huge fan of Kanako and Cole's DW designs. They're too monocolor. Kanako is pretty much all pink, and Cole is all yellow. Compare this to DR's main cast, who all clearly have a main color, but have more splashes of other colors as well. Maybe make Kanako's fur a different shade of brown instead of pink? As for Cole, his clothes could use some brown as well. For Cole's LW design, only being able to see one of his eyes looks weird. It might be best to save that for his DW sprite. So yeah, I can see a lot of potential in this. Hell, just what I've seen so far is extremely impressive and clearly took a lot of effort. Just producing something already puts it over the enormous graveyard filled with unfinished UT fangames, and for that, the developer has my respect." (note my friend is an extreme uty critic so this is high praise)
>>597 greentext failed, eh i will keep as it is
>>593 how about make bearings second in command the school textbook, we talked about earlier. Hell, the school textbook could be the source of bearings awareness of the world
>>597 good notes, I will fix the typos and stuff, as well as implement the new dialogue ideas also the mercy percent thing is something I never considered actually and was pretty easy to implement >I get the feeling that the game is running at a higher FPS than Deltarune? Don't know if this is possible to fix on Godot, but an option to lower it to something that matches Deltarune would be good. you can actually press F3 to change the framerate (from 60 to 30 to unlimited) but some things will break with anything other than 60, despite me using delta time for almost everything I might tweak it to work better later but it isn't my biggest priority at the moment >But it's also noticeable in it's writing. The story is a lot more lacking in humour compared to Deltarune (or even Undertale, for that matter). Now, if this is a conscious decision to try and make a more serious game, then I'm not entirely opposed to it. But if the idea is to follow Toby Fox's style more closely, then yeah, some more gags and jokes here and there would be ideal. unfortunately this is something that won't be changing anytime soon unless I get a writer to rewrite the entire thing, I'm not the best at jokes >The one major criticism I have of the game is the fact that it fails to replicate the look and feel of Deltarune as well as UTY replicates the look and feel of UT. This is noticeable especially in the UI; I regularly found myself thinking "this text looks too big" or "this text looks too small" in relation to Deltarune's UI. I don't think that will be changing either >I'm also not a huge fan of Kanako and Cole's DW designs. They're too monocolor. Kanako is pretty much all pink, and Cole is all yellow. Compare this to DR's main cast, who all clearly have a main color, but have more splashes of other colors as well. I might consider something on this later >>599 I'll figure something about it
>>597 > I also quite liked the fighting game minigame with Axis, though I do feel it could use a bit more complexity (such as the ability to jump, or maybe some special attack for Axis). also on this, you can actually type the hadouken input if you have over 20 or 30 TP to make axis launch a sphere projectile, might make a npc mention that somewhere in the factory
The gmail stuff: Greetings, I have already written my regards and opinions on the game on gamejolt (under my allias Freakbear king),but wanted to directly send this letter about one topic I forgot. And that is the Execution/genocide route implementation. In the beginning, I need to say I like the concept of it. It kinda reminds me of Judge death, mostly because we don't even know if the Criminals such as Pennilton did something so terrible that they deserved to die, plus it could bring a really interesting tension between the characters, especially Warden, who could banish them from his world. But....I have major issues with how it has been portayed. 1. I think the aftermath isn't as significant as it could be. I know we are currently only in half of chapter 2, but I feel that we could see it more. Especially on Kanako, who would slowly start to accept the reality and just kill without hesitation. I mean by that F.E., she could start attacking sometimes on her own, or even just use the Execution cut once you get enought TP. Plus Axis could notice this and start to hesitate if he would follow our main due. 2. The simillarity to snowgrave. I honestly don't mind that it's inspired by snowgrave, after all, it's following deltarune, but I think that the route should have it's own unique ways. Mostly in the justice lemotif. I think there could be something simillar to enemy retreating, showing the ,,delivering of justice", or just having the soundtrack go slower And slower until it's unreckognizable. Or even using original ideas. 3. The writing. I think Kanako should change a bit more her style of talking and behaviour, being more aggresive, impatient and furious. F.E., with the Toaster boss encounter (sorry for not remembering his name), She could destroy the TV he's on and even just fight him in the train section. Even Clover should be different. Being more sadistic and cruel. I Hope my letter gave you some value and ideas. If you want to ask me something, you can write back. I can explain every single detail if needed. Sincerely -first person Greetings from Czech republic 🇨🇿 Hi. I just played Deltarune Yellow. Although it's a good fangame, I wanted to bring to your attention some bugs and aesthetic suggestions that you may want to consider. First, the movements. The controls in both the Dark World and in battle feel a bit too slow compared to Deltarune (especially during running). Would you mind making the speed a bit faster so that it matches Deltarune? I don't think it would be much of a hassle to do so. And please add the option to hold [X] to go slow during a battle. Secondly, some aesthetic changes. From my own perspective, I don't think that Clover should have the shadow thing at their eyes, both in the Dark World and in the Light World. Instead, you should remove it in the normal route, and add the shadow and remove the eyes in the weird route (if you plan on adding it in the future). There are still many aesthetic changes that I want to suggest (like animations), but I'll explain them when you accept my offer to help (which I wrote below). Thirdly, one of the bugs I've noticed. When in battle, grazing only gives you TP when the bullet ENTERS the grazing range, and not when the bullet is IN the grazing range. You can see it for yourself by grazing long bullets and paying close attention to the TP bar while doing so.. Thanks for your time. -second person Hello, I hope you and the developer are doing well where you are right now. It's quite good to see the developer is still working on the game, despite the little free time he has. So far, I'm quite liking his work! That said, I do have some criticisms I'd like to address here, mainly on the gameplay side of things, and less on the art/music part of the game. Can't really be too harsh on those aspects due to the game being made only by him, though I still think I should air those regardless. I'll start with the criticisms I have of Day 1: The chase sequence with Bearing could be a tad more tense, I think needing to run during that part, and it could have more aimed pencils, as in pencils that spawn on the same horizontal place on where the player is. The card memorization game, at least for me, is quite hard. This could just be a me problem though, unsure if I share this opinion with others. Those are all the criticisms I have specifically for Day 1, I only have a single critique on Day 2, but I believe it's way more important than the rest I have. Said criticism is how overbearing the guiding arrows are, especially on the Robo Factory segment. I understand why these are used, and sometimes I agree with how they're used, but more often than not, they're used in places in which most, if not all players would intuitively understand what they need to do without the arrows. Those are all of the criticisms I have for the specific Days, so now I'll talk about those I have with the overall game as is. First off, apprehending feels off, I'm unsure whether this is an issue with me leaving the criminals with too much HP, but it feels like they need to be slightly left of the cage when it drops on them, it happened a few times to me that the cage would phase through the enemy. But again, this could be a problem with my gameplay, and not the game, but I'd still like to say this. The game could also use a storage system akin to Deltarune or Undertale's in order to keep some unneeded somewhere else instead of needing to throw them out. The combat could also use the slow soul mode from Deltarune and Undertale, which is triggered by pressing the X or LShift keys, which as the name implies, makes your soul move slowly. Maybe I'm saying this because, since I play other shumps (see Touhou or CAVE), the lack of this feels really odd. Lastly, I have some criticisms of the art and music of the game. As I said earlier I can't be too harsh on this due to this being a one-man project, but still, I think they should be addressed, but I think what I said before this is much more important than this. First off, I think the sprite work of the NPCs could use some work, especially on Day 1, those on Day 2, are good, and Cole's and Kanako's sprites are really good! But some sprites aren't up to par with the rest of the game. Something else, the game could use more music that isn't from Undertale, Undertale Yellow and/or Deltarune. Not necessarily brand new compositions, but remixes of already existing tracks, the Rude Buster remix is really solid! That's all I want to say on this, I apologize if I came off as nitpicky or harsh, but I think this game can be really good, so I wanted to say my piece on this. Best of luck on the developer with the rest of the game, and best wishes on both you and the developer with life. Cheers! -third person
>>604 forgot about this guy. Heres another gmail email: Hi, I'm a little shy about writing on the site, so I'll write to the mail. There will be some criticism and ideas here, and spoilers from deltarune chapter 3/4! They write in the comments that Cole (Clover) is too different from Kris, but for me this is a huge plus and I hope that we can all see these differences further. After all, Clover's moral orientation in UT is clearer and more interesting, and adapting it to DRY seems like the right idea. Cole, unlike Clover, can be more serious and thoughtful, and Kanako is a cheerful and optimistic girl who complements her best friend (By the way, the scene in chapter 2 on the train is just gorgeous when Kanako tells Cole not to take on too much, it shows their strong friendship). Therefore, Cole's lack of cooperation with the Knight seems like a great idea. About the soul. Here, it also seems to me that it is not necessary to lead everything to hostility between the player and Cole, you should go at this pace, which is now developing the mechanics of changing Cole's soul.\Kanako is in puzzles, it's fun. Cole's relationship with Kanako is a very important point that should be further developed. To be honest, I feel more warmth with them than with Kris and Suzie or with Noelle, which is cool. Chapter 1 really needs to be improved a bit and add a little more new textures, buildings, etc. Chapter 2 is not finished, but so far it seems almost perfect and it is difficult to find the cons now, perhaps at the end of the chapter it is worth revealing more about Chujin and hatred of humanity, it would be interesting. About chapter 3, maybe for some reason the fountain will open at Cole's house and we can find out their relationship with Martlet, Cole's hobbies and more about him in general, that would be great. In chapter 4, we are supposed to learn the prophecy. Here, too, I think it's not necessary to follow the prophecy from deltarune, you're doing a great job promoting the plot. About Melody. She's a very interesting person and I'd love to see her become one of the three friends in the team Cole and Kanako. In one of the chapters, show her development from enmity to friendship with the heroes and help in closing fountains, perhaps she will even be able to close one of the fountains herself and from this it will be possible to make an interesting twist, because she also has a human soul. You can also show her independence and disobedience to commands as Suzie from deltarune, and you can also make her a mini boss or even a boss in one of the chapters, depending on the route. In the lightworld, you can make the city less isolated by adding references to deltarune and her characters (if these two games are in the same universe) About the strange route. In it, Cole can also take care of Kanako, but in a slightly different way. Making her stronger and teaching her that criminals need to be punished as harshly as possible. And in chapter 4, maybe we can see the turning point for Kanako and the adoption of a Cole's worldview. Thanks for reading this almost unrelated stream of thoughts, thanks again for this awesome game that I was able to play. I apologize if I made a mistake in pronouns or other points, but I will be glad if something in this letter resonates with the author and may inspire a little.
>>605 also one last thing. One of my composer friends sent this theme for lord bearing. Your thoughts, dry anon?
>>604 >>605 nice, thanks for the feedback I also agree chapter 2 is pretty good which is why I'm only updating chapter 1, chapter 2 will be mostly unchanged except some scenes to add gizmo in (he will also be present in chapter 1) >>606 sounds good, though will probably need some more stuff like his field theme and similar also I've figured up how to do bearing's 2nd hand man/general, based on the book idea. hopefully the inclusion wont feel too weird still adding more forest stuff, also changing the apprehension to use the lasso idea, also changed martlet to have long hair to make her more unique compared to her UTY counterpart (and look a bit older)
>>607 >sounds good, though will probably need some more stuff like his field theme and similar Im going to tell my composer friend if he can make this. >also I've figured up how to do bearing's 2nd hand man/general, based on the book idea. hopefully the inclusion wont feel too weird can you tell me how it will be done? >also changed martlet to have long hair to make her more unique compared to her UTY counterpart (and look a bit older) It doesnt look bad. Dont see any issue here. >nice, thanks for the feedback You are welcome. Im gathering as much as i can so to help this game
>>607 Though can you make the image bigger. Its kinda.....VERY SMALL
>>608 >can you tell me how it will be done? the chase at the start of the chapter will have bearing show up, but instead of chasing the party instead it will be this general (bearing the catches up at the end to do that final speech). you also fight him in the forest and then later in the castle (where the current bearing fight is, since I will be adding a 2nd floor to the castle) this sprite is kinda what he will look like >>609 sorry copied it from the file instead of using the snip tool, here is a bigger one also added frames when she hugs cole with hat on (before cole would remove the hat and then requip it)
>>610 Relooking at the martlet image: Initially it feels weird seeing martlet with that long hair but thats probably because I mentally associate martlet with short hair. After a short while, it stops feeling weird. So yeah, I dont see any real issue here. Now regarding the lasso, it looks somewhat strange. Its aesthetic feels like it doesnt fit in the dry world. It doesn't seem like it has the same design style that the other dry props, characters and etc have. (though I suspect this is just an early design. And thus you will change it later) >this sprite is kinda what he will look like It would fit with the other minion designs (pencil, eraser and etc) No problems with this if it looks like this. >also added frames when she hugs cole with hat on (before cole would remove the hat and then requip it) can i see it?
>>611 >can i see it? here's all the current frames for her >Now regarding the lasso, it looks somewhat strange. Its aesthetic feels like it doesnt fit in the dry world. It doesn't seem like it has the same design style that the other dry props, characters and etc have. >(though I suspect this is just an early design. And thus you will change it later) the idea is the warden gives it to you before he sets you off on your adventure, but yeah it could use a more unique look or maybe even it being something else that transports the darkners to the jail, but I am still trying to figure it out if nothing I can at least use this sprite on some enemy act later
(811.97 KB 630x472 running.mp4)

