Undertale Demo

user_avatar Made by: The64thGaming

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This is (kinda) a Hyperpad port of the demo for Undertale. The real demo can be found on Undertale.com, and the full game can be found on steam. Undertale is made by Toby Fox. I am simply showing you what Undertale (kinda) has to offer with this.

VERSION 1.1

Last Updated: September 21, 2022

-New scene
-New stuff
-Bug fixes (Though I can't fix the walk animation glitch)
-Filler
-Filler
-Filler
(I'm saying filler because I need a minimum of 90 characters)
-Filler
-Filler
-Filler

COMMENTS

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October 27, 2017

THIS WASN’T UPDATED FOR 2 YEARS?!?!?

June 05, 2016

You did really good at making an EXACT port of the intro

February 27, 2016

I know how to make the game not as blurry, Have you turned on the "Ignore Retina" Option? It helped me with my games. It should help you too.

February 28, 2016

You usually don't want to do this. When you import an image in hyperPad, it assumes you're importing a retina image. So what hyperPad does is automatically create a non-retina version for you at half the resolution.

Remember when creating your art you should always create it at a retina resolution (or highest resolution possible).

With the ignore retina toggle on, it won't create the correct non-retina image. This can result in poor performance, and greater memory usage, that may lead to a crash.

February 28, 2016

Oh, but then how come when the Ignore Retina option is off, when I resize my image, the image becomes more blurry?

February 28, 2016

Because your original image started off to small. For example: If you use a 512x512 pixel image. You import it into hyperPad with the toggle off.. This is actually used as a 256x256 point image. Since hyperPad assumes the original 512x512 is the retina version.

Retina is kind of a confusing topic. But it basically works like this:

  • a non retina iPad has a resolution of 1024x768.. With 1024x768 points on screen. Every pixel is 1 point.
  • on a retina iPad, the screen resolution is double (2048X1536), but the scree is still 1024x768 points. Every 2 pixels is 1 point. What this means is that an image twice the size is needed to appear the same as a normal iPad.

So when you're designing your graphics, remember to work in the highest resolution available (retina), and remember that things are positioned and measured in points.

Now with the ignore retina toggle ON. What will happen is that hyperPad will not create a non-retina version for you. Instead it will just use your image and scale it to fit dynamically. This can result in some poor results, and maybe even blurry graphics, or pixelated graphics. Especially if you're working on a non-retina device, and someone on retina plays your game.

By creating your graphics in retina first, your game will look good on every device, rather than just yours.

Also, in the next update when we introduce iPhone support you will have to think about additional resolutions and sizes if you want to have your games playable on an iPhone. When that happens, hyperPad will assume the image you're importing is 4x the original size (currently assumes 2x), and will create lower resolutions for you for each device.

February 28, 2016

Yea but think about this: Someone Imports an image on a Device with Ignore Retina Option Off, the picture is too small so the person resizes it to make it look bigger, the image blurs more as it gets bigger. What if someone with a non-retina device plays it, it stills results in blurry graphics.

February 28, 2016

Yes, because your already small image is cut in half.. So it's even smaller. And you're manually scaling it to be bigger. You should be making your image correctly from the beginning. Like I keep saying, make your images twice as large before you import into hyperPad.

You shouldn't be scaling graphics in the editor that much any ways. If they're to small then you drew them too small. Make properly sized images, or find new ones that work correctly. You're trying to force something not designed correctly and using the toggle switch as a bandaid fix. To make good games, take a step back and design them properly from the beginning, even before you start doing anything on hyperPad.

February 28, 2016

Whoever said I drew my images?

February 28, 2016

I'm just kidding. Also I'm using an iPad Mini. That might be why the images are blurry.

February 01, 2016

Will you be making a Sonic The Hedgehog Game?

January 18, 2016

When are you going to be updating this exactly? :3 pls don't let us down

November 26, 2015

I really like Undertale (never played it because our computer doesn't work anymore), but this "port" has a really hard-to-control Soul. When you update this "port," could you please make the Soul joystick-controlled?

November 15, 2015

Brilliant intro, really professionally done. Only thing except for the buggy walking animation which is probably out of your hands atm, is I'd have the user touch the screen to move the text during game instead of on a timer as it allows users to go at their own pace. Flowery May of been too slow or too quick for some people.

November 09, 2015

Hey will you put your ONITM on here?? You said you would when they add a hub.

November 09, 2015

Sorry if anyone's already asked

November 14, 2015

Well... Game press won't let me port it over now that the servers are down. So, they will never be on here :( Though, ONATM4 may be finished one day.

November 19, 2015

That sucks 😢

November 08, 2015

Huge fan

November 01, 2015

So are you the original creator of undertale?

November 01, 2015

No, I am porting a free demo of the game he made on PC to spread awareness about the game to more gamers! (Though it will stay on hyperpad, it won't go to the App Store.)

November 01, 2015

Do you know the creator of the game? By the way I love undertale. I watched Jacksepticeye play it.

October 30, 2015

How do you make the text do that??!!

October 20, 2015

I may add a secret Sans boss fight once I am done with the Flowey scene... I'll have to decide though...

