For more Deltarune Master Mode, subscribe and ring the bell to keep up with any going-ons! [Edit 8/6/2024] Don't worry, this build probably bothers me as much as it bothers you. This is a pre-alpha build that predates the awful V0.1.0-Alpha / "Cibles build" that was never publically released, and is becoming more outdated with time.
@@dylanzlol7293 2 -> Doable. Simply wasn't on my mind. 1 -> Bit of an odd story. They're placeholders anyway, but the idea comes from... some of the Kingdom Hearts games' "Final Mix" editions having recolors of all standard enemies. Imagine that same treatment but for every enemy in Deltarune. Trust me, it's a high and mighty order for someone who can't draw to draw new assets lol
@@47northm It's a reference to harder versions of some harder versions of Kirby bosses being labeled as "EX"! But we never know, even me. Mod's still a pretty early draft!
@@dylanzlol7293 i dont really think so, the games i usually play have absolute trash stats on healers. my healers usually are the tankiest because i build them that way since the whole team's survivability relies on the healer. deltarune doesn't allow for much team building though and the healing is crap so ralsei just sucks.
Oh it's even spicier than that. _What if I told you that, while not elaborated on within the mod itself, Dimensional Jevil is a fusion of the two?_ _And that Queen will ALSO be in a similar vein?_
@@RainbwSpctrmPerhaps for the other chapters you could go with other Kirby naming schemes (like for example, Triple Deluxe uses the word "Deluxe" for its harder bosses instead of "EX")
@@RainbwSpctrm In my un-proffesion internet commenter opinion the attack is harder now, but also less interesting (it looks really cool though) weaving in-between the hearts was always really satisfying, maybe you can bring idk how, but maybe you could be thinking about ways to make that aspect of the attack more difficult
Oh I have an idea: make each of the hearts have an elliptical orbits so they kind of go away from the center all at once and approach it the same way, if you can that is
A new and harder Jevil too? Maaaaayhaps. Be sure to subscribe! More on the mod coming this way! (Of course, the occasional other videos unrelated to DR as well, but it IS my main topic at least!)
Oh, I was expecting more attacks to not look the same, although Q. Round flying with stars does add a lot and it seems to actually make it harder, I guess Lancer also has that Spade Rain with more, and King's Chain of Justice is faster, but aside from that are the other attacks going to get changed in the future ? As for Jevil, what you did with the Club and Heart Bombs looks interesting... also, that's one more DevilsKnife rotation than normal you sneaky sneaker...
Could you add an option to revert the sprites back to default? Theyre not bad, they simply kinda bother me for characters like lancer jevil and king who are real characters and not just regular enemies Also, a great part of normal Jevil's Heart Bombs attack is that optimally grazing it requires you to awkwardly go in the middle of the bombs through the openings in the sides and the way its designed now in this Master Mode build makes that impossible which kinda gives it a lower skill ceiling, doesnt it? Maybe make the hearts just rotate faster, or be a circle of 5 hearts roughly the same size so that squeezing in is harder, or they just travel really fast, or maybe multiple of those ideas combined? also, even more minor nitpick than those 2: could be there be a 30 fps version? i just think deltarune in 60 fps looks extremely weird, even if im probably the only person who has an issue with it... all in all though, ive been following this mod very closely since the initial trailer and im pretty excited for it to drop! keep improving it to be the best it can be! =)
My ratings of all the bosses: Lancer EX: 0/10 (Unless i'm blind, seems unchanged? Maybe he just does more damage but you don't get hit enough for me to tell) Q. Round: 4/10 (Basically just attacks faster, which lets it overlap it's attacks, usually I hate this in bosses, but Kround is easy enough that overlapping works for it.) Susie & Lancer EX: 3/10 (Again, lancer's attacks seem unchanged but susie's attacks are a lot faster.) Vs Susie: this is an interactive cutscene I'm not rating this (I do like how it's ironically harder to take damage now) Q. Round 2 (hehe get it): 4/10 (pretty sure it's unchanged from round 1, but it's actually easier now as it takes 20% per turn instead of 15%) King EX: 8/10 (The first boss to be sufficiently changed, he hits like a truck, and his attacks need way better reaction time and precision, though I have to say, the attack at 11:40 might be a bit overtuned.) Diment- wait this is jevil Jevil: 9/10 (It's a shame we cant see the entire fight yet, as it looks really polished (i love touhou) The person everyone mispronounces the name of: 11/10 (he's been taking lessons)
Few misconceptions! First Lancer is changed, just not as dramatically. I do have a few ideas in mind but they probably don't translate well to actual challenge Q.Round... main idea I had for it is, "More chances to attack, more bullets when doing so." Its magnificent jump also has a few extra homing bullets. Susie/Lancer EX... okay this one's my fault. I wholly forgot Susie once I was recording the footage. I had the idea that she'd throw axes more frequently for her solo attack with considerably higher speed. Yeah, once I got around to the main events so to speak, I started to hold back less, and went with the ideas: "Okay, King EX should be kind of ruthless. Dimensional Jevil, make him outright maddening." Note that these are the bosses _in their current form._ Ironically, some of the standard monsters are more elaborate, I was more confident modifying their code and bullet patterns than I was the bosses, ha. Things'll be looked into in later builds, hopefully by the base V1.0 release! I appreciate your honesty, it'll go a ways in helping touch up on things!
