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- da_sailor_64939
-
Scratcher
24 posts
Undertale Battle Engine: [Murder Drones: In Development]
let's not mass quote!
- NightmareGaze
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
“Undertale 2: Shadows of Time is a sequel to the 2015 indie RPG game Undertale and its spin-off Deltarune, and will be released on July 16, 2023 worldwide for PC Steam along with a Nintendo Switch-exclusive updated port of the first game, known as Undertale: The Adventure Begins, with a Switch version of this game being..” (ec)no its deltarune chapters 3, 4, & 5theres actually a undertale 2 coming 2023Still not falling for it, also there will never be a Undertale 2.We can at least make a fan game of what a sequel would be
No… That's not official. Nowhere do they link to a single credible source nor does Toby himself mention a word about it.
The very fact that the “First Game” is called “UNDERTALE: The adventure begins” is already a tell-tale sign that it's not real. Imagine people being fooled by this! I mean, someone like OverSwap Papyrus would be fooled, because they are still using the outdated UNDERSWAP as a base for their AU.
Misinformation on the internet!? No way! Obviously this “Undertale 2” is fake. Unfortunately, not everyone wants to do their research and see if it's real or not.
- -_-GetGood
-
Scratcher
500+ posts
Undertale Battle Engine: [Murder Drones: In Development]
there is already an undertale 2: https://www.youtube.com/watch?v=EE-xtCF3T94“Undertale 2: Shadows of Time is a sequel to the 2015 indie RPG game Undertale and its spin-off Deltarune, and will be released on July 16, 2023 worldwide for PC Steam along with a Nintendo Switch-exclusive updated port of the first game, known as Undertale: The Adventure Begins, with a Switch version of this game being..” (ec)no its deltarune chapters 3, 4, & 5theres actually a undertale 2 coming 2023Still not falling for it, also there will never be a Undertale 2.We can at least make a fan game of what a sequel would be
No… That's not official. Nowhere do they link to a single credible source nor does Toby himself mention a word about it.
The very fact that the “First Game” is called “UNDERTALE: The adventure begins” is already a tell-tale sign that it's not real. Imagine people being fooled by this! I mean, someone like OverSwap Papyrus would be fooled, because they are still using the outdated UNDERSWAP as a base for their AU.
Misinformation on the internet!? No way! Obviously this “Undertale 2” is fake. Unfortunately, not everyone wants to do their research and see if it's real or not.
- -_-GetGood
-
Scratcher
500+ posts
Undertale Battle Engine: [Murder Drones: In Development]
wrong link thats the rickroll i didnt copy and paste the right linkthere is already an undertale 2: https://www.youtube.com/watch?v=EE-xtCF3T94“Undertale 2: Shadows of Time is a sequel to the 2015 indie RPG game Undertale and its spin-off Deltarune, and will be released on July 16, 2023 worldwide for PC Steam along with a Nintendo Switch-exclusive updated port of the first game, known as Undertale: The Adventure Begins, with a Switch version of this game being..” (ec)no its deltarune chapters 3, 4, & 5theres actually a undertale 2 coming 2023Still not falling for it, also there will never be a Undertale 2.We can at least make a fan game of what a sequel would be
No… That's not official. Nowhere do they link to a single credible source nor does Toby himself mention a word about it.
The very fact that the “First Game” is called “UNDERTALE: The adventure begins” is already a tell-tale sign that it's not real. Imagine people being fooled by this! I mean, someone like OverSwap Papyrus would be fooled, because they are still using the outdated UNDERSWAP as a base for their AU.
Misinformation on the internet!? No way! Obviously this “Undertale 2” is fake. Unfortunately, not everyone wants to do their research and see if it's real or not.
- phantom2_2
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
Is this done yet!
I can't WAIT!
I can't WAIT!
when green flag clicked
forever
if <[game] = [complete]> then
set [my emotions v] to [:)]
end
Last edited by phantom2_2 (Sept. 10, 2022 13:48:11)
- notTheRealMarshall
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
I can't wait for this
when I receive [ Game done]
say [Thank you]
Last edited by notTheRealMarshall (Sept. 10, 2022 14:02:03)
- NightmareGaze
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
Is this done yet!
I can't WAIT!
It's not done / out yet, but we are expecting change log 8 soon!
Last edited by NightmareGaze (Sept. 10, 2022 16:22:51)
- -_-GetGood
-
Scratcher
500+ posts
Undertale Battle Engine: [Murder Drones: In Development]
why are people calling it a game? its CLEARLY an engine that your supposed to remix and make an playable undertale fight, not play.
- redstonetoad
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
why are people calling it a game? its CLEARLY an engine that your supposed to remix and make an playable undertale fight, not play.Thats technically true
- TheUltimateBob1650
-
Scratcher
5 posts
Undertale Battle Engine: [Murder Drones: In Development]
when will it be done?
when green flag clicked
forever
if <[game] = [done]> then
change [happiness v] by (9999999999999999999999)
end
end
Last edited by TheUltimateBob1650 (Sept. 10, 2022 18:11:10)
- TheUltimateBob1650
-
Scratcher
5 posts
Undertale Battle Engine: [Murder Drones: In Development]
How do you insert those blocks on your post? Oh never mind I got it.why are people calling it a game? its CLEARLY an engine that your supposed to remix and make an playable undertale fight, not play.Thats technically true
Last edited by TheUltimateBob1650 (Sept. 10, 2022 18:09:08)
- Nivalosha
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
Change-log 8
Change-log 8 is the last and largest change-log. After this change-log, we'll have something called special change-logs. Change-log 8 focused on improving the entire engine. A lot of methods and scripts have been changed, and lots of new things have been added.
The main post on this topic has been heavily updated. I've updated the images and features list.
-There is now a new banner for the studio. Same for the notification studio (it's better than nothing)
Added Item system v2
Item system v2 is a newly advanced system that keeps track of every item and their properties.
The previous system used 5 different lists for sorting each item’s action, in v2 all of these 5 lists are merged into a big one. Item system v2 introduces new features.
-Items can now effect monster’s Defense and or Attack. Both of these values can be changed within items
-Items can now increase monster’s attack upon consuming
-Items can now increase your attack
-Added negative value support (bad dream)
-removed confusing symbols that enabled some of these previous effects
Despite Item system v.2’s new features, it still contains fewer blocks than the previous system.
Updated Monster Candy’s message. It used to display the wrong message
-added five new items:
*Hush puppy
*Bad dream
*Pumpkin Rings (Hacked Item)
*Rock Candy (Hacked Item)
*Ghost Fruit (Hacked Item)
Bad dream properties work the same as undertale. If your health is above 3 you’ll take -1 (depending on the value) damage, if the health is 3 or below you’ll max the HP out.

