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the-lstv/undertale

A robust Undertale fangame engine, creted entirely from scratch, pure code, no WYSIWYG.
Uses WebGL for rendering, and thus is also really fast and flexible.

So far its pretty early in development, but it already has a bunch to offer.
The engine features a fast and feature-rich text renderer that can handle basically all of your needs, including custom individual character behavior.
On top of that, it features all the standard features like scenes, rooms, fast collisions (pixel-perfect and rectangle modes), universal event handling, slopes and game objects, triggers, battle components etc.
It makes creating Undertale fangames a lot easier.

Check out /game/sample.js to see sample game logic and /engine/engine.js for the engine.

Written entirely in JS and GLSL.
Version 1.0 [alpha 3.1] - Nothing is finalized yet

Pixel-Perfect

Frisk Sprite
We made absolutely sure that the engine renders the game pixel-perfect, precisely as the original. This gives it a genuine and high-quality feeling, even though they use completely different engines.
The renderer is specifically configured for pixelart and uses the same pixel scaling and resolution as Undertale does.
I think that for a web-based Undertale engine, this does pretty good! Performance-wise it is also not bad, the only major bottleneck now is the painfully slow DOM keyboard/mouse events.

Light-weight and fast

The entire engine is under 500kB, without compression.
This makes it a very light-weight solution. It is more than 5x smaller than my previous engine used to make FanTale, while having an insane performance and quality boost.


Can you guess which screenshot is from the actual game and which is from this engine? (You cannot, there is 0% difference)

Group 356 (1)

download (1)

Map editor

This is still too early in development, but we are working on a full blown map editor to make it easy to create maps!
Who knows, maybe one day it will become an entire SDK.
Screenshot from 2024-09-25 14-00-25

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