UnderTale battle systerm

Victor Hate

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I just finished the game and I have only one thing to say......WONDERFUL!


I have heard that the game was made in rpg maker or something along the lines if that is true...how the hell did the do that battle sister with the hellfire bullet dodge?!


I been wanting to do something like that on a small scale but that game showed me things that were amazing....how would you go about doing that on rpg maker or am I wrong as all get out XD
 

Valryia

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The game was made with GameMaker:Studio.
 

Victor Hate

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@Valryia lol that is good to know because I was thinking my skill at rpg maker had not even began when I had heard that it could have been made on it.


My only thoughts were : "I have had this thing for almost 2 years not....am not even close at being a master" XD
 

Zalerinian

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You technically could make undertale on RPG Maker. You'd just have to rewrite most of the default code, as some commercial games already do. With Game Maker, which I personally dislike, you have to start from scratch. You are not given any default code or resources at all. And I dislike their proprietary programming language. I find that it lacks many basic abilities and is just tedious to use. 
 
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LightningLord2

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From a storytelling perspective, there isn't that much difficulty in running down the general plot - even the alternate ending should be doable with simple events.


Here's a few challenges I see if you're trying to remake Undertale:


Enemy attacks


Because there's very little to do for the player during their turns, the main skill element in the battles is the bullet dodging sequence. Unless you're willing to overwrite a ton of default scripts for a dodging minigame, you might have to be very creative in working with what RPG Maker offers by default.


Acting


The ACT command is actually quite tricky, as you select an enemy first, then you choose an action you want to perform. The easiest way would be a choice box triggered by a common event after using act, but that would leave you unable to cancel your choice. Feel free to do something different.


Sparing


Actually not that hard - a recent update in Yanfly's State Categories allows you to make a "spared" state that works as an alternate death state. You can make "Spare" inflict this once certain battle conditions are triggered (do this with switches, variables, states or whatever else works). What could be problematic is that spared enemies should not give any EXP.


Save-sensitive events


Certain events in the game are based around reloading the game for a different outcome. You'll need a plugin that allows you to retain information outside of the player's save file.

Final Bosses


Most of the fights are relatively simple outside of the bullet pattern thing code-wise, but the final bosses are something else:


-Photoshop Flowey


First of all, before you can even encounter him, the game crashes. Restarting brings you through a messed up opening and a title screen containing only Flowey's save file (with you being unable to select the reset option). After walking a bit, the cutscene starts off showing your save file being shattered by him. After a bit of dialogue, you're thrown into a crazy battle with save states, clicking on your menu buttons popping up in certain places and if you lose, there's an alternate Game Over that crashes the game. The cutscenes aren't all that hard to do, however.


-Asriel


Most of the fight is pretty straightforward, as there aren't any means of sequence breaking it. Eventing the soul saving events could be tricky, though, plus there's the event where you survive a hit with fractional HP.


-Sans


Not that much that hasn't been covered elsewhere, but a few tricky things remain. First, the one time he's actually sparable, he's going to instantly kill you if you choose to spare him. Then there's his ability to inflict damage to you on the menu. Lastly, providing an out to his special attack could be challenging (which is him doing nothing, including ending his turn)
 

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