Well, that sucks. That would've been better. But noooo. Windows has to be a crybaby and complain about everything. "Oh my god! A game is uninstalling itself? I gotta fucking remove this virus!" @JuniperDev
@@jarielwilliams9856 That's intended behavior, and should never ever change. A program uninstalling itself without the control of a user is malware behavior, regardless of the source and intention. If Microsoft ever allowed this, it would create a ton of security vulnerabilities. I agree, it would've been funny and scary, but there's a limit you have to not pass if you want your game to still be considered a game in front of the OS's eyes.
Hahah! I laughed too hard at this. I diligently start every project with absolute star level folder and consistency. A week into the code base. I realize star level means you can pick a star in the sky and I’ve probably put a bit of glue, duct tape and code in it. 😂😂
It's called "modular design" By which I mean I grabbed a bunch of hastily-coded, self-contained functions and stitched them together as needed. And plagiarized as much open source as I could get away with.
1:57 I think the genocide route we ended up getting is actually more meaningful than if the game was deleted. To me the true "canon" ending of undertale is the post-genocide pacifist run were you trying to redeem yourself for the horrible things you've done only to see that your soul has been irreversibly tainted and you can never have your happy ending again.
@mrwilsonisofflinegape577 Buddy, Metal Gear Rising is almost 11 years old and it still gets talked about today. If we go even older than that we have Ocarina of Time or Doom, or Minecraft.
I HATE inconsistent pixel lengths with a burning passion... but I still somehow managed to get through Undertale without rupturing a hernia. Who knows how.
@@libsh5684 No it's not It's never stated An easter egg telling a Dog made a game by barking into a typewriter doesn't mean that's how Undertale uniberse came to be Quit simping!
@@BlueBoyTech yeah, for it to be faster one needs to load the file into memory and then map every entry to an array, which would be the same as a switch statement (maybe a little more organized). However, when it comes to Undertale.. it doesn't really matter
no it is. but also.. that's not the problem. the problem was that everytime he wanted to add more dialogue, he'd have to string together multiple codes to get it working. in a proper npc system you would just write the dialogue and the game would read it.
It's still a bad solution. If you wanted to actually get the speed advantage of using memory instead of reading from a file, you would use the file, but load its content into a lookup table/map in memory. Then you could just access each dialogue section with a key like "sans-intro" or "toriel-boss-start"
@@BlueBoyTech A separate config file for dialog is really useful for localization specifically, as you can switch out the file for different translations.
Honestly, the fact that Undertale is a poorly coded game makes Undertale even more of an inspiration. If even a rookie developer can make such a fantastic game, then you can too!
That’s kinda why I use it as inspiration too. Kinda what made me ever consider if I want to learn to make video games. I probably won’t ever be able to make a full project, but I can dream!
@@ssg-eggunner if you feel you can't do what Toby did, just try a smaller scope! Find something that you feel you can do by yourself and just do it! Even if it never sees the light of day, you'll have a blast!
@@AnimatingBeats you don't have to start with a full proejct!! Toby started with ROM hacks, UniqueGeese started with a Garten of Banban remake, you can start with a small scope, like a 10-minute to 1 hour-long game. Once you feel comfortable doing stuff like that, you can dream bigger! It's better to have a complete small project than an incomplete big one!
1:35 that's og oneshot, modern oneshot allows you to close the game but scolds you for it by saying it scares Niko as they're alone and dark when the window closes
Yeahhhhh Undertale is held together by a bunch of sticks and glue 😅it's honestly kind of miraculous that it not only works, but also that most playthroughs really don't see many glaring bugs at all
MYSTIC! You have been all over my feed while I've been making this video haha. Seriously, creators like you are a big reason the community behind this game is still thriving and videos like mine are still interesting to people. Kudos!!