-Every Undertale item display’s it’s info message upon being checked (only works in over-world) You can also add such properties to your custom items. This can only be seen when you install the over-world plugin into your engine.
-If you by some chance deleted all the items by accident, in “see inside” there is a whole Undertale item library.
Added Monster System v2
Monster v2 uses a new method of sorting monsters. Previously monster’s list depended on IDs number, now that’s replaced with a list. List method allows me and you to insert monster at any ID without changing anything. Monsters now focus on the list’s name instead of ID.
-Updated rendering system
*Fixed Asgore’s flame layering glitch
*Improved rendering order
-Updated monster’s health bar (after being attacked)
*Added a black layout around the health bar border.
*Fixed layering glitch, monster could overlap health

-Updated x control block, removed the mirror option
Added Act System v2
Act System v2 uses one script instead of three. The new system gives you more tools to work with.
-Ability to heal with HP
-Ability to add item upon using act -Ability to effect monster’s attack (lowering it)
-Ability to effect monster’s attack speed
-Added money system.
*You can now use this act upon a specific amount of money on you
*Upon enabling the money system within an act, you’ll enable the “money left” text.
*Money follows Muffet’s pay system:
Value + 30
Value + 40
Value + 70
Value + 50
Value + 300 (and repeat)
If the value becomes overpriced, then a lower price formula will come into action.
Lower price formula: Round {(Current value) / (10)}
There are more new features, but they’ll be listed in future change-log(s). Thanks to this new system format, it’s easier to work with.

