Now imagine Undertale on an actual SNES....I feel the entire game would mostly stay intact with the exception of audio and some smooth sprite movements...(and Omega Flowey)
@@TheSuperGoober there are some 2D games on the N64 though, like Doctor Mario, and it runs really well. A port of the actual game would work pretty well I feel like, and I feel like even Omega Flowey would end up working.
As I watched this, I began to think about what could be possible if this was made on the GBA instead of the GB. I was thinking about how there’s less hardware limitations there, and for some reason I was thinking that making a visual novel - type game would make a lot of sense for both the hardware and the game it’d be rooting from. Implementing the story aspects into pure dialogue and the relations between characters rather than an RPG Which then led to me wanting to figure out development for the GBA Edit 1: I’m learning development for the GBA Edit 2: Rad, 168 people think I’m cool
I'm sure it is possible for the GBA. The reason I chose GB was: I liked the limited color scheme from the post on tumblr and GB Studio seemed really beginner friendly and easy to implement then learn some kind of SDK/library.
@@The_Chronomaniac yeah, I 100% understand why you did it. I took a look at the final result and it turned out really good. I just plan on doing it in GBA because a) I can add much more detail into backgrounds and character models, b) less hardware limitations, and c) I like the GBA a lot lol
You totally should get 2 other people involved (one dedicated to coding and another on translating the music across) and try to "demake" the whole thing. You did an incredible job by yourself in a year!
What I love most about this video is how you naturally end up employing the sort of wacky strategies designers and programmers used to get around the limitations of the Gameboy. Many classic techniques we sometimes regard in retrospect as being intentional or aesthetic are actually just the product of limitations. Very cool video.
Oh my GOD! When I first saw Undertale in 2015, I didn’t have much access to the internet and just assumed that it was a Gameboy game. I swore I had it, too. I remember going down into my basement and searching through some old, irrelevant Gameboy games a family friend had given us. To my dismay… none were Undertale. Man, this just scratched an itch for me. Thank you!
Undertale gameboy edition creepy pasta when?/j . This does remind me once though when I saw a ps3 copy of undertale at a half priced books I freaked out bc I didnt know they released it for ps3.
The difficulty with replicating Fallen Down is the the song is, if I recall correctly, down-tuned pretty significantly to give it that somber sound, which is why the chiptune version sounds so much cheerier.
You are absolutely right, I do remember hearing a similar case where the song is slightly out of tune giving it the vibe that it evokes! There were so many nuanced things if I try to do them all I would still be working on this haha
I would imagine if this project used a game boy color formate there would have been alot more room for fun ideas as those cartridges had slightly more memory and of course the color made the screen kind of bearable
Naw I intentionally made the title what it was for that distinction. if it was like you said I would've made the title something like "what if Undertale was on the game boy?" Or something
GBSTUDIO MY BELOVED this is truly amazing! as a fellow GB studio user (of about 3 years), it's amazing what you've been able to pull off here! congrats on such a great project! also... this should be blowing up more than it has. here's to hoping!
I'm sorry if it sounded like I was fighting with your beloved lol I think it is a really cool program but you just gotta know what you're working with and the limitations. Also throughout making this, there were some MAJOR updates that I didn't mention.
**EDIT** 100K views!!!?! WHO ARE ALL YOU PEOPLE?!?? Well looks like the algorithm caught this video so here is a quick Q and A: Will I be working on this more?: No this was just a fun project to do. Why did youtube immediately make part of my intro outdated by making tumblr relevant again?: I got no idea my guy What can you expect from the future on this channel?: More consistent uploads for projects including fun devlogs for my game that I'm working on. Additionally, it may sound crazy but I'm making a second channel dedicated to my musings on video games and media as this current channel is only dedicated to project-based videos. It can be found here:www.youtube.com/@ChronosMania Additionally I guess follow me on all my other social media if you'd like: @le_chronomaniac on Twitter and @the_chronomaniac on like everything else and the most important question: Why is Piku Niku's music so good?: I have no idea but more people should know about it
@@The_Chronomaniac I guess if somebody does not know how to code this studio is easier! I would not recommend learning to code using a retro system like the gb (although it is totally possible to go directly to the gb, sega genesis or something, learning C using the DOS console is a lot easier)
wow great work!! i thought i was on an at least 50k subscribers channel but i was baffled when only saw you had 127! this is inspiring me to make a small visual novel type game for myself
i’ve been on a huge de-make binge recently, so seeing this is (was?) so cool, and i’m really impressed! i’ll be checking the game out itself soon, very excited and great work!
