Howdy, GameSprites writing.
It has been a little over a month since devlog zero, where I showcased the basis I started with. In that one month alone, progress has been quite inconsistent but nice nevertheless: it sped up tremendously thanks to the arrival of a new member. This devlog will be heavily focused on assets, alongside a bit of coding. Let's tackle on today's news, shall we?
TL;DR:
@AngerLuigi
has joined the project and is the main recreator of the sprites seen in the animation.Mario's sprites have been fully ripped by a mix of my and AngerLuigi's work.
Bravery, Patience and Justice's specific attack sprites have been ripped, by AngerLuigi. The Blaster has also been ripped by them.
No progress made on the Human Souls themselves yet.
A main menu has been conceptualized.
The title screen is nearly over, in need of a few touch-ups.
Minimal work on the battle: Mario's sprites have been imported.
ASSETS:
In my last devlog, I roughly detailed the missing art assets for the fangame in order to create a close 1 to 1 recreation of the fight, and nothing extra. Let me detail the changes that happened ever since:
ANIMATION INCLUSIVE:
MARIO:
Mario already had his base sprite extracted and recreated from assets by Team Sanos' fangame, with a few expressions. Thus, what was missing for Mario was the remaining sprites including numerous expressions and all of his souls variant.

I am happy to report that every sprite used by Mario in the original animation have been near-perfectly recreated with close faithfulness to how they look in the original animation. Kudos to AngerLuigi for contributing to those sprites, as the fangame utilizes a mix of recreations I've made and recreations made by AngerLuigi, depending on who's appeared the most faithful.
ATTACKS:
The animation reuses a handful of assets used in UNDERTALE for the attacks, but also presents a plethora of new original assets, such as Mario's own blasters or each individual soul's specific attacks. Mario's blasters and fireballs have been recreated by AngerLuigi, which tremendously helps with the development of the fangame. Furthermore, they've managed to recreate sprites used for attacks for the first three souls (Bravery, Patience, Justice).

As of March 31st, Perseverance, Kindness and Integrity's attacks are still getting ripped by my helper. It is more than likely that the attacks' assets will be completed by the next devlog, as well as a part of the human souls' sprites.
WHAT ABOUT THEM?
They're far from finished, as, unlike Mario, they present little to no base to start a recreation from. Essentially, they will be taking much more time, despite presenting only two variations of their sprites. In terms of progress, none were made: they have been set to low priority by both I and AngerLuigi, as they're focusing on the attacks, while I get on the fangame-specific sprites and coding.
ANIMATION EXCLUSIVE:
Fangame-specific?
That's right! As it states, this section will describe progress made for the fangame's assets that AREN'T in the original animation. I have plans for diverse assets that will be used for different parts of the fangame outside the fight. Such as...
Main Menu:
What's a game without a menu to tinker with the game's settings, to observe, to interact with? I've conceptualized a main menu that would resemble something like this.

THIS IS IN EARLY STAGES; it is meant to be inspired by Super Mario Bros. Deluxe on the Game Boy. Everything there will be remade to fit a style close to UNDERTALE, except the text.
Title Screen:
This will be a really quick section as I'll detail it further in the coding part. If you've noticed the description, you've most likely seen the special "Clarifications" and "Credits" section, using a stylized MonsterFriend font. This style was influenced directly from UNDERBROS itself, especially its part 2, when the title screen reveals itself. From that, it wasn't difficult to recreate a similar sprite, save for the fact that the gradient that makes it near impossible to be 100% faithful. It did come out decently at the end: more information in the section below.
CODING:
Albeit much shorter than the assets' part, I'll still detail some of the progress I've made on the fangame, coding-wise.
Title Screen:
How we meet again! As said earlier, the main inspiration for the style is Chapter 2. Chapter 2 is also the rare and unique episode where the title screen is displayed, which is the perfect basis to faithfully recreate the AU's title.

Currently, the player is stuck on the title screen if they get to it, as no triggers have been set to proceed to the inexistent main menu. Even then, while mostly complete, it lacks the text asking for the press of Z or Enter keys (or the other confirm buttons), and that for a reason I won't detail just yet. For now, just remember that I'll be making a quick point next time about the completion of the title screen.
BATTLE:

The battle has unfortunately been mostly neglected due to focus on studies and sprites. It doesn't necessarily mean that nothing was made: Mario's sprites have been imported and he is animated thanks to mathematics, close to the original animation. The unique Item button sprite has also been recreated by yours truly, and the box's size and position have been properly set for the intro. Ignore the soul on the top-left corner. Hopefully, the next devlog will bring in more progress to this part, coding and extra dialogue-wise.
And thus concludes our first true devlog for this fangame. Heavy in assets, little in coding, AngerLuigi's presence should hopefully balance things out a bit more as I can focus on programming. A thank you for the 15 followers, appreciate it!















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