Added Text System v3
Text System v3 is a major system update for the text sprite. The next text system adds in lots of new features, along with improved performance.
Merged 3 different scripts with the main script, causing a significant performance boost, allowing the script to read every line of text at a much faster rate. The script will now ignore the effect variables that caused it to slow down in the previous system.
Input

Output

-Added advance paragraph sorting script. *This script will sort long sentences within dialogue into several dialogue boxes.
*As dull as it sounds, this took a really long time to implement
-Added color codes!
*There are now 8 total colors that you can use!
Red, Orange, Yellow, Green, Cyan, Blue, Purple, Magenta

#(First letter of color code)Text. Example: #rRed#. This will set the word Red red.
-Added every monsters’ voices into the engine *This is only used for bubble text
*The main menu will still use the default voice
-Added stuttered text option
*This effect affects both menu and bubble text, only wobble (wave effect) effect is immune to it
*This feature is toggled on or off through message settings

-Added Papyrus font! Nyehehehe
*Papyrus font acts the same as the previous font *Effects can still work with Papyrus font
*Papyrus font is only used in bubble speeches
*Papyrus font does not use * during the dialogue

-Added Mettano font!
*Mettaton font is the same as the default font
*Mettaton talks 3 by 3 letters instead of the default, which is 1 by 1

-Added slowdown mode with comma ( , )
*Placing , in sentence will pause the dialogue for 0.2 seconds
-Added sentence breaker with ( / )
*Placing / in sentence will force the dialogue to start from the new row
-Changed special text appearance
*sine wave’s length has been expanded
*wave now moves at a faster pace
*rainbow’s color changes at a greater speed
*text’s saturation rate is increased by 20

-Improved text layout for: 4 t ! ; , . *Changed their text’s size and position
-Changed length reader’s format
*If the dialogue text ends up over the line (per row), it will instead allow the text to go outside the box, instead of trying to break it down.
Changed / fixed
-Changed start animation for soul
*Increased flickering wait time
*Better timing with soul gliding
-Changed Mettaton Neon's sprite properties
*improved arms position
*improved arm’s sine wave speed
*improved wing’s sine wave speed
-Changed grid2
*grid is now more balanced, and its sine-wave value is slower
*lowered both grid1 and grid2

-Changed the position of first editor’s Gui (lowering all the texts)
-Fixed battle box’s menu Gui display, sometimes Gui would display fight menu or act menu at wrong moments, this rarely occurred after the green flag is pressed
*in rare cases, it wouldn’t display anything at all
Overworld update
-Added Text system v3 to over world.
*Supports all the text effects
*Supports all the fonts
-Added Item and Cell options
*Both of these menus can be exited and navigated through

