Download GameMaker over at gamemaker.io/en or else
@unnaturalanimations13834 ай бұрын
I already have 😈😈
@kr0tyara4 ай бұрын
I expected some kind of a referral link, but it's actually clean??? That's a miracle :3
@AnimatingBeats4 ай бұрын
OR ELSE?! WHY IS THERE AN OR ELSE?!
@SoupMarley644 ай бұрын
This is the most fitting sponsor i have ever seen. I literal unskipped on SponsorBlock to watch it. Swag.
@Csbees4 ай бұрын
I love gameMaker 💖
@Francisco112DND4 ай бұрын
Toby Fox made his game in a cave WITH A BOX OF SCRAPS
@HaganeNoGijutsushi4 ай бұрын
GameMaker Studio: am I a joke to you?
@MineCraft-wt7iz4 ай бұрын
I'm sorry...I'm not Toby Fox
@yosefyonin68244 ай бұрын
he only had 2 sticks and a rock, and he HAD TO SHARE THE ROCK (with temmie)
@chapalapachala-oe1oo4 ай бұрын
And on hussie basement, the creator from homestuck, no wonder the game is called UNDERtale
@GenKoe69174 ай бұрын
Tony Fox?
@ACoffiend4 ай бұрын
if i remember correctly Toby actually got the genocide game delete to work. but he removed it since windows detected it as a virus 💀
@JuniperDev4 ай бұрын
@@ACoffiend LOL even better
@jarielwilliams98564 ай бұрын
Well, that sucks. That would've been better. But noooo. Windows has to be a crybaby and complain about everything. "Oh my god! A game is uninstalling itself? I gotta fucking remove this virus!" @JuniperDev
@Tenandrobilgi4 ай бұрын
@@jarielwilliams9856 That's intended behavior, and should never ever change. A program uninstalling itself without the control of a user is malware behavior, regardless of the source and intention. If Microsoft ever allowed this, it would create a ton of security vulnerabilities. I agree, it would've been funny and scary, but there's a limit you have to not pass if you want your game to still be considered a game in front of the OS's eyes.
@jarielwilliams98564 ай бұрын
@@Tenandrobilgi Yeah. Fair. That is true.
@Boomrainbownuke96084 ай бұрын
@@Tenandrobilgi why can an uninstaller be allowed to uninstall a part of the pc itself then? thats a double standard there.
@psiseven4 ай бұрын
"Undertale is poorly programmed" Canonically it was made by a dog barking into a speech to text converter, so that checks out
@GoofyAhhPerson-y6s4 ай бұрын
yeah it really does
@TheeKittyPie3 ай бұрын
Beautiful
@narrativeless4043 ай бұрын
Not canonically It's just a joke Easter egg
@libsh56843 ай бұрын
@@narrativeless404 it’s literally canon. The annoying dog is canonically God.
@narrativeless4043 ай бұрын
@@libsh5684 No it's not It's never stated An easter egg telling a Dog made a game by barking into a typewriter doesn't mean that's how Undertale uniberse came to be Quit simping!
@Wince_Media4 ай бұрын
Honestly, the fact that Undertale is a poorly coded game makes Undertale even more of an inspiration. If even a rookie developer can make such a fantastic game, then you can too!
@AnimatingBeats4 ай бұрын
That’s kinda why I use it as inspiration too. Kinda what made me ever consider if I want to learn to make video games. I probably won’t ever be able to make a full project, but I can dream!
@ssg-eggunner4 ай бұрын
not in my case, because i know i can do worse than toby fox in 2013 with 50k
@Wince_Media4 ай бұрын
@@ssg-eggunner if you feel you can't do what Toby did, just try a smaller scope! Find something that you feel you can do by yourself and just do it! Even if it never sees the light of day, you'll have a blast!
@Wince_Media4 ай бұрын
@@AnimatingBeats you don't have to start with a full proejct!! Toby started with ROM hacks, UniqueGeese started with a Garten of Banban remake, you can start with a small scope, like a 10-minute to 1 hour-long game. Once you feel comfortable doing stuff like that, you can dream bigger! It's better to have a complete small project than an incomplete big one!
@ssg-eggunner4 ай бұрын
@@Wince_Media i could do a ripoff of pong and i still can imagine it crashing
@stridin_raye4 ай бұрын
"If you like quirky characters and inconsistent pixel lengths, Undertale is for you." - Toby Fox, 2015
@KILLEVERYONEKILLEVERYONE4 ай бұрын
@mrwilsonisofflinegape577 true insanity IRL 🦕🦕🦕
@84warhead4 ай бұрын
@mrwilsonisofflinegape577 Buddy, Metal Gear Rising is almost 11 years old and it still gets talked about today. If we go even older than that we have Ocarina of Time or Doom, or Minecraft.
@altmycelium14 ай бұрын
Hello pfp twin
@ShyGuyXXL4 ай бұрын
I HATE inconsistent pixel lengths with a burning passion... but I still somehow managed to get through Undertale without rupturing a hernia. Who knows how.
@stridin_raye4 ай бұрын
@@altmycelium1 No way......
@standardhuman86754 ай бұрын
this is just how people code. if its not held together with spaghetti and tape, are you really even a developer?
@fragileglass96224 ай бұрын
Hahah! I laughed too hard at this. I diligently start every project with absolute star level folder and consistency. A week into the code base. I realize star level means you can pick a star in the sky and I’ve probably put a bit of glue, duct tape and code in it. 😂😂
@NotAGoodUsername3604 ай бұрын
It's called "modular design" By which I mean I grabbed a bunch of hastily-coded, self-contained functions and stitched them together as needed. And plagiarized as much open source as I could get away with.
@fragileglass96224 ай бұрын
@@NotAGoodUsername360 Haha! The three of us are on our way to becoming a AAA Studio! Heh heh heh!
@ElMisterDeLosGuantes4 ай бұрын
literally running on Hopes and Dreams
@Nanook1283 ай бұрын
1:57 I think the genocide route we ended up getting is actually more meaningful than if the game was deleted. To me the true "canon" ending of undertale is the post-genocide pacifist run were you trying to redeem yourself for the horrible things you've done only to see that your soul has been irreversibly tainted and you can never have your happy ending again.
@ClodsireBcuzYes4 ай бұрын
the WRITING is genius the code on the other hand is held together by sticks, duct tape and a prayer.
