I did in fact put on some lofi - it helped HAHAHAH. You gave me a few chuckles so thats a win in my book. Not sure what was going on but the transitions between scenes was a little funky flashing in and out for me.
Hope u get more time to work on your next jam!
Viewing post in Life Is An Opportunity jam comments
Yeah it was buggy admittedly the tutorials I followed had a few bugs which I will be fixing, I may do a tutorial of my own to iron out the problems I had with the tutorials I worked with - this is to make development easier for people and to show the problems you may run into making a RPG from scratch based on undertale aspects. Tobyfox's game is by no means a masterpiece in game design but there are many things you can do with Undertale so that it's less of a mess. Take for instance the Story: half the time when I was going through undertale with sean (because that is how I experienced it) I noticed it felt all over the place, the game wanted to do too much too fast and I felt if the game slowed down and tried to flesh out who Frisk was: what were their motivation for going down here and maybe gave them some dialog I would not then feel like sean was controlling a mute who didn't have anything to say.
The idea of Chara was also confusing - the idea as a concept great! But the problem I had was they were introducing elements that don't make sense unless you played the game multiple times: from an earlier video deep dive on the topic: the game seemed to be about stories and how we use them to catalogue our understanding of the world around us: the problem I have with this theory? It's far too broad and the morals of the story about acceptance of others and befriending others is well: too much fluff, reality shows us the world is cruel - it doesn't care if you are kind, brave, smart, caring: the problem with expecting others to "be the best version of yourselves" is this is a toxic positive mindset: you'll always want to improve, you'll always put yourself down for shortcomings, you'll start getting upset at others not sharing your mindset.
If I were to describe Undertale it is Toby's vision for what is wrong with RPGs today and how he visions them in the future. They may never be his version, maybe they would share elements but from what I gather Toby never intended his game to be analysed and described piece by piece he just wanted to make a fun visual game with rpg elements sprayed in, his game got more attention than even he thinks he deserved. It's not about "being the best", "making all the friends", "being funny", "solving puzzles" those are just elements of what make undertale work. Toby wanted the game to be his version of games like Earthbound - since that was what the game was based from. Ethics aside, the game was a spectacular spin on the typical final fantasy games we play today, it showed that you don't just have to make a game about fighting: it can be about understanding and appreciation.
Getting back to your comment, the tutorial was quite rushed and was made by someone in high school I fixed some of the problems I had by following GameMaker's tutorials which I should be doing going forward as the tutorials I were given didn't help with bugs presented in the game. I think with some hard work and dedication I can finish my game to be the version I intended, I want to make it more like Persona and less like Undertale as I saw that a lot of what I liked about persona did a better job of introducing the characters, Undertale has heart but it lacks structure it's clear Toby had never made that many games before and basing it heavily off how Earthbound made their game wasn't really a good idea as they also were limited with what they had back in the day.
I think Toby recognised this going forward with their newer game which I may look at later, right now I think I should get some rest and work on my university work it has been fun learning with you all.