If I remember correctly from a speedrun video I saw a while back, Undertale doesn't actually do random encounters. It automatically sends you to a battle after a certain number of steps (as in, steps the character makes).
This was honestly just a really cool and in-depth look into very simple gamemaking through the Gameboy and a simply coded game like Undertale. Really cool!
i wanted to do that a few years ago and even started a project but gave up after a few weeks of work just by realizing about how many features this game had that i wouldnt be able to properly translate to game boy and also because i had other stuff to do, i'm glad someone actually did it so that i can see what my little project could be if i actually tried
I actually tried doing this a few times in GB studio too! I had the ruins finished but I never made the battle system or the rest of the game. this is what my version would look like if I finished it.
"City of Fire" from Final Fantasy: Mystic Quest is composed by Yasuhiro Kawakami. ^^ By the way, if you need some music for another Game Boy games, I'd come in handy, if you want. But your demake looks pretty good!
This needs so much more attention. Thank you for your hard work, time, dedication, and effort. Never knew we needed this but you are making art here dude!!
Very cool project! I could never do this if i tried. Seeing this reminds me off the similarities between Undertale and Pokemon Red. Walking around a large overhead pixel map to meet different monsters and make friends, wild encounters after a certain amount of steps, etc.
this video makes me love old nintendo games even more because the way they had to work around the limitations of the gameboy is mindblowing, like how did they manage pokemon?? thats a just awesome to think about
This is pretty cool and I very much commend you for making it. Though playing through it, it does feel a bit empty and very much like a tech demo. There's multiple interactions with toriel that don't exist (like if you killed the dummy), no overworld menu, and the battle system is a bit basic since you can't use the candy you collected and your hp doesn't carry over to the next battle, and I probably would rather not have it full screen for the sake of performance. All this stuff could be improved, but it's clear from the video it was tiring to work on, so you did the best you could, I also imagine the program you used to develop this, probably limited things too, like with the whole flag system, which is probably why the battle system is as basic as it is.
Yeah these are all fair points, it was all merely a proof of concept and there's a lot of limitations and nuances of the software that I had to deal with not even mentioned. Thanks for playing and the feedback though!
This reminds me of one of my earliest memories working on projects using GB Studios, back in very early days. A friend of mine offered to make some sprites for me to use since the only tool I had at the time was MS Paint and Paint3D. Both of which are shit for pixelart. And to run a few simple tests we used San's base game Undertale sprite. So I got the file and saw a tiny speck in the bottom left, ignoring it as I thought it was my screen being funky. And when I opened it I found out that he had upscaled San's base game sprite 400x. With the tiny speck being words. "GET DUNKED ON LOSER! SANNEESSSS" God that was such a good laugh.
What a big hurdle you put on yourself, and yet you've accomplished plenty! It is a really beautiful experience, seeing and (wow!) even playing your GameBoy version. And how cool is it, that you've even gone the extra mile testing it on the actual hardware and even buying some GameBoy Advances, just because the lighting of the og console is basically non existent :D And to top it all of you also edited this lovely and entertaining video showing that process. You sound so harsh to yourself, but man .... I am just amazed by all your efforts and dedication, or should I say determination ;D You could have just simply made some gameboy-ish graphics and musics, edited it together to make it look like a game and people would have been satisfied -- but you went beyond that by actually programming a functioning game. Than you went even further by making sure it runs on original hardware. And than you went beyond everything by providing free access to the game for everyone. That is one hell of a project and I'd like to congratulate you on a job well done!! Oh and I loooooove that Fallen Down version you made
This is honestly the biggest praise I have gotten for something in like... a long time and I can't put into words how much I appreciate the time you took to write this out, thanks a ton and I hope to make more stuff that I am proud of!
"tumblr... rest in peace" watching this 9 months later when tumblr is the only social media site that isn't currently on fire is funny. but I imagine this might not age well in another 9 months
Great video. Thank you for spreading awareness of GB Studio, too. Now I can make music with a full piano roll on the GB (my single brain cell doesn't process trackers yet lol) 20:40 I totally get it man. I put all my chips into making music, and I barely know how to code (yet). If there's any projects that you need music for, I'd love to help.