@MarcosAlexandre-no3qx4 ай бұрын
so basically a normal computer program.
@Thatmoosecaishen4 ай бұрын
well we gotta remembner this guy was basically one man with $50k
@gjk-arts58554 ай бұрын
correction: and hopes and dreams :)
@LucasMiddleNameandLastname224 ай бұрын
that was one EPIC prayer.
@ssg-eggunner4 ай бұрын
@@Thatmoosecaishen he spend 50k more wisely than a certain other guy recently
@MysticSlime4 ай бұрын
Yeahhhhh Undertale is held together by a bunch of sticks and glue 😅it's honestly kind of miraculous that it not only works, but also that most playthroughs really don't see many glaring bugs at all
@JuniperDev4 ай бұрын
MYSTIC! You have been all over my feed while I've been making this video haha. Seriously, creators like you are a big reason the community behind this game is still thriving and videos like mine are still interesting to people. Kudos!!
@youkofoxy4 ай бұрын
You forgot determination, loot and loots of determination.
@maulaz6124 ай бұрын
Not as bad as tf2 That spaghetti code is barely tied together there
@DogsRNice4 ай бұрын
It's like old Pokémon games
@coledoe10304 ай бұрын
This is how most coding projects work, or at least mine.
@colon444 ай бұрын
1:35 that's og oneshot, modern oneshot allows you to close the game but scolds you for it by saying it scares Niko as they're alone and dark when the window closes
@nikkiofthevalleyКүн бұрын
Yep, but it still can kill Niko if you close the game in just the right spot. I forget where, because I never did it myself (I like Niko too much haha)
@Michal-je1hx4 ай бұрын
One of my favorite things about Undertale is how, with Toby's limited skills and technical crap, it's still one of the best games I've ever played
@SMCwasTaken4 ай бұрын
I actually like how it's "badly coded" Old games had bad code too and Undertale is meant to replicate those games
@vibaj164 ай бұрын
similar to Minecraft in a way, at least for redstone. Fun fact: turning off a 3 block long redstone wire causes over 1700 block updates.
@radhoodini98024 ай бұрын
@@vibaj16no wonder why my world is lagging like heck lol
@Nikki-nd6jd4 ай бұрын
@@SMCwasTaken at the same time though a lot of those games were sort of ingenious if you think about how much memory and space they took up like literal MBs of info which to me I think is awesome, like we laugh at how janky they are but a lot of those were written with basically assembly which is definitely pretty awesome
@jorami48384 ай бұрын
@@SMCwasTaken tbf, none of those games intended to have bad code, including Undertale. 😂
_Reads title._ _Reads the first two sentences of the description._ _Lowers pitchfork._
@bathgod4 ай бұрын
So relatable.
@AnimatingBeats4 ай бұрын
Accurate. Except I wasn’t gonna bring a pitchfork. I was gonna bring a machine gun. Get Ralsei to wield it. Stuff like that
@baileygobrr4 ай бұрын
im lowering my pitchfork but im not happy about it
@ZReChannel4 ай бұрын
a switch statement isn't inefficient memory-wise, it may be even faster than a file you read whenever you need data.
@BlueBoyTech4 ай бұрын
that's what i was thinking, the I/O solution sounds like it would take way longer
@ZReChannel4 ай бұрын
@@BlueBoyTech yeah, for it to be faster one needs to load the file into memory and then map every entry to an array, which would be the same as a switch statement (maybe a little more organized). However, when it comes to Undertale.. it doesn't really matter
@PhageArc3 ай бұрын
no it is. but also.. that's not the problem. the problem was that everytime he wanted to add more dialogue, he'd have to string together multiple codes to get it working. in a proper npc system you would just write the dialogue and the game would read it.
@mallardman97763 ай бұрын
It's still a bad solution. If you wanted to actually get the speed advantage of using memory instead of reading from a file, you would use the file, but load its content into a lookup table/map in memory. Then you could just access each dialogue section with a key like "sans-intro" or "toriel-boss-start"
@AZaqZaqProduction2 ай бұрын
@@BlueBoyTech A separate config file for dialog is really useful for localization specifically, as you can switch out the file for different translations.
@FireCo0kie-0fficial4 ай бұрын
3:01 fun fact: I saw on a yt video about unused undertale content that this flowey sprite was gonna be used if you manage to oneshot Asgore by hacking the game
@JuniperDev4 ай бұрын
@@FireCo0kie-0fficial Oooh that's super interesting lol!!
@shadoww-snoww4 ай бұрын
100 yard stare lookin flowey
@The_Existential_Bread4 ай бұрын
"..." "..." "...uhh, you win?"
@hntsanimated4 ай бұрын
That would’ve been hella funny
@lance4994 ай бұрын
"Jeez..." "...And i thought I'M the bad guy here."
@mark009vn4 ай бұрын
4:00 to be fair, Toby used to be an Earthbound rom hacker, and Earthbound is pretty much infamous for how overtly complicated it's text system was
@Glitchmouse23 ай бұрын
Earthbound, that came in the SNES. So that explains a lot
@justaperson950426 күн бұрын
To be fair, undertale was made ONLY BY HIM (when we talk about code), and even so the game came out working good, no lag, no bugs (except if you want to make one), etc. That's the reason why deltarune is making more faster than undertale and looking better in code because toby get better, game maker upgrade his system and there's more people working on it. Fun fact: one of the few reasons why the game don't deleated himself in the final version is because in some places a game where you have to pay but gets deleted by his own is ilegal.
@BRUG4MER22 күн бұрын
7:45
@ShayyTV4 ай бұрын
oh hey, i'm in this!! thanks for the shoutout
@JuniperDev4 ай бұрын
@@ShayyTV Yooo!! Neat seeing you here! That makes a lot of sense bahahah, I was debating between showing a couple areas that seemed to have the gag surrounding conveyer belts. I appreciate the clarification!
@degenerateinthecloset4 ай бұрын
i literally called it that shayy was going to be in the comments lmao
5:00 For your knowledge: Computers are really fast at everything. Going through thousands of statements does not require a lot of computing power, however if that is done every frame (which it isn't here) it could take away crucial computing power from other tasks. So, Toby's approach is dubious, but ultimately fine.
