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A member registered Dec 03, 2015 · View creator page →


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Oh weird. There's supposed to be a script for that, but there isn't. This project is a mess when it comes to making things clear for people, gee. I'll just show you what the script is SUPPOSED to do.

Sequential events are handled by a ds_list contained within the object Event. Each event is composed of two entries in that list; the name of the script to execute and the arguments to pass to it (if there's more than one argument, they should be stored in an array).

So to add an event right after the NPC finishes their dialogue, you place this chunk of code after creating the text box:

with (Event) {



Once the NPC is finished talking, Event will run the next item in that list, which will be the event you just added.

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Ah yes. Sorry about the rather stark lack of documentation. It was promised, but I have been doing spots of work on other projects.

Text must be passed as a string array instead of a string, with each entry in the array denoting one page. Even if you have only one page, you would still pass a single entry array.

Thusly, text = "String here"; would become text[0] = "String here";

Certainly, go ahead and use it.

Hopefully it'll integrate well with what you already have.

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Did you unpack the zip?

You need to extract the zip file to another location using an archiving tool.When you do, it will no longer be a .zip but a folder containing the project's assets. You can briefly look through the asset folders to make sure they're not empty, if they are you may need to try redownloading.

In that folder will be a file called UndertaleRemake.project, which you can open with Game Maker.

I just tried grabbing the zip and opening it in Game Maker: Studio and it seemed fine. Are you extracting it using an archiving tool, like WinRAR? Once you have, open Game Maker: Studio and select the UndertaleRemake.project file inside the first folder.

Replaced it with a .zip! I'm still in the stages of modifying it to improve readability, so if anything is unclear, please go ahead and ask.

(And trust me, a lot of it is unclear, which is my fault. I started this not expecting others to read the code, so a lot of it doesn't make a heck of a lot of sense unless you specifically know what does what. That should change soon!)

I'm mostly self taught, but that doesn't mean I've never looked up general tutorials on how to do certain things. I'm sure there are tons of great tutorials that can help explain what you need. The tutorials I'd specifically look out for would be turn-based combat, projectiles, text boxes, and maybe some animation. Asking a lot of questions just means you have a mighty thirst for knowledge, don't lose that enthusiasm!

Indeed there is another way! Most of these enemies are broken into several sprites, which either move around, stretch, or rotate.

To make them move, it's usually a sinusoidal pattern (meaning it'll go back and forth in a wave pattern) like x = sin(timer) * amplitude.

To make them stretch, you can use the image_xscale and image_yscale attributes.

To make them rotate, you can use image_angle, which also usually moves sinusoidally.

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A timeline is an in-built utility in Game Maker, basically it will just execute commands over a series of time. The basic premise to most enemy attacks is that it starts the timeline, which then over time will go: At moment 0 (the start) spawn an attack, at moment 30 (one second in) spawn another attack, at moment 60 (two seconds in) end the attack. This gives me control of what happens for the duration of the attack.

When it comes to storing actions in scripts, I used the script_execute function. Each button has a variable that stores a script, and so when I use script_execute on that variable, it will run that script. Items work the same way. For example, the FaceSteak item has a script associated with it, but basically all that's in it is hp += 15;

There's lots of ways to make a cursor move around a menu, the method I used was to have a 2-dimensional array that acts like a grid. When you move with the arrow keys, you change to a new position on that grid. Each grid value has a position associated with it, which the heart then moves to.

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Sorry about late replies, I totally blanked on this comment section being here. The code for the enemies is mostly centralized around a single "Enemy" object that all other enemies draw from. Each attack is stored in a timeline and each action is stored in a script, which is then executed at the Enemy's discretion. I didn't really write the code in a way that's obvious what's doing what, but I plan on making it a bit more streamlined so that people who know Game Maker will be able to easily edit it!

It's made in Game Maker: Studio, the same tool that Undertale was created with.