Overworld system is somewhat finished, it just needs more testing and polishing.
Special change-log
Special change-logs will be the finale changelogs. There might be two or three of them. Each special change-log will have its own set release date. These change-logs will reveal GUI editors and new features. Change-log 1 to 8 were showcasing the progress of engine development. Since the engine is pretty much done, all that's left is to add GUIs, fix a few small bugs, and final polishing. This is what the Special Change Log will log, these polishing states.
Since the engine is close to being released, feel free to suggest things, if you don't know what to suggest, then ask a friend or some Undertale fan to do it for you.
Special Change Log 1 release date: September 30th
Thank you for waiting,
Studio:
Notification studio: https://scratch.mit.edu/studios/31945432/
Change-log 8 is the last and largest change-log. After this change-log, we'll have something called special change-logs. Change-log 8 focused on improving the entire engine. A lot of methods and scripts have been changed, and lots of new things have been added.
The main post on this topic has been heavily updated. I've updated the images and features list.
-There is now a new banner for the studio. Same for the notification studio (it's better than nothing)
Added Item system v2
Item system v2 is a newly advanced system that keeps track of every item and their properties.
The previous system used 5 different lists for sorting each item’s action, in v2 all of these 5 lists are merged into a big one. Item system v2 introduces new features.
-Items can now effect monster’s Defense and or Attack. Both of these values can be changed within items
-Items can now increase monster’s attack upon consuming
-Items can now increase your attack
-Added negative value support (bad dream)
-removed confusing symbols that enabled some of these previous effects
Despite Item system v.2’s new features, it still contains fewer blocks than the previous system.
Updated Monster Candy’s message. It used to display the wrong message
-added five new items:
*Hush puppy
*Bad dream
*Pumpkin Rings (Hacked Item)
*Rock Candy (Hacked Item)
*Ghost Fruit (Hacked Item)
Bad dream properties work the same as undertale. If your health is above 3 you’ll take -1 (depending on the value) damage, if the health is 3 or below you’ll max the HP out.
-Every Undertale item display’s it’s info message upon being checked (only works in over-world) You can also add such properties to your custom items. This can only be seen when you install the over-world plugin into your engine.
-If you by some chance deleted all the items by accident, in “see inside” there is a whole Undertale item library.
Added Monster System v2
Monster v2 uses a new method of sorting monsters. Previously monster’s list depended on IDs number, now that’s replaced with a list. List method allows me and you to insert monster at any ID without changing anything. Monsters now focus on the list’s name instead of ID.
-Updated rendering system
*Fixed Asgore’s flame layering glitch
*Improved rendering order
-Updated monster’s health bar (after being attacked)
*Added a black layout around the health bar border.
*Fixed layering glitch, monster could overlap health
-Updated x control block, removed the mirror option
Added Act System v2
Act System v2 uses one script instead of three. The new system gives you more tools to work with.
-Ability to heal with HP
-Ability to add item upon using act -Ability to effect monster’s attack (lowering it)
-Ability to effect monster’s attack speed
-Added money system.
*You can now use this act upon a specific amount of money on you
*Upon enabling the money system within an act, you’ll enable the “money left” text.
*Money follows Muffet’s pay system:
Value + 30
Value + 40
Value + 70
Value + 50
Value + 300 (and repeat)
If the value becomes overpriced, then a lower price formula will come into action.
Lower price formula: Round {(Current value) / (10)}
There are more new features, but they’ll be listed in future change-log(s). Thanks to this new system format, it’s easier to work with.

Added Text System v3
Text System v3 is a major system update for the text sprite. The next text system adds in lots of new features, along with improved performance.
Merged 3 different scripts with the main script, causing a significant performance boost, allowing the script to read every line of text at a much faster rate. The script will now ignore the effect variables that caused it to slow down in the previous system.
Input
Output
-Added advance paragraph sorting script. *This script will sort long sentences within dialogue into several dialogue boxes.
*As dull as it sounds, this took a really long time to implement
-Added color codes!
*There are now 8 total colors that you can use!
Red, Orange, Yellow, Green, Cyan, Blue, Purple, Magenta
#(First letter of color code)Text. Example: #rRed#. This will set the word Red red.
-Added every monsters’ voices into the engine *This is only used for bubble text
*The main menu will still use the default voice
-Added stuttered text option
*This effect affects both menu and bubble text, only wobble (wave effect) effect is immune to it
*This feature is toggled on or off through message settings

-Added Papyrus font! Nyehehehe
*Papyrus font acts the same as the previous font *Effects can still work with Papyrus font
*Papyrus font is only used in bubble speeches
*Papyrus font does not use * during the dialogue
-Added Mettano font!
*Mettaton font is the same as the default font
*Mettaton talks 3 by 3 letters instead of the default, which is 1 by 1
-Added slowdown mode with comma ( , )
*Placing , in sentence will pause the dialogue for 0.2 seconds
-Added sentence breaker with ( / )
*Placing / in sentence will force the dialogue to start from the new row
-Changed special text appearance
*sine wave’s length has been expanded
*wave now moves at a faster pace
*rainbow’s color changes at a greater speed
*text’s saturation rate is increased by 20
-Improved text layout for: 4 t ! ; , . *Changed their text’s size and position
-Changed length reader’s format
*If the dialogue text ends up over the line (per row), it will instead allow the text to go outside the box, instead of trying to break it down.
Changed / fixed
-Changed start animation for soul
*Increased flickering wait time
*Better timing with soul gliding
-Changed Mettaton Neon's sprite properties
*improved arms position
*improved arm’s sine wave speed
*improved wing’s sine wave speed
-Changed grid2
*grid is now more balanced, and its sine-wave value is slower
*lowered both grid1 and grid2