I didn't mention it in the video but using the piano roll was a bit buggy when I used it, however, I'm sure nowadays it's been updated and works better. Thanks for the offer though I unfortunately like my hands in all the artistic pies
As someone who uses GBStudio for original titles and thus I design with the limitations in mind it's really interesting to see you demake a game for it that was designed with none of the limits and the hardships that come with that. I'm glad you managed to over come the limits to create a fun little game though! :D
If anything. I know it is trying to be beginner friendly but when it gets this complex I feel like some way of scripting would make this A LOT easier. It feels kind of messy and hard to follow as it currently stands. Maybe something like how Game Maker does it?
Small correction: you can indeed have nostalgia for things that came out before you were born. I have nostalgia for Raiders of the Lost Ark and Spaceballs, and both those films are nearly twice my damn age. Same thing with Pokemon Stadium 2 and Atari's Adventure, even though those games are aged similarly as well. So i'm not exactly sure why you thought that.... but then again, I'm a huge retrophile and I have an obsession with Cold War, WWII, and Soviet Union technology, so I might be a bit biased.
Hey, I think you may have misunderstood/I didn't explain enough but I never owned a Gameboy or had any real experiences with one in my past so I simply don't feel a sense of nostalgia for it. I pointed out that it came out before I was born and that I had a game boy color, its successor, instead.
Yeah there could be some ways around it I think if you played around with maybe "despawning* but in reality they immediately teleport to another side of the screen
@@The_Chronomaniac even if you despawn used ones, won't you still hit an onscreen limit with the ones you are using? I don't remember the GB sprite spec exactly but it might've been something like 64 8*8 sprites at a time
@@joefarrow1599 Yeah you would have to be A LOT more careful on entity usage. This is partially why I didn't go past where I initially started for the game as I really was not trying to fight the limits of the game boy. Additionally, the bullet patterns become increasingly more complex and It was a lot to do the flies for Froggit in GB Studio. Big functions like that get really hard to keep track of in GB Studio with how it does visual scripting. However, I think if one were to use something like GBDK I think you could probably achieve some things a lot more easily.
Thanks though I will admit I am legitimately not that good, I'm not super practiced at it since I'm more of a jack of all trades so it's hard to be truly good at anything when you want to do everything
@@The_Chronomaniac As someone who has been programming since he was 8 (I'm 41 now), you did just fine. What's really telling of your ability is your commitment to finding creative solutions to get around the limitations of the framework you used. That's worth more than all the programming knowledge in the world. And the modesty you have too is key too. All in all, good show. I enjoyed the process. It kind of makes me want to document my journey creating a randomizer that I've been working on for nearly a year now.
@@deusprogrammer_thekingofspace thanks a ton, I think you should document the process. The reason why I made my video is because I really enjoy watching the inner workings of just games and technology in general. But I think it's a lot more human to point out the struggles one face. I'm curious to what kind of randomizer you're referring to.
@@The_Chronomaniac it’s a Zelda 2 Randomizer. I know one already exists, but it’s my favorite game and I felt like I could do some things better. I wanted to put the link here, but RUclips won’t let me.
I always memed to my friends about undertale on game boy and now I discover it exists... This is my dream come true and i am now off to play it on my game boy (if i can)
bro deserves so much more subs lot of youtubers just record they sceen and get 5 million subs but this guy recreated a game in a gameboy and even gave the download link but he has only 159 subs job that he did wasnt easy cause im a game developer myself i understand
That's a really cool project, good job man! It was really cool and interesting to see your working progress & process as well. Hope to see more similar content in the future but that's def no easy task. Again, good job and congrats 🎉
This is amazing! I applaud your perseverance! I just found this video as I'm getting into gameboy development with gbdk and also recently gb studio and was trying to look up some tutorials. This was recommended to me and frankly it was pretty inspirational!
This is such a cool idea! It turned out great! But the background music you had playing throughout the video was so loud and distracting, I could barely focus on what you were saying!