3:01 fun fact: I saw on a yt video about unused undertale content that this flowey sprite was gonna be used if you manage to oneshot Asgore by hacking the game
Two very important things: - Undertale is graphically good. The vast majority of visual assets seen in the game were cleaned up considerably by Temmie, produced from scratch by her, or done by another artist Toby hired. The entirety of Home, Snowdin, and many other areas were not only drawn and sprited entirely by Temmie, but even conceived in concept art by her first via fairly vague instructions from Toby. It is not an exaggeration to say Temmie is more important to Undertale's identity at many points in the game than Toby is. There was a strong effort to keep the look simple and reminiscent enough of what Toby himself would doodle, but most of the final product is by no means not a professional quality finish, nor something he could produce anything that feels remotely similar to. This confuses a lot of aspiring gamedevs into thinking they can still achieve what Undertale did with lower standards/ability. They cannot. -Toby's lack of ability to code his way out of a "Hello world" assignment is one of the many factors delaying Deltarune to year infinity. It is very much an issue and, much like the point above, should not be something that encourages aspiring game devs to skip over learning their fundies. Toby has been notably trying to use Temmie less on Deltarune also, and development and the product itself is suffering for that as well.
@@annagolikova5167 I'm honestly not sure. He mentioned in the 2022 commentary stream that he wants to be able to do as much of the visuals himself as he possibly can, but then he started simply giving more work to Gigi that would have gone to Temmie in Undertale. It's hard to figure out how he is thinking. Had he given Temmie the same role and freedom she had on Undertale, getting everything done for the game on the visual asset and design side would be done practically overnight with how good Temmie is these days. Maybe she simply charges too much now.
Question: I can see how the development would be suffering due to the lack of involvement of Tem. But why the product, too? Is there something from the already-released Deltarune chapters that bothered you and that you think clearly shows a downgrade from Undertale? Just to be clear, I'm not trying to criticize you, I am legitimately curious.
@@SMCwasTaken at the same time though a lot of those games were sort of ingenious if you think about how much memory and space they took up like literal MBs of info which to me I think is awesome, like we laugh at how janky they are but a lot of those were written with basically assembly which is definitely pretty awesome
Why on earth do people think switch for dialogue is slow? It's literally supposed to be faster than loading text from a disk and using a hashmap for dispatch.
Because most coders don't think about what the processor does to do to make their program happen. It's ugly so it's bad, and because it's bad it must be slow.
It may certainly be faster, but it sure seems way less maintainable. Like, if I had to add some extra dialogue for a new event into that statement, it feels like it'd be pretty difficult. I could be wrong, though. As I type this, I can imagine organizing the switch using some sort of standardized variable, making a new state for that variable, and then adding the line. Hm.
@@domojestic4155 You'd keep your dialogue and event IDs in a database and have a tool that automatically converts it to the switch statements or hashmap just before compilation. Ideally, you'd make proper scenario tools that handle all the optimization automatically.
It's not that it's slow (it can be slow), but it's the kind of system that if something breaks, it'll take you a few hours to fix. Or it's a lot harder to keep working as you expand the complexity of the script. It's slow in the way you develop, not necessarily how it executes at runtime.
@@rakesiar not really just create a random value on new game and check if the value is below or above something and then do the thing u actually want to happen which is the hardest part
@@rakesiarSoftware engineer / game dev here: It’s actually pretty easy, the only hard part would be coding all the unique events (and that’s more of a content creation task). It’s as simple as doing something like: int funValue = Math.Rand(1,100) if (funValue > 57) { //add code for an event that will only happen if the fun value is greater than 57 } I think a lot of games tend to avoid this because they don’t like players to have a very randomized experience. It only works for certain types of games where it doesn’t harm the gameplay, otherwise it can be kinda annoying.
@@rakesiar Not particularly, just adding the feature would be extremely easy, the hard part would be adding the various possible events, and that would scale linearly with how many there are.
You should change the "Written" in the title to "Programmed", "Coded", "Developed" or "Designed", it'd still be plenty eyecatching for the youtube algorithm and wouldn't send people to just dislike and then click off which would tank the video and stop RU-vid from recommending it. But yeah I agree it's interesting how a game as great as undertale looks like it was just programmed on a napkin by a drunkard with a crayon behind the scenes.