@briannormant36224 ай бұрын
Interestingly, the switch statement would theoretically be the best solution if you could design it in a jump table statement, where every single condition gets assigned a number and the code is spread out in a massive array, the number corresponding to the array position of the code. This would make it O(1). But yeah, sometimes you want to keep it simple, it is not an area where performance matters at all.
@NihongoWakannai4 ай бұрын
@@briannormant3622 in a compiled language yeah, but I think gamemaker has its own interpreted language or something. It's a mystery to me how it handles switch statements.
@Lucas-ty5ph4 ай бұрын
really, i think the only reason that such an approach is frowned upon is that it makes localization harder, since if the dialogue is stored externally, localizing the text to another language is just a matter of replacing it, whereas baking the dialogue into the executable like that means that translating the game's text to another language requires you to recompile the game entirely
@L4Vo54 ай бұрын
@@briannormant3622 _technically_, the default way to make a jump table - as the name implies - requires an extra layer of indirection from an array. as the array/table that's built gets you "the direction to jump to to run the code there", not "the dialogue data itself". as long as dialogue data is always the same (and there isn't some extra preparation code for some special dialogues) an actual array would be faster. unless the compiler realizes the data is the same and makes a genuine array as a second optimization that being said i doubt GML even makes a jump table in the first place
@zyaicob4 ай бұрын
You must never have used the laptop I did A level computer science on
@Ehh.....4 ай бұрын
Undertale is a roomba with a razor taped to it. Good enough.
@aurorialgaming19353 ай бұрын
Why does this sound like a genuine Hazzard
@lunarskys26453 ай бұрын
Stabby's cousin
@foxpatternedferret476Ай бұрын
CLEAN RUSSEL!
@Lego_Trunks460Ай бұрын
wtf why was “razor” blue with a little magnifying glass but now its not?
@iceclimbers9333Ай бұрын
@@Lego_Trunks460it’s some stupid feature that youtube implemented
@8083music4 ай бұрын
The "Fun Value" thing should be in more games. It adds variety to different playthroughs with minimal effort from the developer
@8083music4 ай бұрын
Awesome video btw
@rakesiar4 ай бұрын
Can any coders tell us if this would be hard to add to games?
@a_username_lol4 ай бұрын
@@rakesiar not really just create a random value on new game and check if the value is below or above something and then do the thing u actually want to happen which is the hardest part
@catcactus12344 ай бұрын
@@rakesiarSoftware engineer / game dev here: It’s actually pretty easy, the only hard part would be coding all the unique events (and that’s more of a content creation task). It’s as simple as doing something like: int funValue = Math.Rand(1,100) if (funValue > 57) { //add code for an event that will only happen if the fun value is greater than 57 } I think a lot of games tend to avoid this because they don’t like players to have a very randomized experience. It only works for certain types of games where it doesn’t harm the gameplay, otherwise it can be kinda annoying.
@henryfleischer4044 ай бұрын
@@rakesiar Not particularly, just adding the feature would be extremely easy, the hard part would be adding the various possible events, and that would scale linearly with how many there are.
@bea-i-guess4 ай бұрын
THE UNDERTALE DIALOGUE "IF" STATEMENT
@-bees-57044 ай бұрын
Oh god no
@GrimMcGrimmer4 ай бұрын
Lord o me may code Jesus (so basically brackeys before he quit) save me
@viaaaaaaaaaaaaa4 ай бұрын
terrifying
@sandwiches10694 ай бұрын
still better yandere sim game spaghetti code
@ثعلبالماء4 ай бұрын
Switch is not an if statement
@CaptainBeebi4 ай бұрын
4:47 Minor correction: Unlike a list of if statements, where you run the dialogue ID through X amount of statements one after the other. Switch statements, on the other hand, use a hashlist that tells the game what part of the program to jump to in order to execute the right code. Like it's a messy blob function that could be written in a more coherent way, but coming from a background of backend development, I've sort of just accepted that there are some situations where you will just have blobby code, and game design is one of those cases. So it's less "slow", and more "a visual affront to god"
@zyansheep3 ай бұрын
Depends on the interpreter, but most languages implement these kinds of switch statements w/ subroutine lookup tables...
@lordofthe6string3 ай бұрын
If you can't follow a switch statement you are a bad programmer, fight me.
@PineappleLiarАй бұрын
I mean kudos to Undertale that as far as I can recall there aren’t really instances of id mismatch between triggers and dialogue output, but being the one to take a fine tooth comb to that hell blob probably took as much time as making a readable version of the tool would have. Like I’d straight up be mad if someone asked for a code review and showed me a 10k line switch case.
@JoThNoMi4 ай бұрын
There are two routes of spaghetti: Toby Fox YandereDev Nuff said
@squid_cake4 ай бұрын
At least Toby bothered using switch statements
@JoThNoMi4 ай бұрын
@@squid_cake haha yes
@Hyperboid4 ай бұрын
chaotic good and chaotic neutral
@MyUsernameIsGoofy4 ай бұрын
And Papyrus
@smallxplosion95464 ай бұрын
@@Hyperboidneutral???
@ToastieKelly4 ай бұрын
You should change the "Written" in the title to "Programmed", "Coded", "Developed" or "Designed", it'd still be plenty eyecatching for the youtube algorithm and wouldn't send people to just dislike and then click off which would tank the video and stop KZbin from recommending it. But yeah I agree it's interesting how a game as great as undertale looks like it was just programmed on a napkin by a drunkard with a crayon behind the scenes.
@SamBateman4 ай бұрын
Perhaps something more creative and eye-catching than even that, like "Undertale's code is spaghetti" with Papyrus' shocked face as the thumbnail.
@sumas74 ай бұрын
The point is that she may have done it on purpose to get more views
@Kelekona4 ай бұрын
@@SamBateman Leave the title but have foreshadowing with just Papyrus pogging at a plate of speghetti with no words.
@ToastieKelly4 ай бұрын
@@SamBateman Honestly could work, messy code is often called "spaghetti code" so there'd be plenty of space for some Papyrus jokes.
@ToastieKelly4 ай бұрын
@@sumas7 Yeah but it's short sighted, a title like the ones I suggested would still grab attention and get views without attracting angry mobs. Besides that is just a safer bet, if too many viewers dislike the video at its release window it gets butchered in the algorithm and KZbin simply won't recommend it.