"I made a bunch of triggers everywhere where each one you step into has a chance of triggering a battle" Ahh yes, the student is really learning the ways of Toby Annoying Dog Fox. What next? multiple dialog choices contained in a 2000 line long switch statement?
Ok: I have to look at this video later, but I actually tried doing this exact thing! I toyed with the idea of doing the Sans fight a year or two ago (Maybe 3...), but didn't get very far. Awesome work!
Now imagine Undertale on an actual SNES....I feel the entire game would mostly stay intact with the exception of audio and some smooth sprite movements...(and Omega Flowey)
What about Undertale on the N64, with 3D graphics.
@@elio7610 maybe. Although the battles would be hard to replicate in 3D, and if done like regular undertale would probably just be and feel weird
@@TheSuperGoober there are some 2D games on the N64 though, like Doctor Mario, and it runs really well. A port of the actual game would work pretty well I feel like, and I feel like even Omega Flowey would end up working.
@@revolv8379 I mean, true. But with the way you described it at first I pictured something weird lol
Maybe Undertale could be fully replicated on N64 (in 2d)
amazing project!
Tu aqui?Kkkk
Tu aqui?Kkkk
B R A Z I L M E N T I O N E D
ih
@@skyloz7433comentário genérico da prr
As I watched this, I began to think about what could be possible if this was made on the GBA instead of the GB. I was thinking about how there’s less hardware limitations there, and for some reason I was thinking that making a visual novel - type game would make a lot of sense for both the hardware and the game it’d be rooting from. Implementing the story aspects into pure dialogue and the relations between characters rather than an RPG
Which then led to me wanting to figure out development for the GBA
Edit 1: I’m learning development for the GBA
Edit 2: Rad, 168 people think I’m cool
I'm sure it is possible for the GBA. The reason I chose GB was: I liked the limited color scheme from the post on tumblr and GB Studio seemed really beginner friendly and easy to implement then learn some kind of SDK/library.
@@The_Chronomaniac yeah, I 100% understand why you did it. I took a look at the final result and it turned out really good. I just plan on doing it in GBA because a) I can add much more detail into backgrounds and character models, b) less hardware limitations, and c) I like the GBA a lot lol
homie went on a mission in the span of 5 hours
@@Josuhfrr
true but the limitations is what makes this so interesting
You totally should get 2 other people involved (one dedicated to coding and another on translating the music across) and try to "demake" the whole thing. You did an incredible job by yourself in a year!
Is it the full game?
@@CertifiedSirPentiousSimp it is not
@@CertifiedSirPentiousSimp Holy shit it's Grand Dad
@@CertifiedSirPentiousSimp HOLY S*** IS THAT GRAND DAD FLEENTSTONES FROM 7 GRAND DAD?!
Yes please!!!!!
What I love most about this video is how you naturally end up employing the sort of wacky strategies designers and programmers used to get around the limitations of the Gameboy. Many classic techniques we sometimes regard in retrospect as being intentional or aesthetic are actually just the product of limitations. Very cool video.
Oh my GOD!
When I first saw Undertale in 2015, I didn’t have much access to the internet and just assumed that it was a Gameboy game. I swore I had it, too. I remember going down into my basement and searching through some old, irrelevant Gameboy games a family friend had given us. To my dismay… none were Undertale.
Man, this just scratched an itch for me. Thank you!
Undertale gameboy edition creepy pasta when?/j
.
This does remind me once though when I saw a ps3 copy of undertale at a half priced books I freaked out bc I didnt know they released it for ps3.
The difficulty with replicating Fallen Down is the the song is, if I recall correctly, down-tuned pretty significantly to give it that somber sound, which is why the chiptune version sounds so much cheerier.
You are absolutely right, I do remember hearing a similar case where the song is slightly out of tune giving it the vibe that it evokes! There were so many nuanced things if I try to do them all I would still be working on this haha
This deserves so much more. This is such an awesome video, keep up with the awesome work.
Thank you so much, I will definitely be making more stuff!
Fully agree with this! This is so cool 😎. Makes me want to make a game.
I would imagine if this project used a game boy color formate there would have been alot more room for fun ideas as those cartridges had slightly more memory and of course the color made the screen kind of bearable
@@FamilyofBerries what?
@@The_Chronomaniac what?
I thought this was going to be somebody making a "gameboy" game on Unity or something, but you actually made it playable on gameboy. Amazing.