@@sumas7 Yeah but it's short sighted, a title like the ones I suggested would still grab attention and get views without attracting angry mobs. Besides that is just a safer bet, if too many viewers dislike the video at its release window it gets butchered in the algorithm and RU-vid simply won't recommend it.
4:47 Minor correction: Unlike a list of if statements, where you run the dialogue ID through X amount of statements one after the other. Switch statements, on the other hand, use a hashlist that tells the game what part of the program to jump to in order to execute the right code. Like it's a messy blob function that could be written in a more coherent way, but coming from a background of backend development, I've sort of just accepted that there are some situations where you will just have blobby code, and game design is one of those cases. So it's less "slow", and more "a visual affront to god"
@@ShayyTV Yooo!! Neat seeing you here! That makes a lot of sense bahahah, I was debating between showing a couple areas that seemed to have the gag surrounding conveyer belts. I appreciate the clarification!
5:00 For your knowledge: Computers are really fast at everything. Going through thousands of statements does not require a lot of computing power, however if that is done every frame (which it isn't here) it could take away crucial computing power from other tasks. So, Toby's approach is dubious, but ultimately fine.
Interestingly, the switch statement would theoretically be the best solution if you could design it in a jump table statement, where every single condition gets assigned a number and the code is spread out in a massive array, the number corresponding to the array position of the code. This would make it O(1). But yeah, sometimes you want to keep it simple, it is not an area where performance matters at all.
@@briannormant3622 in a compiled language yeah, but I think gamemaker has its own interpreted language or something. It's a mystery to me how it handles switch statements.
really, i think the only reason that such an approach is frowned upon is that it makes localization harder, since if the dialogue is stored externally, localizing the text to another language is just a matter of replacing it, whereas baking the dialogue into the executable like that means that translating the game's text to another language requires you to recompile the game entirely
@@briannormant3622 _technically_, the default way to make a jump table - as the name implies - requires an extra layer of indirection from an array. as the array/table that's built gets you "the direction to jump to to run the code there", not "the dialogue data itself". as long as dialogue data is always the same (and there isn't some extra preparation code for some special dialogues) an actual array would be faster. unless the compiler realizes the data is the same and makes a genuine array as a second optimization that being said i doubt GML even makes a jump table in the first place
Deltarune is a pretty large step up from Undertale, so that means that the code has to be written cleaner so the game can actually work. Also he has a team now so the code has to be readable if they want to work on the game.
read the title. grabbed my pitchfork. then watched for a few seconds and realized: "yeah the code is just papyrus' spaghetti" and then put my pitchfork away
@@vibaj16no. if you have a name that ends with S, you don’t put another S when referring to something that belongs to the person with the name ending with S, so it’s just papyrus’
Yeah, I remember the heartbound dev saying that you "don't need to be a good game dev to make a great game" in a shorts and using Undertale as example, so I actually didn't get clickbaited (Also, there is a code behind sans so...)
Sounds like it conflates game dev with just the technical side of game dev, neglecting the artistic side which is all about designing an experience for the player.
Considering how many references he had in yandere sim, maybe he got this whole idea a bit wrong, lol. Doesn't matter how bad you are as a dev as long as your game works as intended and you keep developing it instead of making hour long video essays how your fans are wasting your time by sending you emails.
@@darkvulpes4826 yeah lmao, yandere dev would never compare, even as a perfect coder, because making a game, a good game requires more than programming skill
Toby (at the time of Undertale's development, at least) is a poor programmer but good game designer Yandev is a poor programmer, a bad game designer, and a contemptible human being
1:22 just want to add that this for those who haven’t played the game: this is only true in the original version, not the modern one on steam and world machine edition
Yeahh but honestly that title made me avoid this video for a while bc it was so glaringly obvious that it was a clickbait. Im only here because RU-vid kept shoving this video into my recommended and I got tired of it
@@scizorscyther694 i don't think they meant to diss the game, they (maybe) thought that undertale having funi coding practices is common knowledge :P (especially thanks to the piratesoftware short that got quite popular recently)
I disagree about the illusion of choice. When done correctly, it's a very useful tool that gives the player some sense of agency without spiraling off exponentially with every decision made. Plus having multiple paths to the same outcome is just realistic. Plus all you need to do is throw in some real choices, and then now the player doesn't know if the choice will matter or not. You do want a common experience between players. Not exactly the same experience, but they need to feel like they're playing the same game. And, for completionists, it needs to achievable to see all the content.