@droycon4 ай бұрын
1:22 just want to add that this for those who haven’t played the game: this is only true in the original version, not the modern one on steam and world machine edition
@bananaman98694 ай бұрын
Games nowadays don't have enough dogs you can pet.
@JuniperDev4 ай бұрын
@@bananaman9869 So true
@minestar22474 ай бұрын
Minecraft legend does
@pixelcat294 ай бұрын
Or just animals to pet in general
@TheSultan14704 ай бұрын
ugh
@glorbojibbins24854 ай бұрын
That is a huge pet peve of mine
@ashgrun4 ай бұрын
read the title. grabbed my pitchfork. then watched for a few seconds and realized: "yeah the code is just papyrus' spaghetti" and then put my pitchfork away
@animainmilol4 ай бұрын
Papyrus'S
@stuckatthevalley4 ай бұрын
@@animainmilol *Papyrus'
@vibaj164 ай бұрын
@@stuckatthevalley both are valid
@NoobySwooby4 ай бұрын
@@vibaj16no. if you have a name that ends with S, you don’t put another S when referring to something that belongs to the person with the name ending with S, so it’s just papyrus’
@danielthecake86174 ай бұрын
Papyru's
@pressfinchat28 күн бұрын
Toby Fox is what Yandere Dev wish he could be, but isn't.
@hoTube.4 ай бұрын
I know you are going for a rage bait title but I strongly recommend you to change it. You don't want to meet a certain side of the fandom
@THGMR-ox7sd4 ай бұрын
Exactly. Why rage bait? Doesn’t end well usually.
@thistletea4 ай бұрын
and this one's especially too strong that even people outside the fandom to get startled ngl
@krys76434 ай бұрын
@@THGMR-ox7sdit gets views, let’s be honest we all clicked because of the title
@Kosta9914 ай бұрын
The game is like 10 years old I don't think those kinda people are around anymore
@theoriginal____starwalker4 ай бұрын
@@Kosta991 i love how that age's a year away from not being a hyperbole
@illegalmemedealer35494 ай бұрын
So THAT’S why Deltarune Ch.3 is taking so long
@minestar22474 ай бұрын
Well, actually the opposite, cause toby now has other people working on the game so he has to make it more readable
@Cubeytheawesome4 ай бұрын
I can’t wait for the Woody fight
@soapgaming49034 ай бұрын
Deltarune is a pretty large step up from Undertale, so that means that the code has to be written cleaner so the game can actually work. Also he has a team now so the code has to be readable if they want to work on the game.
@illegalmemedealer35494 ай бұрын
@@soapgaming4903 yes I know this is sarcasm
@soapgaming49034 ай бұрын
@@illegalmemedealer3549 whoops. Looks like I need to work on my literary skills lol.
@RodDev4 ай бұрын
Wow your channel is awesome! How did youtube not recommend this to me earlier? Keep it up!
@JuniperDev4 ай бұрын
Dude thank you so much!! (:
@justcameoverhere4 ай бұрын
@@JuniperDev Your channel is truly awesome! But I wish the title of this video didn't make a bad first impression of it. :P
@CrownedComet4 ай бұрын
the thing holding it all together is some tape and DETERMINATION
@BolleIsSerious4 ай бұрын
And Papyrus‘ spaghetti of course
@agent59814 ай бұрын
1:17 Thankfully this only happens in an old version, the steam version just has niko confused when you relog into the game
@PikachuYoshie3 ай бұрын
I would’ve been traumatized if this happened when I played it 😭😭😭😭😭😭
@raikkoning7 күн бұрын
the fact that this game is so good despite most of it being held together by hopes, prayers, and a 1000 case switch statement
@extremempsilvamps58514 ай бұрын
Yeah, I remember the heartbound dev saying that you "don't need to be a good game dev to make a great game" in a shorts and using Undertale as example, so I actually didn't get clickbaited (Also, there is a code behind sans so...)
@takatamiyagawa56882 ай бұрын
Sounds like it conflates game dev with just the technical side of game dev, neglecting the artistic side which is all about designing an experience for the player.
@ZipplyZane4 ай бұрын
I disagree about the illusion of choice. When done correctly, it's a very useful tool that gives the player some sense of agency without spiraling off exponentially with every decision made. Plus having multiple paths to the same outcome is just realistic. Plus all you need to do is throw in some real choices, and then now the player doesn't know if the choice will matter or not. You do want a common experience between players. Not exactly the same experience, but they need to feel like they're playing the same game. And, for completionists, it needs to achievable to see all the content.
@ShrekPNG4 ай бұрын
I think that's what Toby wants to do with Deltarune, since, you know, your choices don't matter. The last chapter will probably happen during the roaring, since I can't imagine any possible outcome of snowgrave
@LilacMonarch4 ай бұрын
I actually really like when this is done in a way where the choices lead to very different dialog/scenes that eventually lead to the same outcome. Even if the overall story is the same, it feels unique enough to have a new experience
@NihongoWakannai4 ай бұрын
The main problem with illusion of choice is when there's literally zero depth to it. Instead of adding flavor it just brings extra attention to the fact that you have no agency. At least give *some* detour before joining back to the main route instead of "yes/no" ">no" "haha you don't mean that" "yes/no"
@xtruejudgementx5017Ай бұрын
So basically the entirety of undertale’s dialogue is controlled by a scratch if _ then _ block
@WindowsDrawerАй бұрын
well that's just an if else loop.
@leo59074 ай бұрын
-It works? -yes... -so?
@MarcosAlexandre-no3qx4 ай бұрын
programmer philosophy 101.
@tiqosc18094 ай бұрын
Watch it bite your ass one year later@@MarcosAlexandre-no3qx
@minxxxyagami4 ай бұрын
Look at Yandere Dev and say that again
@lobotomy_archive4 ай бұрын
@@minxxxyagami unlike the 5k polygon toothbrush game, Undertale works just fine
@leo59074 ай бұрын
@@minxxxyagami 2 words "it works?"
@michaelurmo79844 ай бұрын
"Undertale is a horribly coded game" could have gotten the point across better, but what do I know? I still clicked on the video 💀
@Ray-op7xc4 ай бұрын
Yeahh but honestly that title made me avoid this video for a while bc it was so glaringly obvious that it was a clickbait. Im only here because KZbin kept shoving this video into my recommended and I got tired of it
@chrissysonicutdrloz4 ай бұрын
Title's meant to be clickbait for angry UT fans looking for a fight.