Naw I intentionally made the title what it was for that distinction. if it was like you said I would've made the title something like "what if Undertale was on the game boy?" Or something
7:10 I love this part. "So 16x16 pixels... IS THIS TINYLILSQUARE!!!"
GBSTUDIO MY BELOVED
this is truly amazing! as a fellow GB studio user (of about 3 years), it's amazing what you've been able to pull off here! congrats on such a great project! also... this should be blowing up more than it has. here's to hoping!
I'm sorry if it sounded like I was fighting with your beloved lol I think it is a really cool program but you just gotta know what you're working with and the limitations. Also throughout making this, there were some MAJOR updates that I didn't mention.
I love working with GB Studios. Especially when you have some interesting tricks at your disposal.
**EDIT** 100K views!!!?! WHO ARE ALL YOU PEOPLE?!??
Well looks like the algorithm caught this video so here is a quick Q and A:
Will I be working on this more?: No this was just a fun project to do.
Why did youtube immediately make part of my intro outdated by making tumblr relevant again?: I got no idea my guy
What can you expect from the future on this channel?: More consistent uploads for projects including fun devlogs for my game that I'm working on. Additionally, it may sound crazy but I'm making a second channel dedicated to my musings on video games and media as this current channel is only dedicated to project-based videos. It can be found here:www.youtube.com/@ChronosMania
Additionally I guess follow me on all my other social media if you'd like: @le_chronomaniac on Twitter and @the_chronomaniac on like everything else
and the most important question:
Why is Piku Niku's music so good?: I have no idea but more people should know about it
Pop off
My answer to "Why is Piku Niku's music so good?"
It's because Calum Bowen made it, a.k.a. bo en.
@@KeatonGamerYT BO EN AND CALUM BOWEN ARE THE SAME GUY??? I don't know how this knowledge slipped past me but this makes a lot of sense now
It absolutely did yes
Could we have the rom ?
0:33 "may it rest in peace", as if tumblr isn't more alive and kicking than half the other social media platforms these days
This was made pre the current hell we live in
I Just played through it. It's awesome Bro. Great Work.
Much appreciated!
Very nice, I feel this gb studio has more flexibility than I imagined. Still I think it would be less painful to code it directly in C :)
I'm not sure if you could code it directly in C, with ROM banks being a thing, unless there's compilers for that or you manually split it up.
@@TwilightFlower9 I think you can; I've seen Game Boy compilers/devkits using languages like C, Pascal, Forth, and Go, among others.
It definitely is less painful. And has a lot more tutorials to work with.
here I was thinking I was using the easier option, I think it's probably way easier for someone who has zero experience with code
@@The_Chronomaniac I guess if somebody does not know how to code this studio is easier! I would not recommend learning to code using a retro system like the gb (although it is totally possible to go directly to the gb, sega genesis or something, learning C using the DOS console is a lot easier)
wow great work!! i thought i was on an at least 50k subscribers channel but i was baffled when only saw you had 127! this is inspiring me to make a small visual novel type game for myself
I think a visual novel is actually a great idea for a project on GB Studio. Also the compliment is much appreciated! Thank you!
i’ve been on a huge de-make binge recently, so seeing this is (was?) so cool, and i’m really impressed! i’ll be checking the game out itself soon, very excited and great work!
May the algorithm bless this video.
If I remember correctly from a speedrun video I saw a while back, Undertale doesn't actually do random encounters. It automatically sends you to a battle after a certain number of steps (as in, steps the character makes).
Isn't that how most random encounters in RPGs work
This was honestly just a really cool and in-depth look into very simple gamemaking through the Gameboy and a simply coded game like Undertale. Really cool!
i wanted to do that a few years ago and even started a project but gave up after a few weeks of work just by realizing about how many features this game had that i wouldnt be able to properly translate to game boy and also because i had other stuff to do, i'm glad someone actually did it so that i can see what my little project could be if i actually tried
0:09 funny thing about this is that delta rune was supposed to be his magnum opus. undertale was just a test to see if he could make a full game
I actually tried doing this a few times in GB studio too! I had the ruins finished but I never made the battle system or the rest of the game. this is what my version would look like if I finished it.