I think that's what Toby wants to do with Deltarune, since, you know, your choices don't matter. The last chapter will probably happen during the roaring, since I can't imagine any possible outcome of snowgrave
I actually really like when this is done in a way where the choices lead to very different dialog/scenes that eventually lead to the same outcome. Even if the overall story is the same, it feels unique enough to have a new experience
The main problem with illusion of choice is when there's literally zero depth to it. Instead of adding flavor it just brings extra attention to the fact that you have no agency. At least give *some* detour before joining back to the main route instead of "yes/no" ">no" "haha you don't mean that" "yes/no"
More accurate, and less clickbaity to say "Undertale is a horribly coded game" because everyone either knows that's true or would be interested to learn more about. (As a modder, it _is_ questionably programmed... Well, at least I was able to make plenty of progress on my Bug Fables mod of Undertale!)
This very much reminds me of Thee Sims 2. It’s in my (and many other people’s) opinion the best Sims game to date, yet the code is so awful, that you have to jump through hoops _not_ to completely break the game beyond repair. Like, certain buttons in the game that you’re supposed to use will just break. Say you try to export a lot that Sims have lived in, the whole game has a chance of breaking because now there’s missing data and it’s just a beautiful mess of a game.
@@lunarskys2645 Be careful, if you want to mess around with breaking the game, go ahead, but you may not be able to open it if it gets too messed up. The broken faces could be fun to play with, though.
I want to point out a few things: 1. Game optimization does matter. However, it's importance depends on what kind of a game you are making. 2. Switch statement are not inefficient. Inefficient is what's called an if ladder, because it will check conditions one by one. Switch statement are designed to determine what code should be executed in almost constant time. That's why it only accepts constant values as cases. So it's not that bad.
You're right that this is likely more efficient than a collection of equivalent If-Else Blocks but that's also not the alternative anyone should be shooting for. Switch statements are also not necessarily better than If-Else Blocks all the time. Switch statements frontload the condition checking, requiring a condition that accounts for all cases at once. If-Else blocks allow you to Shortcircuit the comparisons by putting the most common cases first, allowing you to skip the check for other cases in those situations. In short, you want to use Switch statements if all of the options share an easy to create and calculate condition, and If-Else blocks if there's not a whole lot of conditions or you could benefit from the shortcircuiting in most cases. Once you're looking at 50 or more cases, I personally think it's time to start considering another solution. I can't actually imagine everything that Switch statement has to consider in its condition to determine what case to go to every time. It would sound like time to use a data structure that organizes your data appropriately. Even just using an array and a collection of flags set as relevant events are triggered, and that can be easily combined via simple arithmetic to create the index, could be a cleaner solution. You would even be able to make multiple arrays like an NPC dialogue array, a story event array, a phone call array, and you could potentially further divide them by the areas they take place in If desired so that you don't have to load the array that contains the very first line of dialogue in the game into memory when you're in the Hotlands.
@RedOphiuchus I agree. this is definitely a bad design both for maintenance and performance. At least he was not making a raytraced sandbox game from scratch...