also regarding the run speed, I actually had made a few running sprites for clover and kanako a while ago but I didn't add them in yet because they looked weird when you were running slowly before, but adding the speed up like DR does after you run for about a second or so makes it work better also not too apparent here but I also changed the way the overlay with the soul appears when entering an overworld bullet area, it now uses a shader instead of being a separated sprite sheet overlaid on top, which makes it easier to fit with any animation (this room is still unfinished hence why the enemies arent looking at you or why there is no purple border on the walkable path yet) this shader also allows me to overlay a color on the sprite, so now I can make the enemies glow white in battle instead of becoming darker when selecting them also I just added the "hold cancel to slow down soul" thing in battle too
>>612 >current frames for her https://www.youtube.com/watch?v=667s9MIafq0 >>613 1.the running animations look pretty good >this shader also allows me to overlay a color on the sprite, so now I can make the enemies glow white in battle instead of becoming darker when selecting them I personally didnt really notice or care about that. But if you think its for the best then add it in. >also I just added the "hold cancel to slow down soul" thing in battle too based now I can be more precise in my movements.
>>613 >relooking the video over and over yeah the running process and animation seem pretty fluid. Seems pretty natural. Also the soul overlay seems to fit well too. So from my pov the running build up does work. And the shader is working.
>>612 >the idea is the warden gives it to you before he sets you off on your adventure Maybe you could give the lasso the colors of the warden? what makes it look weird is probably how it has a very mute color compared to the other weapons seen in Deltarune
should i ask the dry subreddit about their opinions on dry. ask them for criticisms.
>>622 I don't think that's needed, there are a few posts talking about it up already
>>623 fair enough
so yeah heres more gmail stuff: Hello,I am a YouTuber called Undersquad. Here's the link to my channel if you're interested. https://www.youtube.com/@Undersquad4 Anyways, I really like Deltarune Yellow, but I wanted to give some criticism. The main thing I wanted to critique is a lack of the recruit system. I really think you should have something like this for regular enemies. Also, you should have it be that if you've recruited everyone you can in a dark world, all the NPCs also join the dark jail. Speaking of the dark jail, as you recruit more characters, it would be cool to see the dark jail expand. It would also make use of the apprehend ability. Also, I know you can use it on regular enemies to make them come to the dark jail, but I want it to be more like deltarune's system since I'm a big fan of it. Now, for some minor criticism. Starting off, you should colour in Axises talk sprites since he's a darkner and I assume his sprites are in black and white because you're reusing the original ones. Regarding the characters, I think you should have some original lighteners and have lord bearing become nicer as the chapters progress to be like king from deltarune. Anyways, that's all the criticism I have for this ATM. I might play it again when I'm done with deltarune and I plan to mention it in a video about fangames. If you need ideas for future dark worlds and/or characters I'd be happy to help. Thank you for listening and if you see this, please leave a response so I know you've seen this. -first person I am not talking about Kanako (fav design) and Cole. The villians' designs are really simple: I would like Pennilton to look more like a mafia boss than a cartoon villian. Bearing' Is a nice character, his design is pretty good and he has pretty good motives. MC Toaster look kinda bland, he has no real personality for now and his design Is mostly a toaster head (not like i could do better but, you know) -second person
>>625 tbh im noticing a common theme where people want dry to be more like deltarune (im not guilty of this either)
>im not guilty of this either *im guilty of this too (damn I need to sleep)
>>626 I've noticed but DRY will be its own thing for better or worse, some people will be disappointed but I don't want to just copy DR 1:1
>>628 Yeah this is your passion project, not a copy. Some people will be dissapointed but hopefully drys own merits will still appeal to people.
also my composer friend has sent me this 1.is it possible for you to send me all tracks that have been composed so far so I can sort through leitmotifs? 2. also would a second battle theme (like rude buster) be needed for the weird route if that’s still being kept
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also hes asking for your opinion regarding this theme. He wants it to be used for the field
>>631 getting a bit of bowser's inside story vibes from this if this is for the forest in bearing's domain I think it might be a bit too "spooky" sounding, something closer to the current (dalv's diary theme) fit the vibe more IMO >>630 >is it possible for you to send me all tracks that have been composed so far so I can sort through leitmotifs? right now the only original track in the game is the rude buster remix by anon, I have 3 other tracks made by anons I want to add later (another rude buster remix, a boss theme and that remix of meltdown that anon made a while ago) there are also some bearing themes but I think they are still feel incomplete so I'm unsure if I will use them yet regarding the 2nd battle theme, as I said earlier I have a track but it isn't for weird route it is actually when kanako is leading the party in a planned segment where she splits from cole for more than a room, dunno if there will be a "weird route" version since the route is more or less gutted now (with only a few segments remaining but not being its own route anymore) for leitmotifs, pretty much justice theme and kanako's theme from UTY is the only thing I have in mind
>>632 can i have access to those themes that you will use so i can send it to my friend also I will tell my friend about the leitmotifs and other info
>>634 Thank you I will send this to him
>>634 >genostar >star hmm
>>628 Though tbf to those people thats because dry is kind of lacking in themes, content or etc compared to deltarune. Hopefully you can make the kanaclover relationship written well enough to the point people are satisfied.
(1.12 MB 630x472 bridge.mp4)