This inspires me a lot to get back on my own projects and reminds me that I haven't really had the opportunity to be creative in a while :)
This takes Undertale: Gameboy'd to another level
"City of Fire" from Final Fantasy: Mystic Quest is composed by Yasuhiro Kawakami. ^^
By the way, if you need some music for another Game Boy games, I'd come in handy, if you want. But your demake looks pretty good!
This needs so much more attention. Thank you for your hard work, time, dedication, and effort. Never knew we needed this but you are making art here dude!!
I saw the name of this video and completely straight faced I said to myself "oh thank god" out loud
I knew this sounded familiar... nice meeting you at SIX on the weekend!
It was good to see you too! Honestly surprised you remembered!
Very cool project! I could never do this if i tried. Seeing this reminds me off the similarities between Undertale and Pokemon Red. Walking around a large overhead pixel map to meet different monsters and make friends, wild encounters after a certain amount of steps, etc.
This is a super cool project and I’m enjoying your video!
this video makes me love old nintendo games even more because the way they had to work around the limitations of the gameboy is mindblowing, like how did they manage pokemon?? thats a just awesome to think about
This is pretty cool and I very much commend you for making it.
Though playing through it, it does feel a bit empty and very much like a tech demo.
There's multiple interactions with toriel that don't exist (like if you killed the dummy), no overworld menu, and the battle system is a bit basic since you can't use the candy you collected and your hp doesn't carry over to the next battle, and I probably would rather not have it full screen for the sake of performance. All this stuff could be improved, but it's clear from the video it was tiring to work on, so you did the best you could, I also imagine the program you used to develop this, probably limited things too, like with the whole flag system, which is probably why the battle system is as basic as it is.
Yeah these are all fair points, it was all merely a proof of concept and there's a lot of limitations and nuances of the software that I had to deal with not even mentioned. Thanks for playing and the feedback though!
dude it’s a gameboy what more do you want bro 😂 asking for every feature ported
@@jdubz6396 unnecessary reply, I already got the reply I wanted from the creator 2 weeks ago and he understood what my comment was about
@@Turbulation1unnecessary comment. The creator already liked the comment above you
@@Finallegend_ counterpoint, my main comment was liked first.
Either way it’s hilarious to drag this out.
This is so awesome, I need to try running this on a Super Game Boy on my SNES.
Thank you for sharing this. These kinds of projects are so interesting.
This reminds me of one of my earliest memories working on projects using GB Studios, back in very early days. A friend of mine offered to make some sprites for me to use since the only tool I had at the time was MS Paint and Paint3D. Both of which are shit for pixelart. And to run a few simple tests we used San's base game Undertale sprite. So I got the file and saw a tiny speck in the bottom left, ignoring it as I thought it was my screen being funky.
And when I opened it I found out that he had upscaled San's base game sprite 400x. With the tiny speck being words.
"GET DUNKED ON LOSER! SANNEESSSS"
God that was such a good laugh.
What a big hurdle you put on yourself, and yet you've accomplished plenty!
It is a really beautiful experience, seeing and (wow!) even playing your GameBoy version. And how cool is it, that you've even gone the extra mile testing it on the actual hardware and even buying some GameBoy Advances, just because the lighting of the og console is basically non existent :D
And to top it all of you also edited this lovely and entertaining video showing that process.
You sound so harsh to yourself, but man .... I am just amazed by all your efforts and dedication, or should I say determination ;D
You could have just simply made some gameboy-ish graphics and musics, edited it together to make it look like a game and people would have been satisfied -- but you went beyond that by actually programming a functioning game. Than you went even further by making sure it runs on original hardware. And than you went beyond everything by providing free access to the game for everyone.
That is one hell of a project and I'd like to congratulate you on a job well done!!
Oh and I loooooove that Fallen Down version you made
This is honestly the biggest praise I have gotten for something in like... a long time and I can't put into words how much I appreciate the time you took to write this out, thanks a ton and I hope to make more stuff that I am proud of!
"tumblr... rest in peace" watching this 9 months later when tumblr is the only social media site that isn't currently on fire is funny. but I imagine this might not age well in another 9 months
FINALLY! IVE WANTED TO DO THIS FIR A YEAR AND SIMEONE DID IT! THANK YOU!