Yeah, Undertale is a cheap game. But it’s not cheap in its heart, literally. So much will and emotion is put into every corner of it. Honestly, it being so simple in its controls helps it’s worth blossom MORE, because the game is about subversive storytelling. It’s saying that beauty can be found in anything, and in anyone. And it’s up to you to give it that chance, and you do that so many times in the game that it eventually feels instinctual to the player. It gives someone good values without them even knowing it.
extraordinarily rare oneshot mention in a random video the 2016 remake of oneshot doesn't do anything as extreme as deleting the entire game though, but it does do something similar by restricting your access to the rest of the game until your delete your save file or solving the puzzle related to it though OneShot becomes literal in the 2014 version as mentioned. however, there are versions where you get more than one attempt at the game
If you think Undertale's dialogue being one giant switch statement is bad, look at VVVVVV. %90 of THE GAME (yes, the ENTIRE game) is one giant switch case statement
@@minestar2247I've been seeing you a lot recently. You're now one of the commenters. I see frequently. It's interesting how you keep reading you to comment sections and you keep finding familiar faces.
using a switch statement is literally faster than using a csv. the switch statement is going to be compiled to a vector table and instantly branch to the desired code. A csv has to be loaded and parsed, then do the lookup. Its cleaner, but it is not more efficient.
4:51 As far as I know, using switch is faster than using if, yes, the code reads worse, but internally the compiler makes optimizations that make it much faster, using a CSV you first have to read the file and I suppose you will load it in a map, which I think is a little slower than a defined switch, although they are small things that practically do not affect the performance of the game.
My experience messing around Undertale's code is when me and another guy working on technical stuff for an Undertale localization project, the other dude noticed me about a problem that when a player walk through Alphys's lab, they sometime got lag and even game crash. The reason for that is because of the screen displayer (that display Frisk's face) works by deleting and generating a sprite from the main surface (that draw everything inside the room) every single step, using function sprite_create_from_screen_x, which is sprite_create_from_surface but with application_surface. We have to modified the code to use surface_copy_part and the result is like day and night. There are more funny stuff we found inside the code but this one is the one I remembered the most.
I feel the need to clarify that larger switch statements do NOT impact performance. No matter how large the switch statement is, it will always take the same amount of time for the game to figure out which set of instructions need to be referred to -- effectively, they are the O(1) alternative to having a bunch of separate if statements. I will agree, Toby's method of handling dialogue events may seem kind of odd, but ultimately it looks more like a preferential thing to me. It seems like he was more fond of keeping everything in one place so that he could refer to different in-game events easier, instead of having to look in multiple different places around the game. That's just what I personally believe, though.
@@dracobot1223 My understanding is that the operating time depends on the compiler; you are correct that many languages do port those statements into a jump table automatically, making it o(1), but not all do. So without optimization generally o(n). And if it's thousands of cases, that optimization may be a binary search, so logn. I could definitely do some more thinking about that one and you definitely got me double checking. I appreciate your comment! 🍃
On a good compiler, you would be correct, but gamemaker studio uses an interpreted language. It's proprietary, so you can't know for certain but it probably does not do many optimisations, so it will still be O(n). In the end, it doesn't matter since computers are fast enough that you can do thousands of comparisons per second. I just checked in python, known for being slow, and it does 1,000,000 comparisons in 43 ms.
@@santania4719 Worst case scenario you need to write your own jump table and an interpreter so you can read the instructions that you're jumping to. Whoops! I meant to reply to someone else, still should show for everybody I think, but sorry that it looks like I'm replying to your entirely different comment.
@@JuniperDev Interestingly, I've just learned that switch statements in GameMaker may have not always compiled the same way. I remember getting an error when attempting to supply a non-constant in the case argument field, which led me to believe that switch statements were compiled as jump tables. It seems that this is no longer the case..? I'm not fully certain what this means in the context of the version of GameMaker that Toby used, either. For now I will say that I may have been the one spreading misinformation here, LOL.
okay. you can NOT start a video with the title with "undertale is a horribly made game". you know that most people will just dislike your video and then leave.
@@jamesmeek3442no, it's not sad. Screw her and anyone who uses click-, no, RAGEbait, I'm going to click on the video, go instantly to the comments, check wether it's bait or not. If it is, then I will dislike the video and leave. I dont care if it's an amazing video with an incredible explanation, because something like that wouldnt need such a ragebait title.