@Enuocale4 ай бұрын
Hence the issue. It's a clickbait title mostly just saying stuff we already knew.
@scizorscyther6944 ай бұрын
@@Enuocale Opinion moment, most people think the games is amazing, you dont lol. But to be fair there is no game that is for everyone.
@Ciopekwah4 ай бұрын
@@scizorscyther694 i don't think they meant to diss the game, they (maybe) thought that undertale having funi coding practices is common knowledge :P (especially thanks to the piratesoftware short that got quite popular recently)
@adriabama064 ай бұрын
4:51 As far as I know, using switch is faster than using if, yes, the code reads worse, but internally the compiler makes optimizations that make it much faster, using a CSV you first have to read the file and I suppose you will load it in a map, which I think is a little slower than a defined switch, although they are small things that practically do not affect the performance of the game.
@legendgames1284 ай бұрын
More accurate, and less clickbaity to say "Undertale is a horribly coded game" because everyone either knows that's true or would be interested to learn more about. (As a modder, it _is_ questionably programmed... Well, at least I was able to make plenty of progress on my Bug Fables mod of Undertale!)
@Swuh4 ай бұрын
Bug fables mentioned 🗣️🗣️🔥🔥🔥🔥
@howard_blast4 ай бұрын
Two very important things: - Undertale is graphically good. The vast majority of visual assets seen in the game were cleaned up considerably by Temmie, produced from scratch by her, or done by another artist Toby hired. The entirety of Home, Snowdin, and many other areas were not only drawn and sprited entirely by Temmie, but even conceived in concept art by her first via fairly vague instructions from Toby. It is not an exaggeration to say Temmie is more important to Undertale's identity at many points in the game than Toby is. There was a strong effort to keep the look simple and reminiscent enough of what Toby himself would doodle, but most of the final product is by no means not a professional quality finish, nor something he could produce anything that feels remotely similar to. This confuses a lot of aspiring gamedevs into thinking they can still achieve what Undertale did with lower standards/ability. They cannot. -Toby's lack of ability to code his way out of a "Hello world" assignment is one of the many factors delaying Deltarune to year infinity. It is very much an issue and, much like the point above, should not be something that encourages aspiring game devs to skip over learning their fundies. Toby has been notably trying to use Temmie less on Deltarune also, and development and the product itself is suffering for that as well.
@SugarbirdyOvO4 ай бұрын
I didn't know these facts, and I'm glad I now do. Thank you for making this comment ^^
@arian411484 ай бұрын
really nice points.
@annagolikova51674 ай бұрын
Wait, why isn't he working with her as much anymore?
@howard_blast4 ай бұрын
@@annagolikova5167 I'm honestly not sure. He mentioned in the 2022 commentary stream that he wants to be able to do as much of the visuals himself as he possibly can, but then he started simply giving more work to Gigi that would have gone to Temmie in Undertale. It's hard to figure out how he is thinking. Had he given Temmie the same role and freedom she had on Undertale, getting everything done for the game on the visual asset and design side would be done practically overnight with how good Temmie is these days. Maybe she simply charges too much now.
@drakegrandx59144 ай бұрын
Question: I can see how the development would be suffering due to the lack of involvement of Tem. But why the product, too? Is there something from the already-released Deltarune chapters that bothered you and that you think clearly shows a downgrade from Undertale? Just to be clear, I'm not trying to criticize you, I am legitimately curious.
@otaku_baller6928 күн бұрын
Toby is the type of guy who will refuse havard because his result was too good
@genericu24 ай бұрын
I saw "Dev" in your name and immediately knew it was going to be about the code lol
@broohmygod4 ай бұрын
extraordinarily rare oneshot mention in a random video the 2016 remake of oneshot doesn't do anything as extreme as deleting the entire game though, but it does do something similar by restricting your access to the rest of the game until your delete your save file or solving the puzzle related to it though OneShot becomes literal in the 2014 version as mentioned. however, there are versions where you get more than one attempt at the game
@Fraud_Kuna-d6oАй бұрын
3:01 "Squidward, I'm finally *normal.* "
@slab374 ай бұрын
I want to point out a few things: 1. Game optimization does matter. However, it's importance depends on what kind of a game you are making. 2. Switch statement are not inefficient. Inefficient is what's called an if ladder, because it will check conditions one by one. Switch statement are designed to determine what code should be executed in almost constant time. That's why it only accepts constant values as cases. So it's not that bad.
@RedOphiuchus4 ай бұрын
You're right that this is likely more efficient than a collection of equivalent If-Else Blocks but that's also not the alternative anyone should be shooting for. Switch statements are also not necessarily better than If-Else Blocks all the time. Switch statements frontload the condition checking, requiring a condition that accounts for all cases at once. If-Else blocks allow you to Shortcircuit the comparisons by putting the most common cases first, allowing you to skip the check for other cases in those situations. In short, you want to use Switch statements if all of the options share an easy to create and calculate condition, and If-Else blocks if there's not a whole lot of conditions or you could benefit from the shortcircuiting in most cases. Once you're looking at 50 or more cases, I personally think it's time to start considering another solution. I can't actually imagine everything that Switch statement has to consider in its condition to determine what case to go to every time. It would sound like time to use a data structure that organizes your data appropriately. Even just using an array and a collection of flags set as relevant events are triggered, and that can be easily combined via simple arithmetic to create the index, could be a cleaner solution. You would even be able to make multiple arrays like an NPC dialogue array, a story event array, a phone call array, and you could potentially further divide them by the areas they take place in If desired so that you don't have to load the array that contains the very first line of dialogue in the game into memory when you're in the Hotlands.
@slab373 ай бұрын
@RedOphiuchus I agree. this is definitely a bad design both for maintenance and performance. At least he was not making a raytraced sandbox game from scratch...
@RAFMnBgaming3 ай бұрын
We could definitely set the compiler to unroll it into an if/else nightmare though.
@mintx17204 ай бұрын
Why on earth do people think switch for dialogue is slow? It's literally supposed to be faster than loading text from a disk and using a hashmap for dispatch.
@Veylon4 ай бұрын
Because most coders don't think about what the processor does to do to make their program happen. It's ugly so it's bad, and because it's bad it must be slow.