it took me days to program this short segment (mainly cuz I've been busy)
so another gmail email but this time in pdf Hello toastemperor! I read the recent request by you to provide feedback regarding Deltarune Yellow. As I enjoyed it a lot and I want this project to grow I went through the game anew. As requested, the feedback ranges from bigger things to mere nitpicks. I categorized aspects into good, neutral, dislike subjectively. Despite the rumor I heard of the weird route maybe being understandably removed I want to share some ideas I had for it here. Furthermore, I also included a small bug section. I want to emphasize that this fangame having gotten to where it is a feast in of itself. Please thank your friend, the developer of this, for this awesome game on behalf of us players! I hope for this project to continue to thrive. But at your friend’s pace of course! Maybe volunteers can be found who may help with the development? Also, many thanks to you toastemperor for reaching out to DRY’s yet small player base and to gather feedback in order to help your friend. Best of luck!
>>644 adding scissors helps a lot to the tension...oh wait those pink things attached to the scissors. It cant be..... ROOOOBBBBBAAAAA
weird I was unable to access the site using the .se domain, had to switch to .moe >>645 >pdf kinda hesitant to download it but I will run it on an offline machine later
Im retarded. I should have uploaded the game onto itch io
>>647 Hope you will read it soon. Also I forgot. Do you need to unpack the game with a godot unpack to access the data/en us folder Someone is asking me about it, and I just dont remember. Dont have the greatest memory lol
(this is a draft of the itch io page. I havent uploaded it yet. Do you think there should be any changes) https://toastemperor1.itch.io/deltarune-yellow
>>649 I've read it, good points, I will revise them later also there is this catbox link from earlier >>569 that has the dialogue folder of the current version so people can use that to translate (but you should still note that the next version will change a lot of text so the old files might be incompatible) >>650 can't access the page
>>651 ah yeah thank you for reminding mme of the catbox >can't access the page strange let me fix that
>>653 I mean its just the same as the gamejolt page so it should be fine
>>654 alright. I will also follow the same design formula for the indie db (yes im also making a indie db page) thats all
>>650 >a downloadable kanako lmfao >header/background art is made by @erosion I don't see a background image. I think it may potentially be a good idea to post links to the other pages you've created (eg. gamejolt, indiedb), but it's fairly obvious they're all run by you considering the username.
>>656 >lmfao I thought it would be funny, lol >I don't see a background image Oh yeah, I should fix that. thanks for pointing that out. >I think it may potentially be a good idea to post links to the other pages you've created I might do that if I make a x account linked to the indiedb. But im unsure if I will make one
>>657 Oh, another idea I got is that it may be worth adding some tags to the page to make it easier for passersby to find. Some obvious ones are `undertale` and `deltarune`, and I was maybe also thinking `godot`, `jrpg`, or `bullet hell` since it's quite common for itch games to include their genres or engines in the tags. Those last two are the same ones Deltarune uses. Also, for what it's worth, it should be possible to make custom backgrounds for itch pages if you want to use the same one as the gamejolt page. I'm not sure how that works, though.
>>658 good points, I will put those tags in. And I will try to make the custom background.
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(3.38 KB 29x51 MartletRangerLongHair.png)