@@HaphazardousSpace Indeed. Happens several times during Dimensional JEVIL too, to varying degrees. The faster the SOUL speed, the more hectic I can make attacks.
Oh man. I can't wait to play it! (Though like I did with my playthrough of the bleeding mod, I'll probably cheat a bit by editing the save files and "leveling up" the team, so to speak.)
Hey, all fair- I can't tell ya how to play! I don't mind cheaters, it's single player after all. :P (The man who speaks in hands might be able to though, don't tick him off, ha.)
It seems only dimensional Jevil is actually greatly different. Lancer EX and K round EX are just the same, while King EX is nearly the same. Biggest difference honestly is Rouxls
A lot is actually changed under the hood, but at the end of the day, it's an early build. Further changes are slated once the mod starts going past V1.0.
Personally, i think some attacks with lancer EX and king EX could be faster or have more projectiles during their respective fights to really show that this is master mode. For the suzie and lancer EX fight, suzie could throw more axes or even use rude buster on you in one of the attacks where its just lancer attacking. Otherwise, excellent job
I wholly forgot Susie when she attacks solo, admittedly. I had the idea too actually! More chances to throw axes, and they fly faster. She does actually do that when teaming up with Lancer, in fact! As for King EX: He's already buffed in that regard, but I may buff him and his son even more actually, ha.
@@RainbwSpctrm that's fair. I'd love to see what it's like when it's finished because ngl it looks so much harder. Also, that jevil fight got me quaking. I'd not like to fight that because damn those attacks are fast. Love the work and I love the fact we were thinking the same ideas. Good job and I can't wait to try it in the future
Funny thing is that the _regular monsters_ are more unique in that regard. A few, anyway. Ultimately, still kinda afraid of trying to make more extensive edits to boss patterns, I'm still learning how to code. Got at least one or two ideas though!
Maybe with the susie and lancer fight susie could use rude buster it could maybe work like some bomb attack that has a warning then she uses it and it explodes into 4 slashes it could just look like the effect that gets shown when susie uses rude buster on enemies to make it easier to add in.
Considering how easy Chapters 1 & 2 are, there is a lot of potential to make some really fun and tricky bullet patterns! I would love to see remixed attacks and more layered patterns, like how you spiced up Jevil’s heart attack. Really cool mod! (Also, I’m assuming Jevil’s name and color palette is a reference to Dimentio from Super Paper Mario?)
It absolutely is! (In regards to Jevil) I've reduxed a few other bullet patterns. Namely, some of the enemies comes to mind, specifically Bismuth Bloxer (Bloxer replacement) and Royal Hathy (Hathy tier above Royal Hathy). More details about those on my Twitter and Discord!
Here is an idea for some attacks for the game The jevil knifes attack they always go to the same direction so how about after they go through each other the direction gets changed And for clover if you want to act instead of fight all options says random topic so the changes of getting what you want to spare clover are low
I really want to show more of his Dimentio side tbh. It's not said explicitly in the mod, but he IS actually a fusion of the two! Fun fact that I wanted to toss in a bit of Marx in there too, but the design might've started getting cluttered by that point.