October 20, 2015

Cool game. It says in your description that you want a closed source before adding any big updates. I'm sad that a closed source even exists in Hyperpad :(

October 20, 2015

Looks great so far, really enjoying the intro. Great level of polish, and really clever how you did the text :). As mentioned, the animations are sort of glitchy.. I think this is happened because of diagonal movement. Your joystick Up/down and left/right are conflicting. You need more logic in place to handle the switch a bit better.

Also, It feels like your player is walking on ice. Adding some Air Resistance (physics category in behaviours) will help.

October 20, 2015

HOLY F*** this community hub sucks. I wish I could do more with this port, but the way to share it is much harder and more precise to do "ERROR. CANT HAVE PARENTHESES IN THE TITLE" "ERROR. YOUR PICTURE MUST BE 1240 x1240 FOR THE ICON" "ERROR. NO NUMBERS INCLUDED IN TAGS" I wish the hub would had been the same as the Gamepress, but just with comments and likes. And there is no forum yet, do I have to talk here.

October 20, 2015

If you have a problem with the hub, fill out the feedback form. Writing a complaint in the hub doesn't really get you any where (ignore the fact that I'm here replying 😉 ). Keep in mind this is the first version of the hub. Not everything can be perfect the first try. If users report issues, and problems they're having then we can fix them. By filling out the feedback form, the rest of the team can see the issues. Commenting about problems makes them hidden, and we may stumble on them, causing the real issues to never be seen.

The 1024x1024 icon is a requirement for many reasons.

  • You should get used to working in larger formats. This is for retina, and allows your graphics to be used in multiple places. By asking for a 1024x1024 we can resize your image and use it in different spots in the hub (things that may not be publicly available yet).
  • It's a restriction set by the App Store. If you ever want to make your game for the App Store, you better have a 1024x1024 icon. By forcing this rule now, you get used to the fact that it's important.
  • Makes things look crisp, and much better. It's also the first chance someone gets at seeing your project. If you can't take the time to make a decent icon to represent your project, maybe you shouldn't share your project to the Hub.
  • Numbers in tags is a bug that is on the list to be fixed.. Just be patient. Also, the tags aren't even being used right now, so why are you so upset? They'll come into play soon so adding them now helps.

The hub is always changing. Unlike the app, we can change the hub with out submitting a new update to hyperPad. We typically update the hub multiple times a day with new features and bug fixes. GamePress could never have this happen. Yes there are more rules and restrictions in place on the hyperPad Hub, but this is to maintain a level of quality. I'm sorry to say, but the GamePress Arcade was filled with trash, and overall terrible. This is one of the major reasons why we decided to start over with hyperPad. The GamePress Arcade was a lost cause, and we had to start from a clean slate. Now we have things in place forcing you to think about what you're sharing. If you're not willing to put the effort in to making an icon, then your game isn't at the point where it needs to be shared.

As for the forum, it's coming. Don't worry. Unlike GamePress we want seamless access to the forum. So it will be tied to your hyperPad account, and no need to register again. Plus since you can comment, and ask questions here it really isn't that high of a priority for us. (as you pointed out, there are more pressing issues on the hub itself).

Also, you need a proper icon. Please read the rules. The icon (and screenshots) must accurately represent your project. Please update it as soon as you can.

October 20, 2015

There are good apps that can change the pixel 1024x1024 thing. Try one

October 20, 2015

Now I am ok with having an HD icon, but I hate it that I can't just upload a size higher than that and then scale it down. This means instead of just making the icon and taking a screenshot of it, I have to then send the picture to my MacBook, try to get the right resolution, send it to Dropbox, save it to my camera roll, then see if it fit. Though I do have an idea to use the placeholder I found and just stretch the icon over it to have the right resolution. Also someone commented saying if my project isn't finished, it may get taken down. I forgot this isn't like gamepress where you can just upload a game in alpha, barely started, and then update it later, so is there a way I can delete the project from the Hub?

October 20, 2015

Lol i can't even delete my comment that I posted talking about the hub :)

October 20, 2015

There are a couple of problems with allowing bigger then it automatically scale down.

  • Server storage space: Although it may not be a huge problem right away, it does add up! This can lead to large unnecessary costs on our end.
  • Speed and performance: It would have to upload a larger image, then our server would have to deal with another resolution.
  • More potential bugs: dealing with additional resolutions means more code that doesn't really need to be there. This can lead to bugs
  • Your images need to be square any ways. So if you can create a large 2048x2048 image, why can't you just create a smaller 1024 instead? What ever software you created your icon in, make it say 1024 instead. There also also lots of free image editors on the iPad which can resize your image.

Also you can't delete comments. Not a feature we have added to the hub.

Any ways, lets just end this here and leave the rest of the comments about your game :). If you have any more feedback we're happy to listen. Just fill out the feedback/help form. We really do value your opinions, and many changes or features are based on user feedback 😀

December 06, 2015

That's why I still haven't uploaded any games!

December 06, 2015

Aw darn it wrong comment

December 06, 2015

Like what?