A downloadable game for Windows

This is a fan made recreation of the encounter system in Undertale!

Currently featuring encounters from one to three enemies, six unique monsters each with multiple attacks, blue and green souls, a few items and a slew of flavor text!

On the overworld, press Z next to an NPC to interact with them. All of them will challenge you to a battle, answer yes to fight them. Alternatively, press 1 2 or 3 to trigger an encounter with one, two, or three enemies respectively! The combat controls work like in Undertale, Z is your primary select button, X is a back/skip button, and the arrow keys are used to move.

The overworld features walking and talking to entities, as well as moving through rooms!

Inspiration, many art assets and sounds are from Toby Fox's Undertale game.


Feel free to use this as a template to make your own projects, but show me what you come up with! I do like to collaborate, you know.

More information

Published1 year ago
StatusIn development
PlatformsWindows
Rating
(3)
Authormintypython
GenreRole Playing
Tags2D, Arcade, Turn-based
Player countSingleplayer

Install instructions

To play the game, just download and run the .exe

For the .zip extract it using WinRAR or a similar archiving tool, then open the UndertaleRemake.project file inside the resulting folder in Game Maker:Studio.

Download

Download
Downfable.exe (6 MB)
Download
Downfable Uncompiled.zip (2 MB)

Comments

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Viewing comments 26 to 7 of 26 · Next page
(Edited 1 time)

I think purple and yellow harts will be easy, so will orange attacks(move through it)

But the hard part will be SAVEing.

Anyways, Awesome engine!

After a few days ill post it, anyone can download it, STILL

Credit goes to mintypython

#1 weirdest comment

(Edited 2 times)

BEST THING EVER! THERES EVEN NEW FEATURES THAT ARENT EVEN IN THE REAL GAME! But wait...

*head explodes*

Where's the scrolling???

hOW DO YOU MAKE IT??? Id like center player

EDIT: Well it was already there!

if instance_exists(Player)

{

camera_x = Player.x - camera_width / 2;

camera_y = Player.y - camera_height / 2;

}

that always works, dosent it?

*magiclly, my head rebuit*

its nice

Really like this custom engine you've made here. Will you be adding a menu system soon?

One thing I'm confused about: Is there a way to create a text box after another text box is finished?

You never answered my reply before, so I'll put it here.

I really don't understand what you meant, but I just want it to change room after a dialogue finishes, what would be the exact code? I don't know much about ds_list

(Edited 1 time)

Actually nevermind. I figured out how to do it on my own :D

I just had to do some research on ds_list_add

me too ;3 This could REALLY use a bullet hell generator


(+1)

Is it OK if I use this as a base for my fangame? I have basically everything planned out, but I'm having difficulty with the coding.

By the way, can you make an attack template

Thanks :D

Hey, I wanted to ask a quick Question. I`ve been trying to make a begining screen and my own rooms but i cant find where the player is and how do i make him "Spawn" in a certain room, and quick question how do i make them randomly spawn in the world?


(Edited 4 times)

uhh.. If you want it to be the first room in the game you need to place obj_IntroGuy

EDIT: Dont forget to delete the object in other rooms! Otherwise bad things will happen!

EDIT EDIT: It does nothing?????? Further investigation needed.

EDIT EDIT EDIT: WAIT NOPE! Thats not it! you need to name the room room_intro

EDIT EDIT EDIT EDIT: Forget it.

Could you (or somebody who understands all this) post a tutorial on youtube for how to do this?

So, every time I try to talk to my custom character, it says this


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object TextBox:

trying to index a variable which is not an array
at gml_Object_TextBox_UserEvent0_1 (line 5) - max_i = string_length(text[page]);
############################################################################################

what does this mean?

(Edited 1 time)

Ah yes. Sorry about the rather stark lack of documentation. It was promised, but I have been doing spots of work on other projects.


Text must be passed as a string array instead of a string, with each entry in the array denoting one page. Even if you have only one page, you would still pass a single entry array.


Thusly, text = "String here"; would become text[0] = "String here";

I also had it happen once, but, one question, what would the full line look like then?

How would I have an event happen right after the NPC finishes their dialogue? I've tried various things but couldn't seem to find one that worked.

Oh weird. There's supposed to be a script for that, but there isn't. This project is a mess when it comes to making things clear for people, gee. I'll just show you what the script is SUPPOSED to do.


Sequential events are handled by a ds_list contained within the object Event. Each event is composed of two entries in that list; the name of the script to execute and the arguments to pass to it (if there's more than one argument, they should be stored in an array).


So to add an event right after the NPC finishes their dialogue, you place this chunk of code after creating the text box:


with (Event) {

ds_list_add(event_list, SCRIPT_NAME_GOES_HERE, ARGUMENT_GOES_HERE);

}


Once the NPC is finished talking, Event will run the next item in that list, which will be the event you just added.

So if I wanted to make it delete an object, what exactly would I do?

Hey, could I use this as a base for the battle and dialogue engine in my fangame? I'll mention you of course


The reason I'd like to use it is because despite having the rooms ready, the menus, projectiles, and dialogue boxes, are a bit confusing for me right now


Thanks

Certainly, go ahead and use it.

Hopefully it'll integrate well with what you already have.

Thanks

a very interesting thing, I would like to see the continuation! (I try to understand how it works in GM:S, but it is not clear for now)

HueHue.

(ALSO THAT SAGARCELLA SPRITE IS MAKING ME JEALOUS WHAT)

(also, you may want to add talking sprites for your overworld characters, just something you may want to do)

Okay, everything is working fine now, thanks.

But seriously, do you think I could help with sprites? I am not very good at coding but I believe I am pretty good at drawing sprites, and if you don't like them, you could always just not include them.

What did the update exactly include?
Can I read it up somewhere?

Viewing comments 26 to 7 of 26 · Next page