• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

UNDERTALE/DELTARUNE [shiny new] DISCUSSION THEAD

Should I edit my post on the calculation evaluation forum (Frisk's missile dodging feat) to priority 1 or 2 since that speed downgrade thread went through and the missile feat is now technically the fastest speed feat that needs evaluation.
 
Should I edit my post on the calculation evaluation forum (Frisk's missile dodging feat) to priority 1 or 2 since that speed downgrade thread went through and the missile feat is now technically the fastest speed feat that needs evaluation.
Edited it to cross out the 4 and placed a 1.
 
Alright, for that Undyne saving Monster Kid speed feat I calculated, the feat happens on a thin bridge. I guess the overworld sprites have like a chibi art style. So, I don't think it's that big of an issue.
 
No, but it's a pretty short fall compared to all the other fall calcs I did, I don't see it getting above 9-C.
Want least try calc to see where it goes ? Because she receive no damage from this

While whem she fall from the briged she get some damage and from that you should be able calc undyne true defence.
 
Alright, using the spriters resource, Undyne was 326 pixels above the ground. Frisk's sprite is 29 pixels.
Using the 1.37041860465 m height I calculated for Frisk.
(1.37041860465/29)*326 = 15.4053953488 m

Using the weight from this accepted Undyne calc.

Potential energy: 145.4*9.80665*15.4053953488 = 21,966.3515713 J (Wall level)
 
Alright, using the spriters resource, Undyne was 326 pixels above the ground. Frisk's sprite is 29 pixels.
Using the 1.37041860465 m height I calculated for Frisk.
(1.37041860465/29)*326 = 15.4053953488 m

Using the weight from this accepted Undyne calc.

Potential energy: 145.4*9.80665*15.4053953488 = 21,966.3515713 J (Wall level)
The boulder feat was 45 to 167 kJ.
 
Assuming battat with costume weighs 100 kg, and we move him by 6 m in 1 frame.
Speed 6/(1/30) = 180 m/s
KE 100*180^2*0.5 = 1.62 megajoules
Acceleration 2*6/(1/30)^2 = 10800 m/s^2
LS 10800*100 = 110 tonnes
Results are a good bit higher while tormenting much bigger Jongler
 
Assuming battat with costume weighs 100 kg, and we move him by 6 m in 1 frame.
Speed 6/(1/30) = 180 m/s
KE 100*180^2*0.5 = 1.62 megajoules
Acceleration 2*6/(1/30)^2 = 10800 m/s^2
LS 10800*100 = 110 tonnes
Results are a good bit higher while tormenting much bigger Jongler
No 1 frame acceleration calcs.
 
images



 
Also, Toby has hired programmers for Deltarune. That arg doesn’t work as well as it does for UT.
God forbid someone makes a joke about the will-never-touch-Latin-America Tobias. But you're actively ignoring the main objection, and no, the argument still works fine because Deltarune is far from being competent in programming either way.

The issue is the medium itself. Hiring programmers doesn't change the fact that Deltarune runs on a pixel art engine with limited frames per animation. That's a property of the game engine and art direction, not the dev team size.

Single-frame calcs in stylized 2D games are methodologically indefensible. Animation frames are not motion-captured physics. They are artistic choices chosen to maximize visual impact and readability.

When the man too scared to translate "hi" to "hola" animated, or hires someone to animate Kris lunging off a window ledge and landing, they are picking the most dramatic keyframes. The "distance traveled per frame" reflects what looks good on a 16x16 sprite sheet, not what the character physically did between those frames.

The LW window jump proves this perfectly: run the full arc, you get human-range values. Cherry-pick a single frame? Suddenly Kris has superhuman strength.

This is a fundamental problem with applying frame-measurement methodology to any game that uses stylized discrete animation
 
Back
Top