I have been wanting this for a long time actually. Bless you. Now I can put it on my 3DS
12:03
Undyne:Um, so, I have a favor to ask you.
Frisk:What is it?
Undyne: **Transforms into her undying form** BITCH I WANT MY REVENGE.
Frisk: -_-
i can’t believe you ported undertale to the gameboy
now make deltarune on the ds
I loved the part where Frisk encountered MISSINGNO. to duplicate Toriel's pie
Great video. Thank you for spreading awareness of GB Studio, too. Now I can make music with a full piano roll on the GB (my single brain cell doesn't process trackers yet lol)
20:40 I totally get it man. I put all my chips into making music, and I barely know how to code (yet). If there's any projects that you need music for, I'd love to help.
I didn't mention it in the video but using the piano roll was a bit buggy when I used it, however, I'm sure nowadays it's been updated and works better. Thanks for the offer though I unfortunately like my hands in all the artistic pies
As someone who uses GBStudio for original titles and thus I design with the limitations in mind it's really interesting to see you demake a game for it that was designed with none of the limits and the hardships that come with that. I'm glad you managed to over come the limits to create a fun little game though! :D
I WAS SEARCHING FOR THIS, THANK YOU!!
Man wtf is Chris Griffin doing making a Gameboy game
hearing toriel was made in 2 parts is oddly unnerving lmao btw this video is awesome 👍👍👍
And you're lucky it didn't stay that way haha
Nah playing fights like, undyne the undying, sans fight and the *NO* hit credits would all be hellish to do 💀 but really cool project lol
Nice vid, so cool to see these backwards ports!
This baller. Except for the parts where you just show a blurred video of the gameplay. That gave me a headache to look at
Ween the Piku Niku musics turns on 0:07
Thanks Lario I'm glad you in particular enjoyed the Piku Niku music
Incredible job! Also your backgrounds music choices were a ton of my favorite songs, nice taste!
back in 2015 when my brain wasn't developed enough yet i actually thought undertale was a gameboy game
Uses "Pink Sand" for background music... you have good tastes good sir.
You can use FBI to get a demo of 3ds undertale and it’s scary for some reason
YES GBStudio user! I love all of your workarounds. ive run into so many similar problems and oh my god....the flags
If anything. I know it is trying to be beginner friendly but when it gets this complex I feel like some way of scripting would make this A LOT easier. It feels kind of messy and hard to follow as it currently stands. Maybe something like how Game Maker does it?
I was waiting too long for someone to make this
Woah, just WOAH💀… this is perhaps the coolest shit i’ve seen in the last decade! :O
frisk's dreamland real
I relate so much on not being able to work on my own game for months
Small correction: you can indeed have nostalgia for things that came out before you were born. I have nostalgia for Raiders of the Lost Ark and Spaceballs, and both those films are nearly twice my damn age. Same thing with Pokemon Stadium 2 and Atari's Adventure, even though those games are aged similarly as well. So i'm not exactly sure why you thought that.... but then again, I'm a huge retrophile and I have an obsession with Cold War, WWII, and Soviet Union technology, so I might be a bit biased.
Hey, I think you may have misunderstood/I didn't explain enough but I never owned a Gameboy or had any real experiences with one in my past so I simply don't feel a sense of nostalgia for it. I pointed out that it came out before I was born and that I had a game boy color, its successor, instead.
very good! the music definitely could've used some work, and the notes should definitely be held longer. but it's pretty accurate melody wise
holy shit hearing Ape Escape 3 music got me so excited
Okay so people are saying that Piku Niku was a deep cut but the REAL deep cut here was the Ape Escape 3 music. I'm glad someone else appreciates it!
Nice work! Seems like the on screen sprite limit would be quite restrictive for bullet hell sections
Yeah there could be some ways around it I think if you played around with maybe "despawning* but in reality they immediately teleport to another side of the screen
@@The_Chronomaniac even if you despawn used ones, won't you still hit an onscreen limit with the ones you are using? I don't remember the GB sprite spec exactly but it might've been something like 64 8*8 sprites at a time
@@joefarrow1599 Yeah you would have to be A LOT more careful on entity usage. This is partially why I didn't go past where I initially started for the game as I really was not trying to fight the limits of the game boy. Additionally, the bullet patterns become increasingly more complex and It was a lot to do the flies for Froggit in GB Studio. Big functions like that get really hard to keep track of in GB Studio with how it does visual scripting. However, I think if one were to use something like GBDK I think you could probably achieve some things a lot more easily.