(3.33 KB 29x51 MartletRangerHooded.png)

here as well I suppose The dark world Martlet discussion a little while ago clawed its way into my brain and I decided to do something a bit productive to satiate it. >General Design: Took some inspiration from Aragorn and Boromir's outfits in Fellowship for her clothes, just with more blue. Her feathers were originally going to be a light gray color but I couldn't get it to look right so I went with a blue-tinged white to keep the contrast while not clashing with the rest of her scheme. >Why white and not Zartlet I find the use of Zartlet for her Dark World form to be frankly lazy and more often than not, a missed opportunity for creativity(not to mention most of them look whatever at best). As for the colors, turning her feathers white adds a good contrast to her darker-hued clothes. It was also supposed to be a reference to a swan's coloration, as swans are fiercely protective of their young and I doubt Martlet would tolerate anyone hurting Cole. >Why Ranger? the original discussion mostly talked about how it could be used as a joke. i.e. this mysterious hooded character helping Cole and Kanako, only to be revealed as Martlet who has no clue what's going on. However, seemingly all Lightners get an appearance that fits into a sort of archetype(Toriel being a queen/matriarch, Susie being a bruiser, Noelle an ice mage, etc etc) >Weapon? The /v/ thread had a better idea about this than what I thought up. In keeping with the ranger theming, her nametag turns into an ivory bow, with her shed feathers becoming arrows. >Why do this? The worm would not leave, and it turned out to be a bit of fun doing a glorified sprite edit. I don't expect Martlet to actually show up in a Dark World in DRY1(or DRY2 for that matter), but wanted to do something like that regardless.
>>655 btw I was thinking if we should do some of those devlogs some projects do every few months (with I guess the clips I shared here), to show people that the game is still being worked on, but I am kinda conflicted because I kinda don't want to attract too much attention to DRY (specially now that it has a reddit), so I am unsure if we should do it >>661 seems good to me
>>662 Dry anon, at this point several popular youtubers have played it, he subreddit is slowly growing overtime, and the gamejolt has attracted a lot of followers. Dry is right now at the state where its gaining a lot of attention. If you want to prevent this attention from increasing too much then yes we definitely shouldnt do the dev logs. >seems good to me thank you
>>663 >he subreddit is slowly growing overtime *the subreddit is slowly growing overtime
>>663 >>664 I think we can probably do one just to tell people chapter 1 is being reworked, don't need to keep posting stuff over and over (since I see a bunch of people asking if the project is dead as it has been a while since last update)
>>665 Yeah doing one could work. It would convince people the project is still being worked on without attracting too much attention. Okay lets do that. also >666 GASTER
(118.04 KB 638x478 untitled.webm)