@@RainbwSpctrmif Marx is your idea, why not use a black hole with the devilsknife? (Sucks you into the middle, hitbox is the middle of the box after you move away, 75 dmg. Per party member.
It's part of a modified mechanic too! "Down" party members don't get the mercy of resting it off, they are fully incapacitated and need other party members to help them get back up!
Imagine if on this mod, trying to die to Lancer (vs. Susie) is even more difficult instead. Edit: Wait, did you actually do that? I looked in the video and noticed the bullets moved out of the way faster.
To my recollection: Not implemented right now. Though, dying to Lancer during Vs. Susie miiiight cause bugs? But I'm not sure. Even if it doesn't though, the last save is all the way back when Lancer temporarily joins you and that might be annoying to replay, so I might add a save point to Kris' prison cell.
I made sure he had his due respect in this day and age Wait 'til you see Queen EX! She's ALSO a reference to another beloved character from another game! (Sprites already exist in my server too)
To fight you now have to take more action, the team takes more damage (only JEVIL seems to have forgotten to adjust the damage) Attacks are faster, ok, makes chapter 1 as difficult as chapter 2 maybe?
Yoooo this is sick!!! Edit: what the hell when I wanted to make a similar mod (before this was even announced) I ALSO wanted to make K. Round purple I know this sounds ridiculous, but I really came up with a lot of the same things Also, if there’s gonna be a new “generic battle” theme, you can call it “Red Buster”
It does, in fact! Long story short that a 60 FPS mod exists, it's only for chapter 1 unfortunately, and it was for an older version. I went ahead and ported that myself to the latest mainline Steam build, 1.10 or 1.09 I believe? (This may cause problems for the mod once Deltarune Chapter 3&4 is released, but I'll find a way to make it work!)
I would, but regardless of doing Pacifist, Neutral or No Mercy, Ch2 gives you all Ch1 recruits anyway, and I'd love to retcon that, but I'm afraid of going about it with a band-aid approach. At the end of the day, still learning GML! (The language this game is coded in)
This is looking absolutely sick. Can't wait since this is looking like one of the best Deltarune mods I've ever seen. Actually, the can't wait part was a joke. Please take your time since I'm sure this project is gonna need a lot of time and effort to finish and I don't want you to overwork yourself :)
It's the ShinkoCavy MIDI cover of The World Revolving, so yeah. The theme's getting replaced whenever I can arrange for that. Plan for that is TWR with a slight Ultimate Show motif. I had to settle with this placeholder for the time being.
That could work! Alternatively, I was considering that instead of moving up and down a bit before driving, he'd actually aim towards your SOUL before driving.
I wanted to do that actually! But whatever code is set for laying out the spades isn't super clear to me, so I instead settled for making him more ruthless with moving the battle box around.
I really like that bosses has EX after their name like Kirby's ex mode! Maybe you were inspired from it, am I right? So, I have a question for you. Do you have a plan to make a soul boss like The True Arena from Kirby games? Like "(insert deltarune final boss's name) soul", the final boss with new phases, new attacks, and new theme. I think it is a little too early to think about it, but it would be fun to have a boss for mod like this. (Sorry for bad English, my first language isn't English so...)
Hey, you're good. Honestly, that's an amazing idea! Right now, my current skills don't allow for much, thus the bosses being a bit simple, but- the full game's prolly coming out within the latter half of the decade, so hopefully I've either learned new tricks or have new faces on board helping me with this. Whether the final boss is the Knight, the titans or the ANGEL'S HEAVEN, I'd love to make a "Soul" version of them!
Oh thank you so much! I hope your project will be a success! also, could I make a Japanese translation patch for this mod if it released? I like translating text from my favorite games written in English, song lyrics, etc... so I would like to make a Japanese translation of your mod if you don't mind
Suggestion: if possible, perhaps certain bosses could have new bullet patterns? If anyone would made a list for something like that it would be king and jevil. OR the bullet box could be smaller, making it tougher to dodge. That alone would skyrocket the difficulty
A bit of Kirby hard mode in there yeah, but the repalette idea... actually came from the "Final Mix" versions of some Kingdom Hearts games! The Kingdom Hearts games that have FM versions recolors most, or every, regular enemy!
