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- » So, how do I make an Undertale Battle?
- Fourseen
-
36 posts
So, how do I make an Undertale Battle?
Specifically, the attacks. I have no idea how to start with these. Everything else, like the menu, HP, etc. I feel pretty confident with and I can make them but the attacks are what keeps me from making a battle. Most of the attacks I want to make, such as gaster blasters, bones, etc. I would never figure out in a million years how to do. Can someone give me a general idea of how to make attacks? Thanks.
- -Snipet-
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500+ posts
So, how do I make an Undertale Battle?
My advice would be to learn pen. It allows you to make entire games using only 1 sprite. Undertale battles would be especially good in pen because of their simplicity. The question is pretty broad, so I hope I was able to answer it 

- Fourseen
-
36 posts
So, how do I make an Undertale Battle?
My advice would be to learn pen. It allows you to make entire games using only 1 sprite. Undertale battles would be especially good in pen because of their simplicity. The question is pretty broad, so I hope I was able to answer it
I would have to use more than one sprite though? Sorry if I'm not understanding what you're saying. I know pen can be useful, but I don't see how you could make an entire battle with it.
- technoguyx
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500+ posts
So, how do I make an Undertale Battle?
There's not a single recipe to (re)create an RPG battle, but one principle that works for any programming task is the following: break up big problems into smaller parts, and then join those parts together. (This principle is called modular design and it works on many contexts.)
To find out what the “parts” should be, it's good to make a rough list of all the things your game should do. Some things I could think in the case of an Undertale clone in Scratch are:
This will give you an idea of the scale of your project and all the different tasks you'll need to do. Then you can start either with the easiest tasks, or those that are absolutely necessary for the rest of things to work. If you're comfortable with menu programming as you say then you could start with that.
Note that in this list I wrote “cloning” for the projectiles. While it is possible to make a whole game with the pen, I think it's easier (and more “Scratch-esque”, imo) to just use sprite cloning appropriately. This way, if you needed e.g. 50 bones at specific locations and at specific times, then it's just a matter of cloning one bone sprite with different variables for their positions and spawning time etc. As an example, you can see the code for this project, a vertical shooter where I used cloning for just about everything.
Finally, in case you didn't know there's many helpful articles in the Scratch Wiki. You could read the one on Turn-Based RPGs, and then follow the links a t the bottom of that page to read more scripting and game design tutorials. (Keep in mind that Undertale is a very special sort of RPG, though – some people describe it as a RPG with “bullet hell” elements.) You can even search Undertale project in Scratch and see if any of them have attempted to recreate the battles, and then remix or take inspiration from them.
Hope this long rant was of at least some help.
Your project sounds like a big one, so you might want to consider opening up a collab once you have the main ideas down.
To find out what the “parts” should be, it's good to make a rough list of all the things your game should do. Some things I could think in the case of an Undertale clone in Scratch are:
(Before the battle)
+- Variable: HP.
+- Variable: LOVE.
+- List: Items.
+- ...etc.
Battle Start
+- Intro animation
+- Text dialogue
+- Character animation
+- Battle Menu
+- Fight
+- Quick-time event
+- ...
+- ...
+- ...
+- Turn system
+- What should the opponent do on their turn?
+- Text blurbs
+- Attack
+- Projectiles: e.g. use cloning
+- Controls for the player so they can dodge
This will give you an idea of the scale of your project and all the different tasks you'll need to do. Then you can start either with the easiest tasks, or those that are absolutely necessary for the rest of things to work. If you're comfortable with menu programming as you say then you could start with that.
Note that in this list I wrote “cloning” for the projectiles. While it is possible to make a whole game with the pen, I think it's easier (and more “Scratch-esque”, imo) to just use sprite cloning appropriately. This way, if you needed e.g. 50 bones at specific locations and at specific times, then it's just a matter of cloning one bone sprite with different variables for their positions and spawning time etc. As an example, you can see the code for this project, a vertical shooter where I used cloning for just about everything.
Finally, in case you didn't know there's many helpful articles in the Scratch Wiki. You could read the one on Turn-Based RPGs, and then follow the links a t the bottom of that page to read more scripting and game design tutorials. (Keep in mind that Undertale is a very special sort of RPG, though – some people describe it as a RPG with “bullet hell” elements.) You can even search Undertale project in Scratch and see if any of them have attempted to recreate the battles, and then remix or take inspiration from them.
Hope this long rant was of at least some help.