>>666 VERY VERY INTERESTING I have a really stupid idea. What if you said the project isn't dead and the chapter is being reworked, and since it's been a while here's a VERY SPECIAL VIDEO PREVIEW that's just this.
>>668 lmao, lets fucking do that. KEK
>>668 maybe, I guess it could work just for a simple "this project isnt dead" notice
>>670 >>668 I have already downloaded the video. Im preparing the post
>>672 isn't it possible to embed mp4s into gamejolt posts? I've seen some projects do that
>>673 Yes and I was planning to do that. But when I downloaded your video it was a webm. And even when i converted it to mp4, it wouldnt get inserted into the gamejolt post
>>674 My b, was originally planning to export as an mp4 but didn't feel like downloading the encoder
>>675 Its alright. The youtube link just works too.
(1.30 MB 632x468 bridge2.mp4)

revised bridge scene
the vrpg thread is unbearable. The same arguments, the same insults, the etc etc about true lab
another gmail email Hey! I know a lot of people have been saying and thinking (including myself) that DRY could definitely use some original soundtrack; so, I went ahead and wrote out three rough songs for the game. They're VERY much still in the early stages of creation and aren't mastered or anything like that, but I think each one captures the UT/DR vibe pretty well. I wrote one for the fishing minigame (since it felt weird playing with just wind in the background), one to replace the Steamworks theme for Robotopia on Day 2, and a piano ballad style track that could be used for a cutscene or something like that (I didn't really have something specific in mind, but I figured I'd include it anyway for the sake of genre diversity). IMO, the fishing song is the weakest of the bunch, but let me know your thoughts! If the creator of the game is interested at all, I'd be glad to write more for the game to implement in the soundtrack (as well as remixes). Thank you so much for considering! Sincerely, someone
(2.06 MB field.mp3)