I have an actual dmg and flash cart, will be running this!
Thats epic, very good work 👌👌😌
Anyone who says that they are "okay at programming" are generally some of the best. It shows that you know enough to know how much you don't know.
Thanks though I will admit I am legitimately not that good, I'm not super practiced at it since I'm more of a jack of all trades so it's hard to be truly good at anything when you want to do everything
@@The_Chronomaniac As someone who has been programming since he was 8 (I'm 41 now), you did just fine. What's really telling of your ability is your commitment to finding creative solutions to get around the limitations of the framework you used. That's worth more than all the programming knowledge in the world. And the modesty you have too is key too. All in all, good show. I enjoyed the process. It kind of makes me want to document my journey creating a randomizer that I've been working on for nearly a year now.
@@deusprogrammer_thekingofspace thanks a ton, I think you should document the process. The reason why I made my video is because I really enjoy watching the inner workings of just games and technology in general. But I think it's a lot more human to point out the struggles one face. I'm curious to what kind of randomizer you're referring to.
@@The_Chronomaniac it’s a Zelda 2 Randomizer. I know one already exists, but it’s my favorite game and I felt like I could do some things better. I wanted to put the link here, but RUclips won’t let me.
THIS IS.. DOUBLE NOSTALGIA
Dude this needs way more views, commenting for algo boost
Yes! Now the dusty og Gameboy in my room will get use now! As soon as I get an flash cart! Also this is underrated AF
so glad this showed up on my feed, great video and awesome demake!
good choice of music for the video
Omg loving the ape escape music
Very coooool!
I subscribed xD
creative proceess here is so fucking real
Now I need a GBA version. GBA has some of my favorite graphics of any system.
YO THE MOMENT I STARTED HESRING PIKUNIKU SOUNDTRACK I INSTANTLY LIKED
Found this on my FYP. Seems cool.
This is so amazingly cool holy shit
Undertale on the GBA would be amazing
I always memed to my friends about undertale on game boy and now I discover it exists... This is my dream come true and i am now off to play it on my game boy (if i can)
Pikuniku music? In the background? Instant subscription my guy. A fellow gentleman of culture
bruh, toriel looks cuter here than the original LOL
great work man, inspiring
bro deserves so much more subs lot of youtubers just record they sceen and get 5 million subs but this guy recreated a game in a gameboy and even gave the download link but he has only 159 subs job that he did wasnt easy cause im a game developer myself i understand
That's a really cool project, good job man! It was really cool and interesting to see your working progress & process as well. Hope to see more similar content in the future but that's def no easy task. Again, good job and congrats 🎉
yooo it looks sick! I guess u could say you're very DETERMINED lol
deberias continuar el projecto amigo, esta genial
This is amazing! I applaud your perseverance! I just found this video as I'm getting into gameboy development with gbdk and also recently gb studio and was trying to look up some tutorials. This was recommended to me and frankly it was pretty inspirational!
Thank you for the praise, I hope you found this at all helpful in any way!
This was hilarious, and fun. I get the completely being distracted thing😂
This is such a cool idea! It turned out great! But the background music you had playing throughout the video was so loud and distracting, I could barely focus on what you were saying!
Yeah I definitely need to make sure I mix these better, thanks for the feedback
"I made a bunch of triggers everywhere where each one you step into has a chance of triggering a battle"
Ahh yes, the student is really learning the ways of Toby Annoying Dog Fox. What next? multiple dialog choices contained in a 2000 line long switch statement?
Ok: I have to look at this video later, but I actually tried doing this exact thing! I toyed with the idea of doing the Sans fight a year or two ago (Maybe 3...), but didn't get very far. Awesome work!
I actually LOVE the first rendition of frisk!
9:09 Flowey's bottom sprite looks TERRIFYING, great job!
For a short gameboy demo of a popular rpg, it's actually cool. Gg man
For the record, I’ve been wanting this for a long time.
this is sick! hope to see more from you!
Everyone was secretly asking.
As a programmer I can say that "getting stuck and not working on it for months" is just a part of the process