@domojestic41553 ай бұрын
It may certainly be faster, but it sure seems way less maintainable. Like, if I had to add some extra dialogue for a new event into that statement, it feels like it'd be pretty difficult. I could be wrong, though. As I type this, I can imagine organizing the switch using some sort of standardized variable, making a new state for that variable, and then adding the line. Hm.
@Veylon3 ай бұрын
@@domojestic4155 You'd keep your dialogue and event IDs in a database and have a tool that automatically converts it to the switch statements or hashmap just before compilation. Ideally, you'd make proper scenario tools that handle all the optimization automatically.
@vaidenkelsier77572 ай бұрын
It's not that it's slow (it can be slow), but it's the kind of system that if something breaks, it'll take you a few hours to fix. Or it's a lot harder to keep working as you expand the complexity of the script. It's slow in the way you develop, not necessarily how it executes at runtime.
@MerweenTheWitchАй бұрын
@@domojestic4155 For sure, but also, he's the only one in there. In a larger production it would be a problem, but if he's the only one being a gremlin in his own code, then it is better and more "efficient" for it to make sense to him first and foremost. I feel like cleanliness is sometimes a bit of an arbitrary gold standard, especially in games (and especially especially with indie games) where building super robust systems is sometimes more work than it's worth in the end, or it would require a lot of backtracking to fix everything, re-break everything to re-build everything better... If you decide the experience matters more than the quality of the skeleton underneath (which imo should always be the way to go as a gamedev), then vOv
@axelotlee_Ай бұрын
As a programmer, I believe that what someone's code looks like is dependent on how their brain works. If it was easier for Toby to interpret one massive switch statement then so be it. Sometimes understanding is a lot more important than efficiency.
@matthewbarabas305213 күн бұрын
only if you are the sole developer. if you arent, you need to conform.
@AnhDNH-us9bx4 ай бұрын
My experience messing around Undertale's code is when me and another guy working on technical stuff for an Undertale localization project, the other dude noticed me about a problem that when a player walk through Alphys's lab, they sometime got lag and even game crash. The reason for that is because of the screen displayer (that display Frisk's face) works by deleting and generating a sprite from the main surface (that draw everything inside the room) every single step, using function sprite_create_from_screen_x, which is sprite_create_from_surface but with application_surface. We have to modified the code to use surface_copy_part and the result is like day and night. There are more funny stuff we found inside the code but this one is the one I remembered the most.
@dracobot12234 ай бұрын
I feel the need to clarify that larger switch statements do NOT impact performance. No matter how large the switch statement is, it will always take the same amount of time for the game to figure out which set of instructions need to be referred to -- effectively, they are the O(1) alternative to having a bunch of separate if statements. I will agree, Toby's method of handling dialogue events may seem kind of odd, but ultimately it looks more like a preferential thing to me. It seems like he was more fond of keeping everything in one place so that he could refer to different in-game events easier, instead of having to look in multiple different places around the game. That's just what I personally believe, though.
@JuniperDev4 ай бұрын
@@dracobot1223 My understanding is that the operating time depends on the compiler; you are correct that many languages do port those statements into a jump table automatically, making it o(1), but not all do. So without optimization generally o(n). And if it's thousands of cases, that optimization may be a binary search, so logn. I could definitely do some more thinking about that one and you definitely got me double checking. I appreciate your comment! 🍃
@santania47194 ай бұрын
@@JuniperDev I think the main problem is even worse case scenario the switch statement is still faster than loading and processing a csv file.
@rz23744 ай бұрын
On a good compiler, you would be correct, but gamemaker studio uses an interpreted language. It's proprietary, so you can't know for certain but it probably does not do many optimisations, so it will still be O(n). In the end, it doesn't matter since computers are fast enough that you can do thousands of comparisons per second. I just checked in python, known for being slow, and it does 1,000,000 comparisons in 43 ms.
@flameofthephoenix83954 ай бұрын
@@santania4719 Worst case scenario you need to write your own jump table and an interpreter so you can read the instructions that you're jumping to. Whoops! I meant to reply to someone else, still should show for everybody I think, but sorry that it looks like I'm replying to your entirely different comment.
@dracobot12234 ай бұрын
@@JuniperDev Interestingly, I've just learned that switch statements in GameMaker may have not always compiled the same way. I remember getting an error when attempting to supply a non-constant in the case argument field, which led me to believe that switch statements were compiled as jump tables. It seems that this is no longer the case..? I'm not fully certain what this means in the context of the version of GameMaker that Toby used, either. For now I will say that I may have been the one spreading misinformation here, LOL.
@TheRealSuperRabbidАй бұрын
In Toby's defense, it probably was hard to code using while having paws for hands and hitting teenagers with a jacks-pacific car.
@SkaiaMechanic4 ай бұрын
I remember that instead of figuring out any type of real pathing system or fixing several boundary issues, there's several Out of Bounds areas in Undertale that have "magic glass" (his words) that appears when you or Undyne walk on it. It's like instead of being able to get rid of a bug, he put a clown nose on it instead and said, "See, now it's a funny joke and not irritating at all!" and went to do something else. I sometimes wonder how the game would look if he knew beforehand just how popular Undertale would become.
@TheRyGuyyyy4 ай бұрын
Robtop is hiding under his desk begging not to be found after this video came out...
@TrulyAtrocious4 ай бұрын
The twd video essay:
@Dusty_TheProtoFloof3 ай бұрын
He broke the ramp jump system ever since 2.2 came out... Which made some lvls impossible such as windy landscape
@speedyasian3304 ай бұрын
This video is awesome at explaining it, ive heard thor talk about this in particular during a stream and you just summed it up keep making these videos!
@speedyasian3304 ай бұрын
Thor = pirate software
@SoftTehCustomer4 ай бұрын
If you think Undertale's dialogue being one giant switch statement is bad, look at VVVVVV. %90 of THE GAME (yes, the ENTIRE game) is one giant switch case statement
@minestar22474 ай бұрын
WHAT
@AldinRamic4 ай бұрын
@@minestar2247I've been seeing you a lot recently. You're now one of the commenters. I see frequently. It's interesting how you keep reading you to comment sections and you keep finding familiar faces.