Last edited by technoguyx (Nov. 25, 2019 08:00:19)
- Fourseen
-
36 posts
So, how do I make an Undertale Battle?
break up big problems into smaller parts, and then join those parts together. (This principle is called modular design and it works on many contexts.)There's not a single recipe to (re)create an RPG battle, but one principle that works for any programming task is the following:
To find out what the “parts” should be, it's good to make a rough list of all the things your game should do. Some things I could think in the case of an Undertale clone in Scratch are:(Before the battle)
+- Variable: HP.
+- Variable: LOVE.
+- List: Items.
+- ...etc.
Battle Start
+- Intro animation
+- Text dialogue
+- Character animation
+- Battle Menu
+- Fight
+- Quick-time event
+- ...
+- ...
+- ...
+- Turn system
+- What should the opponent do on their turn?
+- Text blurbs
+- Attack
+- Projectiles: e.g. use cloning
+- Controls for the player so they can dodge
This will give you an idea of the scale of your project and all the different tasks you'll need to do. Then you can start either with the easiest tasks, or those that are absolutely necessary for the rest of things to work. If you're comfortable with menu programming as you say then you could start with that.
Note that in this list I wrote “cloning” for the projectiles. While it is possible to make a whole game with the pen, I think it's easier (and more “Scratch-esque”, imo) to just use sprite cloning appropriately. This way, if you needed e.g. 50 bones at specific locations and at specific times, then it's just a matter of cloning one bone sprite with different variables for their positions and spawning time etc. As an example, you can see the code for this project, a vertical shooter where I used cloning for just about everything.
Finally, in case you didn't know there's many helpful articles in the Scratch Wiki. You could read the one on Turn-Based RPGs, and then follow the links a t the bottom of that page to read more scripting and game design tutorials. (Keep in mind that Undertale is a very special sort of RPG, though – some people describe it as a RPG with “bullet hell” elements.) You can even search Undertale project in Scratch and see if any of them have attempted to recreate the battles, and then remix or take inspiration from them.
Hope this long rant was of at least some help.Your project sounds like a big one, so you might want to consider opening up a collab once you have the main ideas down.
Ok, thanks! This really helps my problem, because before I kinda thought I would have to make each different attack a different sprite. For example, if I wanted 50 bones then I would have to make a sprite for each different one and put code in each one, and this was what made me not want to make a battle, as how it would just be way too much work. I'm not the greatest at cloning, but I'll try my best and use the links provided.

- technoguyx
-
500+ posts
So, how do I make an Undertale Battle?
You're welcome. You can also read the articles in the Cloning category at Scratch Wiki.
- MopperFat1
-
100+ posts
So, how do I make an Undertale Battle?
please don't necropost and ask a question that has been answered already. Create a new post for your question.
- Nezon
-
1000+ posts
So, how do I make an Undertale Battle?
Please don't necropost. big big chungus
- CanIhavausersnameplz
-
26 posts
So, how do I make an Undertale Battle?
break up big problems into smaller parts, and then join those parts together. (This principle is called modular design and it works on many contexts.)There's not a single recipe to (re)create an RPG battle, but one principle that works for any programming task is the following:
To find out what the “parts” should be, it's good to make a rough list of all the things your game should do. Some things I could think in the case of an Undertale clone in Scratch are:(Before the battle)
+- Variable: HP.
+- Variable: LOVE.
+- List: Items.
+- ...etc.
Battle Start
+- Intro animation
+- Text dialogue
+- Character animation
+- Battle Menu
+- Fight
+- Quick-time event
+- ...
+- ...
+- ...
+- Turn system
+- What should the opponent do on their turn?
+- Text blurbs
+- Attack
+- Projectiles: e.g. use cloning
+- Controls for the player so they can dodge
This will give you an idea of the scale of your project and all the different tasks you'll need to do. Then you can start either with the easiest tasks, or those that are absolutely necessary for the rest of things to work. If you're comfortable with menu programming as you say then you could start with that.
Note that in this list I wrote “cloning” for the projectiles. While it is possible to make a whole game with the pen, I think it's easier (and more “Scratch-esque”, imo) to just use sprite cloning appropriately. This way, if you needed e.g. 50 bones at specific locations and at specific times, then it's just a matter of cloning one bone sprite with different variables for their positions and spawning time etc. As an example, you can see the code for this project, a vertical shooter where I used cloning for just about everything.
Finally, in case you didn't know there's many helpful articles in the Scratch Wiki. You could read the one on Turn-Based RPGs, and then follow the links a t the bottom of that page to read more scripting and game design tutorials. (Keep in mind that Undertale is a very special sort of RPG, though – some people describe it as a RPG with “bullet hell” elements.) You can even search Undertale project in Scratch and see if any of them have attempted to recreate the battles, and then remix or take inspiration from them.
Hope this long rant was of at least some help.Your project sounds like a big one, so you might want to consider opening up a collab once you have the main ideas down.
- CanIhavausersnameplz
-
26 posts
So, how do I make an Undertale Battle?
message
Last edited by CanIhavausersnameplz (Oct. 31, 2020 06:06:09)
- meep2322
-
14 posts
So, how do I make an Undertale Battle?
what is the first thing i need to do to make the torial boss fight?
- Sans-the-skelly
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10 posts
So, how do I make an Undertale Battle?
I think you have to get a gif for the animation.
- staiker1O9
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100+ posts
So, how do I make an Undertale Battle?
what is the first thing i need to do to make the torial boss fight?
please dont necropost/post on a old and already solved topic I think you have to get a gif for the animation.
- legendary34678
-
1000+ posts
So, how do I make an Undertale Battle?
Hello! Please don't necropost on old topics. Thanks!
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