>>679 also my composer friend has sent me the updated version of field
https://www.indiedb.com/games/deltarune-yellow I set up the indiedb page but im waiting for the file to be approved. Also should I set up a twitter or bluesky for deltarune yellow?
>>681 nah I think thats enough, don't want to have to deal with twitter stuff >>680 ye that sounds a lot better than before, fits in with the theme more >>679 those themes are pretty good, wouldnt mind using them if the creator is fine with it will probably have to add a credits menu at this rate, will likely be in the main menu before selecting a file
>>682 gotcha, I wont do the twitter then >ye that sounds a lot better than before, fits in with the theme more alright I will tell my friend that >those themes are pretty good, wouldnt mind using them if the creator is fine with it will probably have to add a credits menu at this rate, will likely be in the main menu before selecting a file Do you want me to tell the creator they should make more?
>>683 >Do you want me to tell the creator they should make more? I guess so, those themes are nice
>>684 alright I will email him that. >will probably have to add a credits menu at this rate sounds like a good idea
You guys should check out this deltarune yellow Martlet concept.
>>690 wtf is this shit. THATS NOT MARTLET
>>690 >>691 Outside of the colours of her feathers, which I believe was an artistic choice because it's simply a conceptual drawing, which us why they're grey. That's 100% Martlet. It's pretty clearly Martlet lol
>>692 Yes I know its martlet, Im just overreacting to the feather colors
another gmail email About the game. As for my experience playing it and the Spanish translator. Gameplay The gameplay is really good, bringing new mechanics like shooting your pistol with water to complete puzzles, and being able to change protagonists during certain moments. Especially the MC toaster fight. But fighting the common enemies can be a little exhausting, repeating the same step of "act, spare" and that's it. That's why many players just avoid the enemies and pass them (they are slow anyway). A recruit system could be useful to make the player I feel that sparing enemies at least is making something useful. Like Deltarune did. This game needs its own identity a little bit. E.G Undertale Yellow brings changes to the attack system, which really make a primary gameplay aspect different from Undertale, and the TALK button too. (Hud color yellow, animated menus, backgrounds, etc) This game is an RPG too , so things I personally would like could be more meaningful choices , a more fleshed dialogue system , rewarding the player for doing secret things and exploring,etc. Another thing is to avoid copy and pasting mechanics from the new deltarune chapters , like I said, this game needs its own identity, I really liked the new gameplay mechanics that it did. Another thing is the music, which I think is reused, doesn't have new tracks which is understandable, but I think having their own tracks for certain key moments would be awesome, there are many fan songs for deltarune chapters that can easily fit here. Asking the creator to use their music wouldn't hurt. Characters About the 2 protagonists, Cole and Kanako. Cole : It's obviously Clover but with a different name (A parallelism to Frisk and Kris) , I think maintaining the og name would have been better since there is a difference between those characters here. Frisk is established as a blank slate for a protagonist, while Kris is their own character but with OUR SOUL. And Clover is an established character too, they are their own character with their own likes and dislikes, and they have their own SOUL. And about Cole, I don't know if the game is doing the opposite thing, like making us "Controlling Cole" like Frisk(freedom on our choices), or we are playing as Cole the same way as Clover (restricted depending on Clover's goal) .We know Cole had their own life until we start playing as him in Chapter 1. Is Cole SOUL ours? or his? . Don't know if the story will touch this subject, but I think it would be better for Cole to have the og name of "Clover" . Or make the player choose his name like "Chara" . Or smth like that. Kanako: One of the best things about this game is Kanako, we weren't able to meet her on Undertale Yellow , and she was an important character. So having her as a protagonist is so on point. Love her design , it can be better though , but it's fine and cute. I love the details of the first secret boss , making us see that her relation with her family it's not the best, and that gives her depth . BUT, something I see people saying a lot is the comparison with Noelle. Both are girls with a strict family and have this "goofy and cute" personality , and are close friends with the protagonist (Kris / Cole) . I think it would be nice to make more evident her different personality from Noelle , making her show that personality in a way of saying (I'm not noelle , I am my own character) . I think this fangame is one of the best so any personality given to Kanako here can influence how people see her in future animations, fangames , or fanarts. About the KanaCole ship. I think it's obvious that the game makes it evident that Kanako has something for Cole. But we don't know about Cole, if it's one sided or he has something too before we came to his life. It's a bit cliche of two childhood friends falling in love but I like this ship a lot, was popular on UTYellow , but this game makes me like it more. I think it would be cool to develop their relationship a little more, and having them more depth, having Kanako to say "NO" to Cole too, or having moments where she confronts Cole about something we did. Even though we leave to a player choice in the future if we want to be a couple or just friends. I really like relationships that are developed, and not just cheesy "I love you" all the time. I know they are just teenagers but having moments of support between Cole and Kanako, let them know that they are always there for each other. And not just good moments, having bad moments too, discussions that put to test their relationship. Comedic situations like people thinking they are something else and Kanako blushing, etc. I really hope they end up together not just as a simple
[Expand Post]cheesy couple. Story The story is fine but I think it needs its own identity too , and change the dynamic of "dark world appears, secret boss, sealing the fountain" and that's it. Deltarune chapter 3 and 4 introduced heavy changes and made the story more serious and interesting. I hope Deltarune Yellow can have all of that but in their own way. The first 2 chapters are fine to introduce characters and develop their personalities and flesh them more. But the next ones needs to focus on the narrative (knowing more about the outlaw , who really is the warden, exploring the relationship of Kanako and her parents, what is making Martlet so worried,etc) Weird route One thing that made people compare Kanako to Noelle was this route where you basically do the same thing as the snowgrave route, but only to the "bosses" , killing them. I think using Kanako it's a little forced, because why Cole don't do it instead, he could increase his power defeating violently darkners until he is powerful enough to finish Pennilton (probably unlocking a strong move like the BIG SHOT) , I think a best narrative can be that Cole stars the weird route at his own, then Kanako is heavily surprised to this , and tries to change our ways , until she eventually leaves / becomes our ally on justicing every enemy. Other things I really love and see heavy potential for this to be a masterpiece, like UTYellow . And let me tell you that in the Spanish community , the game was loved too . As I said months ago, It would be nice for the creator to have a small team or work with the community. There are talented people I saw who love this game. This will help the creator to avoid burnout , even I can help with betatesting or basic coding things in Godot Engine. I understand he prefers to do it alone because it's easier that way , but some little help wouldn't hurt. We love this game , and we will gladly do anything possible to help it grow. Imagine having this game on UnderEvent. If you need inspiration for the story, I recommend playing Red dead Redemption 2 , it's a masterpiece game of cowboys, so many inspirations can be taken from there. This is more of me as a translator lol, but having a way to translate some sprites would be nice, and if it's not possible , at least the last thing I can do is send you the translated sprite files and then he can recompile the game again and that's it. , and having a more organized structure with the text files. Because having the main.txt with +10000 lines of text is a little overwhelming lol. Having sections on different txt file like the rooms would be cool .
also the music guy sent this Dope!! Is there any tracks he wants in particular? Like for a specific section or something like that? I can get started on whatever is the highest priority :) I can also further refine the ones I already sent, since they’re still rough anyway! For now, I will make a google drive folder (available to anybody with the link, so he can access it) that I will put the tracks in for the future! I’ll share it with you once I’ve done so.
OH FUCK IM RETARDED. I should have made a gamejolt post, posting the translation text folder. Im gonna do that now
>>690 >It's just Martlet but grey and with the same outfit Lame-o
>>695 dry anon are you going to respond to this. I get why you dont respond to the other two. But this one I hope you respond
>>699 sorry I don't really know what to focus on at the moment in the music side, maybe a criminal battle theme or theme for the fishing game? I don't think the LW town needs new themes, the wild east themes fit well (and I can do the dynamic switching with them) maybe some happy version of kanako's theme for some scenes or something
>>700 >sorry I don't really know what to focus on at the moment in the music side, Thats understandable, I dont blame ya. > maybe a criminal battle theme or theme for the fishing game? I don't think the LW town needs new themes, the wild east themes fit well (and I can do the dynamic switching with them) maybe some happy version of kanako's theme for some scenes or something gotcha, I will tell him that
>>701 (my greentext failed) >maybe a criminal battle theme or theme for the fishing game? I don't think the LW town needs new themes, the wild east themes fit well (and I can do the dynamic switching with them) maybe some happy version of kanako's theme for some scenes or something gotcha, I will tell him that
dry anon, did i make a mistake by mentioning the game in /doe/ /sus/ and /utg/?
also the music guy sent me this: Oh, also, is there a filetype the dev prefers? I've been sending .mp3 files since they're much smaller and easier to send via email, but in the google drive I can put .wav files which are higher quality, or convert it to any other audio filetype (like .ogg). Just let me know! Once I know which filetype is the best, I'll upload the three songs as well as an additional WIP one to the Google Drive folder.
>>704 mp3s work, I can convert them to ogg if it helps save space later >>703 kinda, but as the others said in the thread, as long as you didn't attract the crazies over its fine just don't try to attract too much attention to the game and let it grow naturally, thats why I want to avoid having to use social media
>>705 >mp3s work, I can convert them to ogg if it helps save space later alright, I will tell him that. >just don't try to attract too much attention to the game and let it grow naturally Alright, I will do this
saw the post, btw gamejoltanon, you should have said that chapter 1 is being reworked so translators dont go too ahead on their work since it might be thrown out (at least in part) later
>>707 I will do that now
also the music gmail guy sent me this: I've currently made two versions of Kanako's theme, both of which I think sound alright, but neither strike me as "happy"; so, I'll come back to it again later. However, I thought I'd share the ones I did make just in case there was any use for them.
also finally the moddb and indiedb pages are completed ( i was waiting for the download file to get approved. It finally was) https://www.moddb.com/games/deltarune-yellow https://www.indiedb.com/games/deltarune-yellow
>>709 truly not for general happy scenes but I think I can find somewhere to use those
>>712 gotcha, going to tell the musician that.
Just want to make sure. Do you still want a generic battle theme for all the criminals. Or have you changed your mind. The musician in the gmail wants to do individual themes (he made this for pennilton). Should I tell him you just want one theme for all potential criminal battles?
>>714 I guess if we use individual themes, I will have to up my presentation pennilton's entire quest was already getting an overhaul anyway (he is now optional and has some new content) ringo will likely remain nearly the same though
>>714 also that theme seems a bit simplistic, I think for penilton something closer to some "sleazy douchebag" battle maybe? I don't have any examples in mind atm but if something does come up I will link here
>>716 > closer to some "sleazy douchebag" battle maybe? I don't have any examples in mind atm but if something does come up I will link here One of the reviewers way back mentioned using rdr as an inspiration. You could use micah, dutch, javier, and etc. All these examples are sleazy douchebag cowboys (rip rdr 2 javier)
>>715 >I guess if we use individual themes, I will have to up my presentation So are you 100 percent sure then? If you arent, I will tell the musician. >pennilton's entire quest was already getting an overhaul anyway (he is now optional and has some new content) perfect opportunity to give him his own theme too,den
>>715 also why are you keeping ringo the same? But expanding pennilton?
>>719 I just have no ideas for him
>>720 I am probably going to replay dry in saturday or sunday. I will try to think of some ideas, you could use
>>712 as said elsewhere, more for a deep heartfelt scene
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revised intro event, forgot to record an earlier part where kanako talking about the end of week event now in the classroom instead of the corridor
Just wanted to clarify If I dont respond to any of your comments dry anon, its not because im ignoring you, Im just busy right now. I will respond eventually
(3.68 MB field.mp3)

