Game
Undertale: Kindred Spirits
1 month ago

Patch Notes - Prologue V0.1.5


Hiya~! It's a' me,... super purrsum world 3d live action adaptation (no sms and registration required) here with some patch notes!

Patch Notes:

  • Fixed a lot of bugs.

  • Added "Auto-run" as an Accessibility Option.

  • Reimagined a certain environment in the ruins before the city.

  • Updated 2 environments at the end of the prologue, to look better.

  • Added more flavor text to objects that were missing some, and updated a few of the interactable objects that required updated lines.

  • Moved a certain item inside Toriel's home to a different room.

  • Added running animations to certain cutscenes that needed them.

  • Added Language Selection in the Game Configurations.

  • Added a lot of Localisation tools, and a typer command that lets you change text spacing and starting position for (almost) any text in the game.


Extra: Language Selection and Localisation tools!

After the Prologue's release, a lot of players approached us with requests to help translate the game officially or to get support in translating the game. I worked hard in the past week to try and bring the best localisation tools i could come up with in this update, and now I'd like to explain how the work so you don't have to struggle with them by learning on your own.

Originally, the game's localisation tools have been compacted into a single folder, but now...

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... you can create your own localisation folder, and edit your translation inside of it using the appropriate tools. Starting off a localisation is as easy as copy+pasting the "en" folder that can be found in your game directory's "lang" folder, and renaming it to your language's abbreviation. Shortly after that, you only need to edit the "langlist" file and add the abbreviation to your list of languages in correspondence with the folder names.

image.png

Previously, the game's dialogue editing capabilities have been pretty scuffed prior to today, a lot of text was labelled for localisation, but also a good chunk of it wasn't. And none of it was exported into the game's directory. This has been fixed in the update, with the introduction of the "Dialogue Tree"!

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All of the dialogue and UI text has been exported into this single file titled dialogue_tree.json, which you can edit safely (as long as you follow the JSON syntax, I recommend installing Sublime Text or any alternative external code editor to help you with the syntax, and editing!)

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As you can see, there are also the font_config.json and sprite_config.json files. Using them, you can set up custom fonts and font/dialogue properties to be used in your localisations, as well as import custom translated sprites!

The "use_glyphs", "double_font" and "custom_speed_data" properties are most useful for languages such as Chinese, Japanese, Korean, Taiwanese and any Non-Latin-Like/Non-Cyrillics languages. Using those properties, you can make it so the translated "glyph" fonts can work together with Undertale's Determination Mono and DotumChe fonts, as well as our very own Integrity Mono font (for journal text)!

The "extra_font" property allows you to enable special "extra" dialogue fonts that enable characters that aren't available in the default English font (there's a few of them in the default fonts, but you may notice they could look a bit better - that's where you can create your own fonts using either the website "Fontstruct" or a professional font editor called "Font Creator" (although, it's very pricey; you might like Fontstruct for more beginner friendly usage) and then import them by replacing the fonts with "extra" subtitles in their file names.


A~and, that's mostly it for the Prologue patches. We might release an extra patch or two to fix some of the more minor bugs sometime later down the line.

To end off this devlog, we would like to share these updated character profile artworks for Batty and Mel (featuring their updated overworld sprites, as well as final color palettes!

new_profile_batty.png
new_profile_mel.png

Feel free to use these as reference images for your fanart!

We're happy with the response the community had for the game and we can't wait to share more about the project in the future! Thank you for following the project thus far...

Next destination: Full Sewers Demo, Coming in Late 2025!!

Next devlog: .... ermm vott ze sigma

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