Game
UNDERTALE CYAN
4 days ago

- UTC ENGINE PATCH 5 RELEASE -
https://github.com/CCloestar/UTC-ENGINE/releases/tag/PATCH-5

Hi guys it's been a while cus i was busy with other projects and also had to repair my pc but we're back so yeah that's cool right


Character/Cutscene changes:

  • Added _dep variable to o_mainchara and o_follower for better depth management.
    (O_MAINCHARA: Create and Step events)
    (O_FOLLOWER: Create and Draw events)

  • Added debug display/collision for o_follower.
    (O_FOLLOWER: Draw event)

  • Added offset management for draw_hitbox(), it catches the sprite offsets by default.
    (DRAW_HITBOX script)

  • Added debug display variable for o_mainchara that catches the o_camera's offsets
    (O_MAINCHARA: Draw event)

  • o_camera Now appears as a transparent object if debug display is on
    (NEW EVENT O_CAMERA: Draw event)

  • o_cutscene now loads a different script if the player is in a battle, with the addition of c_rm_battle_[BSTORY]_[CURCH], for specific story battles.
    (O_CUTSCENE: Create and Step events)

  • Added _vol and _v variables to resume the music volume for o_mainchara, also fixed volume related bug for o_mainchara and end_fade.
    (O_MAINCHARA: Step event)
    (END_FADE: Draw GUI event)

  • fl_interpolate script now checks if o_follower exists first.
    (FL_INTERPOLATE() script)

  • Addition of fl_face(), a new script that sets all of the followers's face direction
    (NEW SCRIPT FL_FACE() script)

  • Added _alp variable for fading in and out followers.
    _alp 1 fades in and alp -1 fades out, can be 2 and -2 or 5 and -5 for faster speed.
    (O_FOLLOWER: Step event)

Border changes:

  • Added timer and trigger arrays, also added debug variable _f for fade in/out effects, which is exclusive for Dynamic borders.
    _f 1 is for fading next.
    _f -1 is for fading previous.
    _f 0 is for not fading at all.
    (BORDER: Create and Draw GUI events)

  • Border option order is now accurate to UT's actual borders order [NONE, Simple, Sepia, Dynamic].
    (BORDER: Step and Draw GUI events)

  • (Tboogle) The game now fullscreens if you're using Steam Deck.
    (BORDER: Create event)

  • (Tboogle) Fullscreen resolution works better for MacOS's wacky resolutions.
    (BORDER: Post-Draw event)

  • (Tboogle) Fullscreen is now possible to access with a controller by pressing gp_select.
    (BORDER: Draw GUI event)

Controller changes:

  • (Tboogle) Gamepad directional hold bug for Linux is now fixed, alonside with the addition of a new sens[2] variable for gpad, used exclusively for this bug fix.
    (L_HOLD(),R_HOLD(),U_HOLD(),D_HOLD() scripts, GPAD Create and Async events, RESET_GPAD() Script, TITLEOBJECT Draw Gui event)

Dialogue object changes:

  • (Tboogle) Added s_reset variable, where if true it will make the dialogue sound only play after the last one is finished.
    (DIALOGUE: Draw GUI event)

  • Added no_punc variable that ignores automatic punctuation pauses, default false/0.
    (DIALOGUE: Create and Draw GUI events)

  • Added manual pauses for letters that works just like the original UNDERTALE's manual pauses. (^[1 to 9])
    (DIALOGUE: Draw GUI event)

  • Added text_obj object. For drawing custom texts outside of draw events, recommended for cutscene objects!
    (NEW OBJECT TEXT_OBJ, including Create, Draw and Draw GUI events)

  • Fixed oversight where the default random shaking effects doesn't work in battles.
    (DIALOGUE: Create event)

  • Added dialsmall object. Small portraits that looks just like DELTARUNE's small portraits. Alongside with it we added dialsm_create() and dialsm_exists(), it works similarly to their normal dial_create() and dial_exists() counterparts.
    (NEW OBJECT DIALSMALL, including Create and Draw GUI events)
    (NEW SCRIPTS DIALSM_CREATE() and DIALSM_EXISTS())

Effect related changes:

  • Added invert_color script that retrieves the reverse color, by default it retrieves draw_get_color().
    (NEW SCRIPT INVERT_COLOR())

  • Added 3 Camera related functions, such as:
    cam_get_size Where it multiplies the given camera size.
    cam_get_width, Shortcut for camera_get_view_width().
    cam_get_height, Shortcut for camera_get_view_height().
    (NEW SCRIPTS CAM_GET_SIZE, CAM_GET_WIDTH AND CAM_GET_HEIGHT)

Other fixes:

  • Fixed heart sp variable oversight
    (HEART: Draw Event)

  • end_fade and start_fade colors are now customizable, idk why it wasn't lol
    (END_FADE and START_FADE: Draw GUI event)

  • o_mover now contains more safety checks, and it deletes itself if target 1 or 2 objects doesn't exist.
    (O_MOVER() script)



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