Boss timestamps 0:01 Intro and Lancer EXTREME (can't be spared or defeated, but you can outlast) 1:23 Q. Round/K. Round EXTREME. (Has more MERCY hp than K. Round, also doing more damage) 4:00 Susie and Lancer EXTREME (Lancer has more HP and more MERCY HP,) (Im not counting 6:00 since it's more of a cutscene) 7:23 Q. round Redux /K. Round EXTREME Redux 9:00 K. Spade EXTREME (Faster attacks, more damage, more HP) 14:11 Dimensional JEVIL/ JEVIL EXTREME (UP AND DOWN AND UP AND DOWN AND SEND MORE HP TO THE CLOWN UP AND UP AND DOWN AND UP AND DOWN AND SHOOT MORE SHOTS FROM THE CLOWN!)
Fairly so, anyway! Stuff's been fixed that either breaks the balance in player's favor or the boss's favor. Other fixes too, one enemy even got a more unique pattern upgrade!
Honestly I loved the concept, I always wanted to play deltarune with more challenge and this is what I needed most It's amazing how you went to the trouble of changing all the Boss sprites even though most of them are just different colors but it shows that you're putting your heart into it Some attacks are different and others are just faster which I think is perfect I don't want to play something as difficult as a Sans fangame, some improvements to some attacks and this is perfect! Good luck with the project, it has a lot of potential to go up and don't worry about the hate you're getting, they don't know how to give constructive criticism instead of insults... Looking forward to the release and even chapter 2!
Hey, thanks for the feedback. It's all still early, and actually, a faaaair lot of this is still WIP. Honestly, think of this version I'll be releasing sometime soon as like, a wooden wireframe. Most of this is to be overhauled around the post-1.0 releases. So, think like 1.1, 1.2 or w/e. There's some folks interested in collabing on this as well, and two even already are. Dimensional JEVIL's spriter and designer specifically; two separate folks by the way. Rudinn EX also has new sprites being made by the pixel artist who did Dimensional JEVIL's sprites. Someone's also making an original theme for him as well, by the way! Ultimately though: Most of this is me. Some ordinary guy who's still an amateur, fairly regularly consulting GameMaker documentation for functions unfamiliar to me. Early on, I didn't even know what custom variables were, ha. I still don't know a lot of stuff like indexes/arrays, siners, all the various draw commands, etc. The majority of this? A guy who is ultimately still in the opening act in his programming escapades. I'd think more than anything: People who spew hate as part of their common activities are troubled people. People with rough histories, done wrong by people, wrong places at the wrong times, possibly unloving parents with bad practices. At the end of the day though, it's no excuse to just forgo compassion, care or at least understanding other people's limits and abilities. Life's worth living, yeah? No reason to go about it with a cold mindset!
I'd like to do that for Q.Round's first attack actually, we're on the same page! But I'm still getting accustomed to GML, the language the game is coded in.
for the jevil fight theres a really easy way to beat the ring around attack you should make it unachievable for the mod heres how its done ]:) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-f72MGhiI1D4.html
On one hand, the "Vs Susie" fight is meant to be emotional and not a real boss, as Lancer even gives up after a few turns. Would be interesting to see it redone as more of a challenge though.
Funny you mention that...! He got a minor buff, in that his 4th turn has a slightly weaker version of the spade suit bombs that Jevil uses against you! Otherwise though, he starts refraining from 5th turn onward. The battle overall is one turn longer.
I've thought on it honestly. Ultimately, at the end of the day, it's still Lancer, it's still Susie's friend, and I don't want to change the narrative with that fight too much. I'll at least consider a way to make it work, I do have experience with literature/storytelling, but I'm no Toby Fox at the end of the day.