(3.09 MB bearing boss.mp3)

>>632 DRY Anon, I have more themes for Bearing, thoughts?
>>725 sounds good
(2.57 MB axis.mp3)

DRY Anon, this is a battle theme for the first encounter with Axis in Chapter 2.
(2.11 MB 634x472 new rooms.mp4)

been really busy lately but I added a few new rooms to the cliffs area of chapter 1, so they last a bit longer, also a basic enemy you can find only in this area not shown but after saving kanako from the darkners, they have a bit of dialogue before they leave now instead of just disappearing after the fight >>727 hm, not sure if the guitar fits axis but it is a good song
(2.62 MB axisupdated.mp3)

DRY Anon, does this sound better?
>>729 yeah I think that fits better
(1.92 MB Pennilton.mp3)

(820.56 KB Fishing V2.mp3)

So yeah should have sent you this earlier but was busy and am still busy. The first one is the pennilton theme earlier but with a intro. And the second is a fishing theme. (Now I will go back to inactivity since im busy)
>>731 not wanting to be rude but pennilton's theme here sounds like those sample midis you found in old obscure artist websites 20 or so years ago I mean its a style but I am not completely sure if it fits him fishing seems alright
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now if you pick fight here the scene changes, also minor changes overall (still need to tweak a few things) this now also adds to kanako's guts stat (it is what will be used to track how violent she gets, and also makes her "brutal swing" move more powerful (that's what the execution blow was changed to now that there isn't a weird route anymore). you could actually see how close cole and kanako got already with the confidence stat so now those two will be used to know those things, cole also has a new stat that says if you have been sparing or fighting more) internally, I have changed the coroutine code to be able to split some off the frame time so the 30 FPS mode now works mostly without issue, same with the text system. there are still some things that have to be tweaked but I will get them when I do the general test once everything is done. I've also added a new fullscreen setting to keep black borders so things are still pixel perfect-ish
(595.77 KB room.mp3)