-Changed the position of first editor’s Gui (lowering all the texts)
-Fixed battle box’s menu Gui display, sometimes Gui would display fight menu or act menu at wrong moments, this rarely occurred after the green flag is pressed
*in rare cases, it wouldn’t display anything at all
Overworld update
-Added Text system v3 to over world.
*Supports all the text effects
*Supports all the fonts
-Added Item and Cell options
*Both of these menus can be exited and navigated through
Overworld system is somewhat finished, it just needs more testing and polishing.
Special change-log
Special change-logs will be the finale changelogs. There might be two or three of them. Each special change-log will have its own set release date. These change-logs will reveal GUI editors and new features. Change-log 1 to 8 were showcasing the progress of engine development. Since the engine is pretty much done, all that's left is to add GUIs, fix a few small bugs, and final polishing. This is what the Special Change Log will log, these polishing states.
Since the engine is close to being released, feel free to suggest things, if you don't know what to suggest, then ask a friend or some Undertale fan to do it for you.
Special Change Log 1 release date: September 30th
Thank you for waiting,
Studio:
Notification studio: https://scratch.mit.edu/studios/31945432/
Last edited by Nivalosha (Sept. 11, 2022 07:58:06)
- leonardios_Terraria
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
Change-log 8
Change-log 8 is the last and largest change-log. After this change-log, we'll have something called special change-logs. Change-log 8 focused on improving the entire engine. A lot of methods and scripts have been changed, and lots of new things have been added.
The main post on this topic has been heavily updated. I've updated the images and features list.
-There is now a new banner for the studio. Same for the notification studio (it's better than nothing)
Added Item system v2
Item system v2 is a newly advanced system that keeps track of every item and their properties.
The previous system used 5 different lists for sorting each item’s action, in v2 all of these 5 lists are merged into a big one. Item system v2 introduces new features.
-Items can now effect monster’s Defense and or Attack. Both of these values can be changed within items
-Items can now increase monster’s attack upon consuming
-Items can now increase your attack
-Added negative value support (bad dream)
-removed confusing symbols that enabled some of these previous effects
Despite Item system v.2’s new features, it still contains fewer blocks than the previous system.
Updated Monster Candy’s message. It used to display the wrong message
-added five new items:
*Hush puppy
*Bad dream
*Pumpkin Rings (Hacked Item)
*Rock Candy (Hacked Item)
*Ghost Fruit (Hacked Item)
Bad dream properties work the same as undertakes. If your health is above 3 you’ll take -1 (depending on the value) damage, if the health is 3 or below you’ll max the HP out.
-Every Undertale item display’s it’s info message upon being checked (only works in over-world) You can also add such properties to your custom items. This can only be seen when you install the over-world plugin into your engine.
-If you by some chance deleted all the items by accident, in “see inside” there is a whole Undertale item library.
Added Monster System v2
Monster v2 uses a new method of sorting monsters. Previously monster’s list depended on IDs number, now that’s replaced with a list. List method allows me and you to insert monster at any ID without changing anything. Monsters now focus on the list’s name instead of ID.
-Updated rendering system
*Fixed Asgore’s flame layering glitch
*Improved rendering order
-Updated monster’s health bar (after being attacked)
*Added a black layout around the health bar border.
*Fixed layering glitch, monster could overlap health
-Updated x control block, removed the mirror option
Added Act System v2
Act System v2 uses one script instead of three. The new system gives you more tools to work with. -Ability to heal with HP
-Ability to add item upon using act -Ability to effect monster’s attack (lowering it)
-Ability to effect monster’s attack speed
-Added money system.
*You can now use this act upon a specific amount of money on you
*Upon enabling the money system within an act, you’ll enable the “money left” text.
*Money follows Muffet’s pay system:
Value + 30
Value + 40
Value + 70
Value + 50
Value + 300 (and repeat)
If the value becomes overpriced, then a lower price formula will come into action.
Lower price formula: Round {(Current value) / (10)}
There are more new features, but they’ll be listed in future change-log(s). Thanks to this new system format, it’s easier to work with.