@drimp45514 ай бұрын
ong
@KwikBR4 ай бұрын
why are the best games so horribly coded
@cashhhmere4 ай бұрын
im crying what
@TheNotSoGreat14 ай бұрын
When I read the title, I knew exactly what you were talking about Toby even added a reference to this in Deltarune with the Spaghetti Code item
@heheheiamasuperstarwarrior92814 ай бұрын
I think the spaghetti code item is a more broad reference to jank programming, spaghetti code is a common term.
@ProfligateEater217534 ай бұрын
I think I remember Toby hinting multiple times that coding is a slog for him.
@Nerd-O-Matic4 ай бұрын
This very much reminds me of Thee Sims 2. It’s in my (and many other people’s) opinion the best Sims game to date, yet the code is so awful, that you have to jump through hoops _not_ to completely break the game beyond repair. Like, certain buttons in the game that you’re supposed to use will just break. Say you try to export a lot that Sims have lived in, the whole game has a chance of breaking because now there’s missing data and it’s just a beautiful mess of a game.
@lunarskys26453 ай бұрын
Sounds like Sonic 06 and Fnaf: Security Breach... IneedSims2brokengamesareMyfavoritegames!!!!
@Nerd-O-Matic3 ай бұрын
@@lunarskys2645 Be careful, if you want to mess around with breaking the game, go ahead, but you may not be able to open it if it gets too messed up. The broken faces could be fun to play with, though.
@T0B3573R4 ай бұрын
Yeah, Undertale is a cheap game. But it’s not cheap in its heart, literally. So much will and emotion is put into every corner of it. Honestly, it being so simple in its controls helps it’s worth blossom MORE, because the game is about subversive storytelling. It’s saying that beauty can be found in anything, and in anyone. And it’s up to you to give it that chance, and you do that so many times in the game that it eventually feels instinctual to the player. It gives someone good values without them even knowing it.
@a-s-greig4 ай бұрын
"Undertale" (and by extension, what it says about Fox) is the _Ratatouille_ of indie games. "A great artist can come from anywhere."
@cptnqusr4 ай бұрын
i gasped at the dialogue being one if statement, oh my god
@crypt51294 ай бұрын
Thing is, it's not even true
@trolololtrololol-v2w2 ай бұрын
@@crypt5129for real this python fiends never touched C in their life.
@jason256-84 ай бұрын
1:01 Regarding that, maybe he should use a list of file names and a loop that goes through all of these file names to shorten the code.
@e4gywanking4 ай бұрын
"Undertale is a horribly coded game" wouldn't hit as hard as written
@JuniperDev4 ай бұрын
YEAH that's what I'm sayiiiin man but hey, I do feel bad for possibly clickbaiting people D:
@AcrylicThePartygoer4 ай бұрын
@@JuniperDev you clickbaited me i legit thought you were gonna hate on Undertale as a whole
@sociallyineptsnapper4 ай бұрын
@@JuniperDevyou should change the title if you feel bad :/.
@1th_to_comment.4 ай бұрын
@@JuniperDev I was already loading my dislike shotgun
@LucasMiddleNameandLastname224 ай бұрын
@@1th_to_comment. NOT THE DISLIKE SHOTGUN-
@ZipplyZane4 ай бұрын
Was he trying to delete the game from the game's own code or something? That's not a great way to do it. Spawn and use a separate process. Write an EXE to temp that kills the game and then deletes it. Or, if you want no traces of the game left, launch the game uninstaller in silent mode, and close out the game before it starts. Sure, you can possibly figure out a way to delete the actual files out from under you, if you know how to keep the game in memory while the files are removed. (Or if you're using Linux, which automatically handle this). But it's so easy for things to go wrong. Far better to separate things out. Of course, maybe the tool he used can't spawn new processes?
@AldinRamic4 ай бұрын
Nice, I was disappointed that there was no explanation for how to be could have done it in the video Thank you for this
@Mizu20234 ай бұрын
GameMaker by default won't let you spawn any process you wish to. You can make extensions that let you do that, though
@AldinRamic4 ай бұрын
@@Mizu2023 I didn't know that
@vibaj164 ай бұрын
For the code to be running, wouldn't it already be in RAM? So it wouldn't need to worry about that? Also, another comment said that he did actually get it to work, but Windows detected it as a virus.
@ZipplyZane4 ай бұрын
@@vibaj16 Like I said, it's not impossible to delete something while it's running. But it can be tricky. Running programs are often locked, to prevent other programs from messing with them while running. That idea that it was detected as a virus makes sense. It was trying to delete itself while it was still running. That's something viruses often do, to try and hide themselves. I'm not at all saying it can't be done. Just that it's attempting to do it in hard mode.
@Water-Wheelz4 ай бұрын
About the OneShot closing thing, that’s kind of for the Freeware version on itch, the newer Steam version (and now Switch version) made it so it just saves your game to stop giving people figurative (and hopefully not literal) heart attacks. Just a casual OneShot fan here, thought I’d simply say something. But this video is honestly surprisingly neat, and Undertale sounds like a NIGHTMARE for Toby to have made- Yet he did it anywhere because why not.
@bobbiejoringulet50404 ай бұрын
Remember kids, you dont have to be good, just good enough
@Cryonator_9324 ай бұрын
This doesn't make any sense
@Cryonator_9324 ай бұрын
This doesn't make any sense
@birdmoney4 ай бұрын
True that
@insertnamehere13984 ай бұрын
Undertale has spaghetti code... boom. the title doesn't trigger my fight or flight response
@ApocalypticJayАй бұрын
3:57 I've seen enough Scratch projects (Scratch doesn't even HAVE switch statements. I've seen nested ifelses that go on for MILES) to know that it could be worse
@panic4884 ай бұрын
this is honestly extremely encouraging. i want to get into game design but have found it challenging to approach and this video honestly made it seem better. just jump into it, doesnt matter if youre perfect. an unprofessional random guy did it pretty inefficiently and now its one of the most beloved games ever
@stellarx204 ай бұрын
I was honestly hoping this was actually about the story because I wanted to see what unique standpoints would be given for a criticism of the game.
@sandratrarambeloson144Күн бұрын
This is why game development is more an art thing than an engineering thing. A good author is more likely to make a good game than a good programmer.
@JuniperDevКүн бұрын
@@sandratrarambeloson144 precisely the difference between game design and development!