DRY Anon, I'm starting the theme for the part of the Dark World in Chapter 2 that goes into Kanako's room. How does this feel? And has an original theme been composed for Kanako yet, if so could you please send it?
>>734 so that's for the upstairs area then? I think it fits also kanako has no official theme yet, and it's still debated if the theme that she has in UTY is actually hers or just ceroba's remixed https://www.youtube.com/watch?v=mpzS9qMgIqA https://www.youtube.com/watch?v=CAkq7eQqKi0 https://www.youtube.com/watch?v=1rZ0R94YT3o
>>635 I'm the anon who composed the Meltdown track, ask him if he wants to collab or something on a song
>>733 I was originally going to pitch this for the first Axis encounter theme but >>727 beat me to it Since this has the leitmotifs of KNOCK YOU DOWN I figured I might as well pitch it for the upgraded Axis fight scene https://files.catbox.moe/o2zphp.mp3 I'd been working on this for about a month but the sound mixing is pretty unfinished. Would you accept a completed version of this into the game? Other anons, feel free to criticize as you see fit.
>>737 maybe one could be for the fighting minigame and another for the actual fight then, this remix here could be the fight and the other one the minigame? or would it work better the other way around?
>>738 I was saying I wanted to pitch this as the minigame theme.
>>739 sorry I just glanced over, but yeah I agree this could fit there
>>682 Would this mean you won't use my Meltdown remix?
>>741 I probably will, it's pretty good but the other areas will use the other themes, I haven't added any of the new themes yet, still working on finishing the new content for ch 1 first before I deal with that
>>742 sorry. I got paranoid for a sec
>>736 https://www.youtube.com/watch?v=rMVKH40NT7Q&ab_channel=VyletBunni (huh deltatraveler might get a update soon) When im active the first thing im going to do is organize things into groups (devs, musicians, and etc). I just need to think of a website for it
still busy but just wanna ask something quick. Dry anon have you 100 percent decided to do individual themes for each criminal. Or are you unsure? also someone made decent sprite animations for sadie https://www.reddit.com/r/DeltaruneYellow_/comments/1n0sq27/comment/nb0ley5/
>>744 Hopefully you could make a (carefully vetted) discord server for it. Toastemperor already has me added
>>746 nigga i am toastemperor, but yeah the discord idea could work
>>745 also I want your firm answer for this because I dont want to tell them to make music and listen to these criticisms >>732 and then it turns out you decided against the individual boss themes. (sorry if im being annoying about this question) I just want a firm yes or no here.
>>745 >>749 unsure
>>750 ugh well fair enough. I will tell him that and recommend him not to do the music, since you are unsure. If you stop being unsure and fully want individual themes, then pls tell me (also im going to create that discord server now) >>746
>>751 >him *them
btw dry do you still monitor the game jolt comments or have you stopped. Whats the overall status of you monitoring the comments
>>753 I still check them now and then, but I can't request the people that encountered the foxlace issue to retry it with console open to see what error gets printed out
>>754 >but I can't request the people that encountered the foxlace issue to retry it with console open to see what error gets printed out I see. Can you give me a list of things that you want me to ask the gamejolt users. Or is this the only thing you need help with?
>>755 the foxlace issue is the main another, another is people asking how to reset the keybinds even if I wrote it down in the readme and in the rebind menu itself, its why in next version there will be ANOTHER reminder on how to reset the keys
>>756 Okay I will try to get people to record their console and then after I will send their videos here. >next version there will be ANOTHER reminder on how to reset the keys So in the end it is true, undertale fans cant read, lmao But yeah good idea. I was also weirded out by the number of people who didnt know how to reset the keys
>>757 recording the console isnt needed, if they launch the game via cmd/terminal, and the error occurs, it should just show in red text in it I just need that text so I have an idea of where in the code the game is breaking
>>758 okay gotcha I will ask them for that
>>758 Also one more thing, can I make a gamejolt post recommending a youtube video for people to watch (kris is frisk over 2 hour theory video). Im not going to recommend it on the games gamejolt page. Instead i want to recommend it through my gamejolt profile page. Would you be okay with that? Or would you rather there be no connections that can be linked back to dry. Since you know kris being frisk is somewhat controversial in the ut community :v
>>760 Also the musician is asking this: Alright, sounds good. Is there anything else he'd like me to work on for the game? Boss music, area-specific songs, or something along those lines?
>>760 I mean if its on your personal page it should be fine but I don't see much what that has to do with DRY except maybe try to get people to not equate the characters too much to their UTY counterparts? >>761 I'm unsure rn, I'm still reworking the early game cutscenes (just finished the chase + prison scene), I'm not thinking much about the music at the moment maybe a theme for dark jail then?
is a boss theme needed for foxlace? is foxlace still the secret boss?
>>762 >DRY except maybe try to get people to not equate the characters too much to their UTY counterparts? Oh no, its not connected to dry at all. I just want to recommend the video because I want people to see it. Im a kris is frisk believer and I want to spread videos supporting it https://gamejolt.com/@toastemperor And theres people who have subscribed to my profile, so I just wanted to share it to them >maybe a theme for dark jail then? Okay I will tell him that
>>763 yes foxlace is still a secret boss but will be a bit more involved in the chapter's plot in the new version right now it uses a pitch shifted version of ceroba's pacifist phase 2 theme, but maybe something else could be made for it
should i include the freedom motif, make something else to be DRY's freedom motif or not have a motif to be shared
>>766 I guess for DRY it should include the justice motif? https://www.youtube.com/watch?v=j4GP1nD-MUM
>>16 welp they deleted this
>>754 I just want some specification, when you are talking about fox lace issue are you referring to all of the reported issues. Or some specific ones?
>>769 the one where the battle doesn't load and it gets stuck on this screen, it has been posted many times, but I can't replicate it on any of my machines so I want someone that gets this to run the game with console open to see if it prints some error so I can try to fix it
>>770 alright Im gonna make a post asking if someone has this issue. And if they can give me the error text, if they do
Also dry anon are you interested in having playtesters? We could invite people to play the next build before it gets released.
>>772 I'll just toss the build on catbox like I always do, but there could be some testing with anons first before it is put on gamejolt it will still take quite a while for it to be ready though, like months away
>>764 Not DRYanon here. Do it. Spread the word, my fellow Kris is Frisk truther.
>>773 alright that sounds like a good idea >>774 I will spread it everywhere. Everyone must know the truth
>no one responded to the post yet >look in friendlist >notice two of the people having problems are already my gamejolt friends >message them >they still havent responded welp its gonna take a while dry anon
>>752 Is it more than one person making these themes?
>>777 I just did that to make it more consistent with the comment before that, where I used them. Tbh Idk why I didnt use them in the first place. Eh brain fart
>>778 >Tbh Idk why I didnt use them in the first place. Tbh idk why i didnt use HIM in the first place


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