So clickbait-y title aside, this video really isn't great because I think you can totally improve and do better. The whole topic of "toby fox = bad programmer" is very disingenuous when you're supposed to be talking about the source code and why its bad / how to do better yet you've only brought up one proper example about its dialogue system. Everything else is just cut content, secrets and features that did not make it in (and some random talk about its art for a minute? why is this relevant?) You've only covered one valid example that goes on for 2 minutes in a 10 minute video, is that not a problem? 5:45 as far as I know, Toby isn't responsible for most of the website's content as in he most likely never had a hand in its development and couldn't have added that comment there. The website is all done by Fangamer who are also in on Toby's den of secrets, so its a little something they added themselves
By that logic, Fangamer was responsible for the entire Deltarune site, too, and I really highly doubt Fangamer was responsible for the 2016 (two years before Deltarune's initial release) version of the website reading THREE HEROES APPEARED TO BANISH THE ANGEL'S HEAVEN in wingdings.
I remember that instead of figuring out any type of real pathing system or fixing several boundary issues, there's several Out of Bounds areas in Undertale that have "magic glass" (his words) that appears when you or Undyne walk on it. It's like instead of being able to get rid of a bug, he put a clown nose on it instead and said, "See, now it's a funny joke and not irritating at all!" and went to do something else. I sometimes wonder how the game would look if he knew beforehand just how popular Undertale would become.
About the OneShot closing thing, that’s kind of for the Freeware version on itch, the newer Steam version (and now Switch version) made it so it just saves your game to stop giving people figurative (and hopefully not literal) heart attacks. Just a casual OneShot fan here, thought I’d simply say something. But this video is honestly surprisingly neat, and Undertale sounds like a NIGHTMARE for Toby to have made- Yet he did it anywhere because why not.
While I agree with the overall message of this video, it contains A LOT of misinformation. Here are some critiques: 1:00 This code technically works, but it's blocked due to limitations with Game Maker and Windows. While a work-around could be done, it's not really a "coding" issue as much as a computer security one. 4:56 This would not slow anything down. In fact, it's the opposite: this is the most performant method possible way you could add dialogue to your game. Parsing an external .csv file or other data structure would take waaaay longer. Having the text embedded directly in the code allows for instant access. It also wouldn't take more memory. I'm guessing you said this under the assumption the hard-coded strings are loaded at runtime, but compiled code stores hardcoded strings directly on the .exe file and only loads them when they are used. In addition, we actually don't know how Toby created the switch statement. As far as we know, Toby used a tool like Excel to write all the dialogue, then used a script to convert the data into a GML switch statement. This would actually be the best system by far in terms of writing the dialogue and loading it in game. Which is why I hate how this potentially genius system is treated as some "Toby bad coder" evidence. 5:10 Not much to say here other than this tweet seems to imply "if statements" are inherently evil... but they serve a specific function and are required to do most things. A lot of the "if statements" run at the start of the level's creation to set things up, which would not impact the game's performance at all. Once again, this is actually the fastest and most logical way to handle things, not bad at all? 5:30 This is a somewhat deceptive critique of Undertale. While technically correct, this could be optimized a tiny bit by moving the Game Maker object instead of recreating it, internally this would make no difference for the renderer. All the font glyphs are preloaded, and the data is re-sent to the GPU even if it's the same Game Maker object. You need to rebuild the text to animate it in other ways due to Game Maker limitations, so this choice probably made the most sense for working with the existing system Toby already had.
THISS!! Also the part about the snowballs having vertices is weird because they aren't 3d models. They are sprites and should render like everything else
@@santania4719 not sure about how gamemaker studio works, but it could be due to something with the graphics engine - for something like opengl you process vertices first, and it'd be where you apply transformations regarding position, perspective etc. though, that is mainly for 3D graphics and i cant imagine he actually used a proper graphics API to scoot around some snowballs lmao
@@vibaj16 itd be much better for translation and code structure to have dialogue be loaded in fron files. much easier for the translators to change text files and load the appropriate language, and the dialogue could be update more easily (just add a line of text to the file for the dialogue and any conditions etc that happen during the scene).
