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UNDERTALE/DELTARUNE [shiny new] DISCUSSION THEAD

Have to wonder if his skill would even really matter when the attack sorta just spawns on top of him.
Also he's getting skill checked when we're accepting that the Player managed to no-hit everything in DR in their first run cause of the one line change that happens if you do so
 
Ahem

"perceives with perfect clarity the souls, thoughts and intentions of all living beings and predict them accordingly"

Bro the gang ain't landing a single hit im ngl
 
What is range(in terms of universes affects and if it affects the past) of his conceptual erasure?
Daemons are eternal past/present/future things. N'kari barely survived a hit from him by jumping into a warp energy place just to live. So... 2-A and yes.
 
I was thinking about doing Demi-god Kratos with his Divine weapons restricted vs Titan once the p&a CRT is done
 
As someone who has just researched an ex-weather forecaster, yeah no that's not a valid timeframe. A weather forecast is just projected results of an analysis of current conditions in the climate, which itself is not something set in stone. This isn't something that they'd need to maintain through any active power sense, since the moment they change the climate to one standard it can just stay there without any alterations of power.

Think of it like this, if a character caused it to snow then naturally a weather forecast would predict that snow's climate and conditions until the effect goes away. We'd need evidence of Lanino & Elnina actually maintaining that level of climate AND proof that it's only staying that way due to their power. Since, with the snow example, a character CAN just create snowy weather and then just let natural effects take the wheel
Sorry for the late reply. I'm pretty bad at explaining myself, so I'll try to be as clear as possible.

The moment you show favoritism towards one of the two, you can see how the temperature starts to rise/fall considerably until it reaches 999/-999. This also affects the forecast (which actually tells you what types of attacks will be used), as you can see how the favored player's attacks start to increase (to the point of affecting the other attacks).

Also Tenna says this:

[Tenna] Did someone mess with the humidity!? [Turn 4, if Rain was chosen]
[Tenna]
Hey, is it me or is it getting hot in here? [Turn 4, if Shine was chosen]
In their remach in the dojo you can see that this time they are more coordinated, using both the same attack and changing the temperature as needed

Also the favor text says this:

The forecast whispers nothings like sweet droplets. [Rainy weather]
The forecast sparkles with cold beauty. [Snowy weather]
The forecast burns with hot passion. [Sunny weather]
The forecast shines with a soft romantic glow. [Moon weather]
 
Trying to navigate Toby code with the goal of getting accurate speed multipliers.
6.jpg
 
IDK if I feel good about using multipliers from in the code for DR. For example, even though PVZ 1 has individual damage values for all of the plants in the code they are not used for multipliers until PVZ 2, because the numbers are not shown in the canon almanac in PVZ 1, while they are in PVZ 2.

EDIT: MB, they STILL aren’t used for multiplier scaling in PVZ 2 😭 🙏
 
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I do agree that the usage of multipliers shouldn't be used, much like a lot of the random code Toby puts in the game. There are already rules in place that have these listed as game mechanics and often times the bigger standouts are mainly just coded that way because of storytelling (like specific enemies taking a lot more damage due to a certain weapon being scripted to do so)

"Multipliers in games get some special attention, due to the fact that they are often Game Mechanics. For example games often consider multipliers as just a different form of extra damage, like when they have multipliers on headshots and critical hits. As such there should be at least some indication that a multiplier on a move or an item in game also corresponds to a multiplier in the game's story."
 
If we use code then we get that Asriel is equal to Calculator Mettaton in durability

Yeah our policy on UT was not to use code, not sure why not apply same logic on DR.
Totally different case. Analogy would work, if I suggesting to put SNEO>Giga Queen, because her ATK value is lower (in code).
Mostly neutral about damage multipliers, but will defend case for speed ones. We have two ACTs that makes you faster(Holdbreath and ScaredyCat). They do make you faster by set percentages. We do consider them as moves that increases speed(but currently by unquantifiable amount). And we translate ingame Speed to Speed values much more straightforwardly than damage numbers to AP values.
In short, what are genius arguments against counting ACT that increases speed by 25%, as something that actually increases it by 25%.
 
"After localization reaches its final stages, we will begin testing with a professional testing team.

We also need to examine how the game operates on consoles. We will start considering that in January.

If I had to give a realistic estimate, I believe that it will take several months to release the game from where we are now.

