When did this project become so laggy...? Seriously, I come back to Scratch after ages and the fps has tanked. :( I may eventually try to finish this, but, I left this project in a horrible state, and now it's impossible to work with... Why did I think using lists instead of variables would be a good idea? Controls (default): WASD/ARROW KEYS to move Z KEY to interact X KEY to skip text and exit battle options (NOTE: battle has been temporarily removed, since it's in a very buggy state.) Remember to have fun ^^
| Version 1.0 | CHANGELOG: added text skipping! Was going to add battle, but ended up not. Naturally, copyright belongs to Toby Fox (copyright holder as stated in the game). The resources for the following are from the game's files or from screenshots of the game: SPRITES •the "dog" in the bottom-right corner •the sleeping dog in the centre •the rope •the rug •the jigsaw pieces •the text box •the computer •the game box •the character OTHER •the strings of text •the music Many thanks to @haziq1372 for the scripts for the character collision detection - I could not figure that out myself, but once I used the scripts, I combined them with some of my own animation scripts; this works very well, so thanks to the original creator. Change notes: •De-spaghettified movement scripts and greatly improved logic to accommodate for weirdness concerning movement and faults in the scripts. Since the original version, I decided to add a boss fight, whose engine I needed to program from scratch. For it, I used all available assets I could, but the mechanics (to what I know) haven't been fully implemented by any project (apart from the Undertale Demo by haziq.) I didn't want to copy, as it was, so I've tried to replicate the behaviour of the real battle system as diligently as possible. By which I mean putting in a makeshift ersatz so I can get on with improving the functionality; I don't aim for total accuracy in this project. Not just yet, anyway. Prepare for a better one!