Was he trying to delete the game from the game's own code or something? That's not a great way to do it. Spawn and use a separate process. Write an EXE to temp that kills the game and then deletes it. Or, if you want no traces of the game left, launch the game uninstaller in silent mode, and close out the game before it starts. Sure, you can possibly figure out a way to delete the actual files out from under you, if you know how to keep the game in memory while the files are removed. (Or if you're using Linux, which automatically handle this). But it's so easy for things to go wrong. Far better to separate things out. Of course, maybe the tool he used can't spawn new processes?
For the code to be running, wouldn't it already be in RAM? So it wouldn't need to worry about that? Also, another comment said that he did actually get it to work, but Windows detected it as a virus.
@@vibaj16 Like I said, it's not impossible to delete something while it's running. But it can be tricky. Running programs are often locked, to prevent other programs from messing with them while running. That idea that it was detected as a virus makes sense. It was trying to delete itself while it was still running. That's something viruses often do, to try and hide themselves. I'm not at all saying it can't be done. Just that it's attempting to do it in hard mode.
4:30 Excuse me, but isn't switch statement very efficient so it will jump into a certain place in a constant time no matter how many cases there are? From what I have seen in this video, I guess dialogs in the game work in a way that when an event that causes a dialog happens, the event asks a global switch statement to handle a number the event was given in advance. For example, the player hits an object, so the object requests the global switch statement to handle the object's pre-made number. In such a way the dialog shouldn't be inefficient, am I wrong?
5:30 Ah, the classic "I could program this object to be able to move with another object and spend hours debugging that, or I can fake the same thing through weaponized code jank because this is literally the only time I need it to move like this".
This video is awesome at explaining it, ive heard thor talk about this in particular during a stream and you just summed it up keep making these videos!
Everything from its programming to the music to the dialogue was unorthodox, that’s what makes undertale so great. Toby went and did everything you aren’t supposed to do with a game, especially something like RPGs and made it into a game and IT WORKED.
this is honestly extremely encouraging. i want to get into game design but have found it challenging to approach and this video honestly made it seem better. just jump into it, doesnt matter if youre perfect. an unprofessional random guy did it pretty inefficiently and now its one of the most beloved games ever
Making a metroidvania right now and writing all of my dialogue in a single array because I'm too lazy to set up a json. So I can sympathize with Toby Fox.
This video is not what I thought it was. I thought it was about Toby being a bad NARRATIVE writer. The video itself is fine, but you might want to change the title to “Undertale is poorly coded” instead. Cool video though.
My favorite fact about the games code comes from the "Legends of Localization: Undertale" book provided by Fangamer. It goes over a lot of neat stuff about translations, but this book has several sections where 8-4 studios, the studio that helped translate Undertale into Japanese and port it to consoles, had to redo giant sections of the entire game and re-program parts that had nothing to do with the dialogue, because simply changing the language of the text displayed in text boxes broke ABSOLUTELY EVERYTHING
All these commentators are like "thank god you didn't talk shit about the dialogue or characters!" and here I am disappointed that this video is only about code.
@@Bluehawk2008 HAHA I bet you can find critiques out there. I did enjoy the game but I also see some flaws as well. Thinking of making a "Everything I'd change about xyz" for various games
I've heard that Toby was inspired by the Shin Megami Tensei series, it's where he got the idea for the talking to enemies especially, and that series is also has a good amount of code fuckery like accidentally making a boss a debug enemy with only 2 attacks, having a stat that does almost nothing, having magic damage thst decreases as you level, forgetting to compress layouts and having an underflow glitch where you can't increase your agility past like 27
Toby's other major gamedev experience before Undertale was the Halloween Hack, which is made on Earthbound, a game infamous for its horrific code. I can't include links in youtube comments, but if you're interested, look if you can find Mato's article about how the dialog system works in Earthbound, it's absolutely bonkers.
Uh, for future reference, using an IF statement with thousands of possible conditions would be slow, using a case statement would actually be extremely fast. That's literally the difference between switch and case. Using a case statement like that would actually be a lot faster then a csv or json file, probably only a few nanoseconds.