Added Text System v3
Text System v3 is a major system update for the text sprite. The next text system adds in lots of new features, along with improved performance.
Merged 3 different scripts with the main script, causing a significant performance boost, allowing the script to read every line of text at a much faster rate. The script will now ignore the effect variables that caused it to slow down in the previous system.
Input
Output
-Added advance paragraph sorting script. *This script will sort long sentences within dialogue into several dialogue boxes.
*As dull as it sounds, this took a really long time to implement
-Added color codes!
*There are now 8 total colors that you can use!
Red, Orange, Yellow, Green, Cyan, Blue, Purple, Magenta
#(First letter of color code)Text. Example: #rRed#. This will set the word Red red.
-Added every monsters’ voices into the engine *This is only used for bubble text
*The main menu will still use the default voice
-Added stuttered text option
*This effect affects both menu and bubble text, only wobble (wave effect) effect is immune to it
*This feature is toggled on or off through message settings
-Added Papyrus font! Nyehehehe
*Papyrus font acts the same as the previous font *Effects can still work with Papyrus font
*Papyrus font is only used in bubble speeches
*Papyrus font does not use * during the dialogue
-Added Mettano font!
*Mettaton font is the same as the default font
*Mettaton talks 3 by 3 letters instead of the default, which is 1 by 1
-Added slowdown mode with comma ( , )
*Placing , in sentence will pause the dialogue for 0.2 seconds
-Added sentence breaker with ( / )
*Placing / in sentence will force the dialogue to start from the new row
-Changed special text appearance
*sine wave’s length has been expanded
*wave now moves at a faster pace
*rainbow’s color changes at a greater speed
*text’s saturation rate is increased by 20
-Improved text layout for: 4 t ! ; , . *Changed their text’s size and position
-Changed length reader’s format
*If the dialogue text ends up over the line (per row), it will instead allow the text to go outside the box, instead of trying to break it down.
Changed / fixed
-Changed start animation for soul
*Increased flickering wait time
*Better timing with soul gliding
-Changed Mettaton Neon's sprite properties
*improved arms position
*improved arm’s sine wave speed
*improved wing’s sine wave speed
-Changed grid2
*grid is now more balanced, and its sine-wave value is slower
*lowered both grid1 and grid2
-Changed the position of first editor’s Gui (lowering all the texts)
-Fixed battle box’s menu Gui display, sometimes Gui would display fight menu or act menu at wrong moments, this rarely occurred after the green flag is pressed
*in rare cases, it wouldn’t display anything at all
Overworld update
-Added Text system v3 to over world.
*Supports all the text effects
*Supports all the fonts
-Added Item and Cell options
*Both of these menus can be exited and navigated through
Overworld system is somewhat finished, it just needs more testing and polishing.
Special change-log
Special change-logs will be the finale changelogs. There might be two or three of them. Each special change-log will have its own set release date. These change-logs will reveal GUI editors and new features. Change-log 1 to 8 were showcasing the progress of engine development. Since the engine is pretty much done, all that's left is to add GUIs, fix a few small bugs, and final polishing. This is what the Special Change Log will log, these polishing states.
Since the engine is close to being released, feel free to suggest things, if you don't know what to suggest, then ask a friend or some Undertale fan to do it for you.
Special Change Log 1 release date: September 30th
Thank you for waiting,
Studio:
Notification studio: https://scratch.mit.edu/studios/31945432/
…OH MY GOD!!! IT'S HAPPENING!!!
at this rate, we'll have the battle creator by Halloween!
- redstonetoad
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
I'm glad you changed the wave backround it was a bit choppy before!
- -_-GetGood
-
Scratcher
500+ posts
Undertale Battle Engine: [Murder Drones: In Development]
when Nivalosha spelt Mettaton Neo like Mettaton Neon in the changelog
- Chance_1212
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
when Nivalosha spelt Mettaton Neo like Mettaton Neon in the changelogWHY DO YOU HAVE TO BE THIS WAY
- Chance_1212
-
Scratcher
100+ posts
Undertale Battle Engine: [Murder Drones: In Development]
Yay! Vs Freddy fazbear will be released by halloween
- -_-GetGood
-
Scratcher
500+ posts
Undertale Battle Engine: [Murder Drones: In Development]
its a good jokewhen Nivalosha spelt Mettaton Neo like Mettaton Neon in the changelogWHY DO YOU HAVE TO BE THIS WAY