@ram-19194 ай бұрын
4:30 Excuse me, but isn't switch statement very efficient so it will jump into a certain place in a constant time no matter how many cases there are? From what I have seen in this video, I guess dialogs in the game work in a way that when an event that causes a dialog happens, the event asks a global switch statement to handle a number the event was given in advance. For example, the player hits an object, so the object requests the global switch statement to handle the object's pre-made number. In such a way the dialog shouldn't be inefficient, am I wrong?
@invalid_user_handle4 ай бұрын
5:30 Ah, the classic "I could program this object to be able to move with another object and spend hours debugging that, or I can fake the same thing through weaponized code jank because this is literally the only time I need it to move like this".
@Neodx22 ай бұрын
Papyrus must have programmed undertale, it's the only spaghetti he can make
@WIP---P-O-L-T-E-R-G-E-I-S-T4 ай бұрын
Oh thank god I saw the title and I was getting worried I would have to summon Franklin again
@Grayson-tk5hn4 ай бұрын
whos franklin😨
@CelestialWyrm4 ай бұрын
She actually has a point, PUT DOWN THE PITCHFORKS
@Mr.innocence6664 ай бұрын
No
@radhoodini98024 ай бұрын
@@Mr.innocence666why?
@DefeatedPwolf554 ай бұрын
Nope! That woman will suffer the CONSEQUENCES.
@bobbaseball4 ай бұрын
wait why
@BolleIsSerious4 ай бұрын
I won‘t put down my pitchfork, but I‘ll put down my Meowmere
@ameliasim4919 күн бұрын
maybe it’s horribly made simply because toby wanted to hide all sorts of secrets but nah it’s held together with duct tape and determination and love
@soapgaming49034 ай бұрын
The title almost gave me an heart attack lol
@MKG-20334 ай бұрын
Everything from its programming to the music to the dialogue was unorthodox, that’s what makes undertale so great. Toby went and did everything you aren’t supposed to do with a game, especially something like RPGs and made it into a game and IT WORKED.
@YannickJur4 ай бұрын
Is this what all this "Hopes And Dreams" is all about?
@Peepimus4 ай бұрын
This is the equivalent to some stickman carrying a Statue of Liberty.
@mySoupDied4 ай бұрын
6:56 omori does that wich is why I wondered why I saw Mari once and not again in a different play through
@Solesteam4 ай бұрын
8:18 Calling game maker free nowadays is like calling mushrooms a fruit. You can make web based games but that's it. They removed free Windows game development. That's paywall content unless you have the old version unlocked and installed before the switch.
@Moruk_Doruk3 ай бұрын
What is a "web based" game,can you explain?
@Solesteam3 ай бұрын
@@Moruk_Doruk When you test or wanna export a game, unless you get the full version it will only be openable in your browser.
@Moruk_Doruk3 ай бұрын
@@Solesteam Oh ok👍
@kataking86614 ай бұрын
I agree with Mr. Fox on the last bit. Hades is only good because you can pet Cerberus.
@iamasquiddle4 ай бұрын
2:46 toby wanted every piece of art to be consistent, just as crappy as all of them.
@1-Mirror-13 ай бұрын
I love how nobody is talking about the third line of code: "Give me your newborn"
@jorgepenalver65543 ай бұрын
):< how dare you 0:02
@GlitchkingGunRaiders3 ай бұрын
Somebody is angy
@deathwing01053 ай бұрын
toby literally did all this in his room all by him self, not surprise it is
@thatoneguy07826 күн бұрын
i feel like undertale could be on the sega cd, if it didn't have such bad code
@45545videos4 ай бұрын
IT'S A SWITCH CASE!? THAT'S HOW THE DIALOGUE WORKS!? WHAT THE FUCK!?
@KatelynTea4 ай бұрын
I've heard that Toby was inspired by the Shin Megami Tensei series, it's where he got the idea for the talking to enemies especially, and that series is also has a good amount of code fuckery like accidentally making a boss a debug enemy with only 2 attacks, having a stat that does almost nothing, having magic damage thst decreases as you level, forgetting to compress layouts and having an underflow glitch where you can't increase your agility past like 27
@prismavoid37644 ай бұрын
Toby's other major gamedev experience before Undertale was the Halloween Hack, which is made on Earthbound, a game infamous for its horrific code. I can't include links in youtube comments, but if you're interested, look if you can find Mato's article about how the dialog system works in Earthbound, it's absolutely bonkers.
@garfocusalternate4 ай бұрын
I realized this when I started developing in Game Maker and noticed Undertale had a walking glitch that took me like thirty seconds to fix.
@aykarain3 ай бұрын
6:34 wait so theres a chance it wont happen????
@itsskatenow8764 ай бұрын
7:38 deltarune chapter 1: 😰
@AuriofTheHooligans4 ай бұрын
The look of horror on my face when I heard that all the dialogue in the game was in a single if statement...
@a-s-greig4 ай бұрын
In other words, OP has a _point._
@gatto_furry4 ай бұрын
NOT TRUE. HOLY FUCK.
@Peepimus4 ай бұрын
10:22 - Toby Fox’s 2 favorite words… *P E T D O G S*
@YaGirlZero3 ай бұрын
It's like if yandere dev was a good person and had creative talent
@darkvulpes48262 ай бұрын
Considering how many references he had in yandere sim, maybe he got this whole idea a bit wrong, lol. Doesn't matter how bad you are as a dev as long as your game works as intended and you keep developing it instead of making hour long video essays how your fans are wasting your time by sending you emails.
@YaGirlZero2 ай бұрын
@@darkvulpes4826 yeah lmao, yandere dev would never compare, even as a perfect coder, because making a game, a good game requires more than programming skill
@kikiretzorg14672 ай бұрын
Toby (at the time of Undertale's development, at least) is a poor programmer but good game designer Yandev is a poor programmer, a bad game designer, and a contemptible human being
@FAMCHAMP4 ай бұрын
This honestly makes me wanna go back and learn more about the backstory to Earthbound and see if there were any similarities in that process as well
@GameMakerEngine4 ай бұрын
Real. You ain't gotta code good to make a 10/10 all-timer. Make games!
@3twibles4sweetrevenge2 ай бұрын
No i knew it feom the title alone you were gonna talk about the code
@lynrayy4 ай бұрын
4:45 - This is actually the most efficient (from a performance standpoint) way to add dialogue variability. In a program, in any case, everything comes down to if-else. The only difference is how many layers of wrappers there will be - one in the form of a switch-case or 5-20 in the form of objects