i pray that for this, if the darkners change as well and not just the bosses... that you'll do something like what ut:hard mode did, and have like, ruddin and hathy change into ruddin ranger and head hathy, like how froggit and whimsun became final froggit and whimsalot, and so on. same thing with like... werewire becoming werewerewire. it just makes sense, ya'know? (on a side note, this looks REALLLY promising! harder deltarune that ISN'T ridiclously unfair, it seems really sweet, and i hope this project goes SUPER well)
Oh, that sorta-ish happens. Some enemies are new (Well, most of them), but at least one gets replaced with its harder vanilla counterpart. See, I COULD replace Rudinn with Rudinn Ranger, but I also wanted to keep what makes Rudinn unique in regards to attacks. Ad lib for most of the other enemies, so the majority of them are instead modified versions of their vanilla counterparts. As for Werewerewire specifically: That IS technically doable, but that enemy's basically a miniboss; two of them right after being introduced to Queen is kinda unfair. Werewire's probably getting replaced with a less potent take on Werewerewire that uses the same patterns but more tame stats. I'm glad things are looking good to you! As well though, there is still more work to do before I get the public beta for Master Mode Ch1 out, which while I WILL do Ch2, this beta will only contain preliminary changes planned for Ch2. (Enemy stats mainly)
@@RainbwSpctrm mmm was kinda hoping for some werewerewire rage torture while trying to do chapter 2 master mode but oh well. but, hey, at least youre being more original with concepts instead of the lazy route, i'd do the lazy route if i did this! but, hey, good luck with this mod! dont try overworking yourself though, i have enough experience that it doesn't end well if you try doing projects too much, too quickly which um- again, good luck! :)
In the future, everyone's probably getting unique sprites like Dimensional JEVIL. However, his sprites aren't my doing, but someone else aiding on the mod. The rest, all me. Pattern modifications and repalettes. The explanation: Two other games. Kirby EX modes where enemies sometimes take on new attributes, including new palettes. The other, the "Final Mix" editions of some Kingdom Hearts games that repalette every standard enemy and some bosses. That route's temporary though, and there's no in-game explanation for it honestly.
I think that recolor is not needed. Many bosses are just a bit faster verdions of themselves. No old attack expansions (I think that is the most important thing for master mod). It's not really important to add new attacks. This mod at first look like it can give you new experience if you have skills in Deltarune, but it's not. I'm not hating this mod, I'm just saying that this is just pre-alpha version and it's really needs to be updated so much. Good luck and don't cancel this mod creator.
Thanks for the critique. Honestly I only know the basics of GML, like say, custom variables and physics-related builtin values. Stuff like speed, friction, gravity etc. And I will admit, rewatching my own video, yeah this is an alpha at best, and yet I've been calling it a beta, ha. I've got a few plans written down, just need to pick up the knowledge to execute them. Q.Round for example, I want to add shockwave bullets for its standard stomp attack, much like what the electrical plugs spawn in the overworld in Ch2. I've been given ideas for new Dimensional JEVIL attacks too that I want to implement. I'm considering getting into pixelart too, because while I'm somewhat chill with the recolors, which have been compared to Kirby "EX Mode" enemies and bosses, and I myself compare them to the "Final Mix" version of Kingdom Hearts enemies, yeah there's a lot more to be desired.
@@RainbwSpctrm thank you for your answer! I'm just trying to give you some motivation for mod developing. I just really would play this mod if it will be good. Don't give up and grade your skills. Good luck!
Not ready, there's some glaring issues to patch up before the public beta release. Notably, King EX is crazy punishing towards the later turns, and Bismuth Bloxer had an unfair bug with one of its patterns. A few small features unimplemented too, and I want to get this beta release right. There'll be a video stating the public beta release when that's out- so subscribe for that so you don't miss it, yeah? (This beta will only contain Ch1's changes planned for the full V1.0 release, and preliminary changes for Ch2.)
Wait 'til you see Queen EX (pending name)! She's ALSO going to be a reference to another robotic character! (You can see that on my Discord server, ha.)
@@AAAAAAA197-ux4xi Honestly, my favorite stuff in the mod so far is the stuff _not_ by me, ha. Dimensional JEVIL and his designs and sprites aren't me; it's two others who offered to help in that regard. Rudinn EX and Queen also have some new sprites with new designs made for them, albeit unimplemented rn.
Funny you mention fusion... (Not stated or showb ingame, but that did actually happen, just the other way 'round and a bit less willing on Jevil's end.) I'm a bit surprised this old video's still getting comments too, this build's a BIT rough imo, mod's evolved some since then.
Looking into it, I think the timing window's been increased to 2 frames. Note that I integrated the 60 FPS mod into this, but I didn't make it originally.
In more ways than one, ha. Of course, it isn't being explicitly stated in the mod, but behind the scenes, Dimensional Jevil is a fusion between Dimentio and Jevil! _(Who says an all-powerful jester can't exit his home reality, heh.)_