It feels crazy to say this even though only 6 months ago you guys only had Chapters 1 and 2, but in a few months, much of the team will probably already be focusing their attention on Chapter 6...

A FEW MORE DETAILS


  • All the rooms in the game are more or less done, minus polish to the backgrounds.
  • Almost all the scenes in the game are complete. A single digit amount of them need visual polish.
  • Most of the battles in the game are done, except for a couple. These unfinished battles function from beginning to end, but need adjustments to their pacing and bullet patterns to be considered complete.
The game contains hours of fun!"



Are we ahead of estimated schedule?
Toby's "realistic estimate" is "several months", & he's saying progress is going excellently.
(Also oh my gosh, why does localization & console testing feel like, half of the dev time?!)
 
Toby's "realistic estimate" is "several months", & he's saying progress is going excellently.
(Also oh my gosh, why does localization & console testing feel like, half of the dev time?!)
People don't realize how long localization takes! Testing has to be done in each language on each platform it's on, takes awhile.
 
"Originally, the climbing mechanic just use the normal overworld movement with… climbing graphics. The result felt mushy, so I programmed a new climbing system myself. This is one of the only things I got to program, so I get to point it out."

Dang, no wonder Toby mostly talks about composing.

"Another change involved the layout of the Dark Sanctuary. Originally, I wanted to create a giant nonlinear interconnected dungeon, kind of like something from Zelda. However, the result of having a nonlinear structure, made it difficult to have a linear series of story events… this caused the implementation of the Old Man to feel really weak. So the structure was changed to be linear just like everything else (lol)"

Interesting insight into the Dark Sanctuary structure.

"Finally, if there was one part that was most annoying to make... it was the section in Noelle's house. Because we were introducing a unique new mechanic, I really wanted to make you feel like it wasn't wasted... My first concept was that you would have to set up a Rube Goldberg machine, involving many crazy parts. For example, you had to launch a treat with a treat launching machine over to the bathroom, which would attract a hungry Asgore to sit in between Susie and Noelle...

Then, when that didn't work out very well, we tried installing a toy train that would go all the way throughout the house, and make puzzles around this.

I was having so much trouble, I ended up asking my friend Andrew Hussie for help thinking of ideas."


Things Toby imagined the SOUL could do.
 
"Also, had to remake Noelle's house sequence three times."
Neat to get a number to that bit of meta trivia.

"Taxi - Assembled the rhythm game, as well as some other complex visual sequences, like Kris falling into the prophecy, and into the Titan with Susie. Also made some attacks, like the Knight's star attack, box cutting attack, and also Shuttah's attacks. Made a project called Moment to Midnight."

Surprising that the Rhythm Game wasn't Toby's doing.

"Alex - Programmed many bullet patterns, and also programmed Susiezilla. Made all of the Titan attacks, and the Knight's rotating slash and final attacks."
"PureQuestion - Programmed many bullet patterns, including Jackenstein's attacks, and the majority of the regular enemies. Along with Alex, created a game called Star of Providence..."

More neat info.

"New from Chapter 4

Enjl - Handled the Titan Tower and a few overworld rooms in Chapter 4, all the Switch 2 exclusive content, and Pluey. Now the main overworld programmer of Chapter 5."
Sort of official name for that thing!

"SaraJS - Did various visual effects, and difficult programming things. Helped out with lighting, ripples, prophecies on Chapter 4. Now creating cutscenes in Chapter 5."
More evidence Chapter 5 is still being worked on.

"Guests

Ondy - Helped out as a guest to do the cooking minigame. Also, created important things for Chapter 5. Created Tres-Bashers (and more!)"

What's Tres-Bashers?

"James - Helped out as a guest to do the cowboy game. Also, made the tornado vortex when everybody spins at once in that one ACT."


Sort of official name for a move/effect.

"????? - Programming boss bullets for Chapter 5!"


Hidden name?
 
Anyway, pretty good newsletter. Better than this fall's one, I might say.
 
Really awesome full body Titan concepts from the newsletter
titan.png
Only slightly related, but I kinda wish the notable characters used official art for their profiles instead of in-game sprites (or at the very least sprites with more dynamic poses).
 
Good newsletter, love the Titan art.

I wish Toby talked a bit more about Gerson but I'm very hyped about the Chapter 5 news. Only a few months as I had been hoping. Time flew fast.
 
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