benjamin701

benjamin701

0-day streak
Here's the Deltarune menu again but with sound. EDIT: Slack is bad. Better version in the thread (Youtube link)
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I did something a little different today. I started remaking the menu animation from deltarune. Here's what I have so far:
test.gif
Time to add actual combat
I took a break from my Undertale engine to add some support to my asset parser for the new Game Maker beta. Here it is parsing the assets from ROSEBLIGHT:
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I finally have a basic version of the menu system working. As you can see, there are some... issues... But hey, it's a good start. Another thing I added are the typing noises when text is drawn in the box. Next up after the menus: battle. Which means collisions. Fun.
I forgot to post yesterday, oops. Anyway, getting menus working in my Undertale engine requires some refactoring in how key events are processed. I took a short break from that and decided to add a function to animate sprites. It's a bit basic, but here's a dog. The shifting in the GIF is because the frames are all different sizes and that's the best I could do to make it look decent ATM.
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Nothing much yet, just hardened the audio parsing so it doesn't die on partial resource files... because those exist for some reason.
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How to debug audio parsing: listen to each file and make sure the metadata matches the actual track. I already ranted about Game Maker archives, no need to do it again.
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Currently debugging Game Maker 2 compatibility for my Undertale engine. Binary debugging is fun... Not.
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I'm currently working on recreating the Undertale battle engine, but without OpenGL or anything like that (it uses Java Swing). It technically does not require any external dependencies, the only thing it uses is an OGG vorbis decoding extension so the native Java audio system can handle it. Next step is to make the menus useful. No source code yet, I prefer to keep this in a private repo until I can get a full boss battle running in it.