@@dimolade Bro it's too much I think, like HOW are you ganna code every things that changes when you do one particual things like the 27 endings and shi
you should probably run the game at 30fps since that's what undertale runs at looks *really* weird otherwise and in the menu (1:49) make the letters shake less pixels (maybe a max of 2 pixels in any direction) and sometimes not shake at all. they shake way too much right now. (also undertale's name limit is 6 characters)
@@tetrisbit I think ill keep there being no limit, i mean Maybe ill make it 6 but yeah due to the low fps the letters shake i think 2x as much and their maximum is allready 1 pixel
@@dimolade actually the problem, i think, is the fact that in your code, you're moving the letters in a random direction, but not moving them back afterwards. the letters will eventually go off the screen and escape. your code has to be: (move up/down/left/right by 1 pixel), go to [default position of the letter], (repeat) also, your current code lags the game a lot and so i recommend toning it down so not *every* letter moves at the same time. and yeah, your game is running at 60fps, which is double what undertale runs at. you should cap the fps to 30 as stated in my older comment. good luck with the project! EDIT: i'm looking at the footage and you have a lot of pixel squashing and stretching in game. i think this problem can be solved by making sure the size of your sprites is consistent with the resolution and making it so frisk visually moves by an amount that is an integer. (round the position of the player). but i'm not an expert.
@@tetrisbit Yeah, they do reset back to their size, in the editor and Not in the Build the Letters work as Expected, but due to the Janky FPS it glitches or behaves weirdly.
@@dimolade few things here. i'm not talking about their size. as far as i can tell that is unaffected. i'm talking about position. also you said "their maximum is allready 1 pixel" but that is simply not true. they move up to like over 5 pixels at a time at certain points. their position needs to be reset to their default after every movement, as i explained in my previous reply. and capping the FPS (frames per second) at 30 seems like it'd be a great way to fix any issues related to it, as it barely goes under 30 FPS at any point.