Game
MYSTERYTALE Online (Multiplayer Undertale Fan-Game)
16 days ago

June 2025 Devlog


Hey, everyone! Been a little bit! Life's been busy and messy, so I wasn't able to get a devlog out last month. Similarly I haven't been able to make as much progress on the game as I would've liked to.

A lot of the progress also involves smaller tweaks, bug fixes and/or just backend stuff. Those are unfortunately things I can't show off as easily, but regardless, there are some things to go over, so let's do that real quick.


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TS!Papyrus has not only been added to the game, but he has received a small overhaul. The actual TS!Underswap somewhat recently announced a change to his character design, being a less round head shape that's more in-line with the original Undertale. So, logically, it only felt appropriate that I'd adjust our TS!Papyrus sprites the same way. There are also some small changes I made to the overworld sprite to make it resemble the original Undertale sprite more closely. Also, TS!Papyrus now has a handful of new expressions.


It had come to my attention that the visual effect for bullet areas wasn't entirely accurate to Deltarune. So, I tweaked the rendering code so it perfectly replicates what it looks like in Deltarune.

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Let's quickly talk about how this effect is achieved in both DELTARUNE and MTO for a second, shall we?

In DELTARUNE, Kris has a secondary set of sprites for these types of areas. Whenever Kris enters a bullet area, this alternate sprite is layered ontop of them with a transparency effect. While not ideal, this works fine for Deltarune at least.

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However, in MTO we have a lot of possible sprites the player could have. Manually making outline sprites for each of them would be a heavy undertaking. So, in MTO, these outlines are generated via code and not pre-drawn.

The way this works is very reminiscent of how we draw nametags, if you remember the March 2025 devlog. We draw 4 copies of our player sprite in a solid color, being the color of the character's SOUL, then we draw an additional copy of the sprite directly above the player with the right shade of dark gray and presto.

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There you go, we perfectly emulated the effect without needing to manually make new spr- wait, what's that? Yes, there's a line from the outline visible between Kris' legs that isn't visible in Deltarune.

This only applies to their down-facing sprite too, for some reason. To account for this, I added a system where characters can optionally use alternate sprite sets to use for their generated outlines. So, one alternate down-facing Kris sprite later and...

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Presto (for real this time).


Oh yes, on that note, Kris has been added.

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I'm not sure whether or not their unique Dark World portraits were used in the legacy version of the game or not, but they're here now.


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There he is, your best friend! I added Flowey as a skin to the new game. He comes with a lot of improvements, including redone overworld sprites, a lot of new portraits and a bunch of voices to choose from. Currently he can't dig underground - that's still exclusive to party member Flowey in MT and I can't rule out that we'll work on other improvements for him - but there he is, it's Flowey!


Here's a small feature from Legacy. Did you know that a small handful of skins in Legacy had unique encounter themes? That's right, The Batter, The Judge, Mario and Luigi all had unique encounter themes for regular battles. This is something I want to implement on a larger scale for a few more of the non-UT/DR skins, and I've begun to do so.

It's simple, but still a nice touch nonetheless if you ask me. The team (mostly BartRed) has also started working on new regular encounter themes for skins. Here's a good example for a skin that hasn't been in Legacy. Let's see if anyone can figure out who this theme could be intended for:


But Kris isn't the only DELTARUNE skin I've added so far:

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Here's Ralsei, now with his hatless design by default, and his hatted design as a costume. This was still done before Ch3-4 came out, so at the moment Ralsei only has expressions and poses from chapter 2, but I plan on adding Ch3-4 expressions and poses eventually.

Although...

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Both Ralseis already have the maximum amount of poses each. Kind of a conundrum, isn't it? Well, I do have plans to address this in the future, but that's for another time. (Next devlog, hopefully)


In other news, PidgeyTheThief joined the team recently and has specifically stated to only want to work on Papyrus and Jevil (and one upcoming skin I don't want to spoil yet). So enjoy these new, really good Papyrus icons!

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In DELTARUNE, the little visual effect that would show up when successfully grazing would fade from red into white, regardless of your current SOUL mode. I figured it'd be a nice touch to replace the red with whatever your character's SOUL color is.

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Just like in DELTARUNE though, different SOUL modes wont change the color of the effect. So, if your default SOUL color is green and you are turned blue, the effect will still use green. Makes sense, right?


Obviously, the game needs to have moderation features, so I've begun work on those. The first implemented moderation feature is muting.

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It works about as you'd expect it to, though with some notable improvements over Legacy's mute system. The mute is noted on the serverside, meaning that even through modding or rejoining or whatever, it cannot be bypassed. However, because of this, to accomodate for... potential mistakes in moderation, mutes now have a 24 hour limit, so you won't have to worry about accidentally getting permanently muted.


Here's a small little addition. You might have noticed in some previews that the "SOUL" sprite for the Flowey party member in MT is just an empty outline of a heart (seeing as, y'know, Flowey doesn't actually have a SOUL). This was implemented because I thought it'd be nice to use the respective party member's unique SOUL sprite when selecting their actions in battle. Since that meant the design would only be used in one place, it only needed one sprite. However, someone really liked the design and suggested it should be added as something you can choose to use yourself in MTO and I liked that idea. So, now that type has been expanded into a fully usable type you can choose in the game.

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As of late, the servers for legacy haven't been doing very well. However, I hope to start public BETA testing over on the Discord server within the next 2-4 months, which should give you guys an alternative to Legacy. The BETA won't launch with PvP or all of the content or skins from Legacy, but it should be something to hold you guys over when the servers for Legacy are down. If you don't want to miss the release of that BETA, then join the Discord server, it's linked in the description for the game.

And for anybody curious, yes, content from Deltarune Chapters 3 and 4 is planned for the future.

Oh, yes, perhaps I should mention that I've started working on a friend's really cool fan-game as well. It's still in very early development, but it's looking incredibly promising. Expect to be seeing skins based on characters from that game to be added to MTO in the future.


Sorry to have kept you all waiting for such a nothingburger of a devlog. One that's just "hey, here are a few new skins and some outlines". That said, things are starting to come together pretty nicely. I hope to have some fun things for the next devlog, whenever that might be. Until then, have a nice day!



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