Hearing that so many people didn't know why Toriel was called that surprised me. For another fun name origin, it's explicitly stated in game that Asgore is famously bad at naming things. This is presumably why his son is named Asriel: he just smashed his and his wife's names together for their kid.
A friend was playing Undertale and they were confused as to what to do next, and I said, "Talk to Toriel." And they were like, "What talk tutorial?" I figured it out at that moment. 😂
@@SurmenianSoldier yeah; some of the stuff I didn't see before this video I figured as a gamemaker studio user would happen because of how gamemaker studio works
9:30 I finally get why the game's called Undertale dude, you gotta literally look under the ground to see the world for what it is, Toby Fox you've done it again This was actually a pretty neat dive into the game! I liked seeing the remains of a scrapped concept at 5:33, cool stuff
@@SolarSmores wow... This the first time you're seeing Christopher? You gotta check out other Undertale videos, dude is a master at work with the amount of comments he has in Undertale related videos lol he's also a huge Kirby fan from what I know, you'll most likely find him in some other Kirby videos as well
As someone who uses GameMaker to game dev, this is so interesting to me and I want to speculate/talk about some parts of the video. (And sorry for all the parentheses.) 2:36 - My theory for this is that Toby initially coded it so that Flowey would drop down instead of float off to the side, hence the gravity physics, but set it as an alarm (in GM, an Alarm is an event that runs code after a specified amount of time). However, whenever he changed the cutscene so that Flowey just floats horizontally off-screen, since the drop happens afterwards, he never removed it from the code. 3:05 - I'm going to assume the SOUL isn't always in that specific Y position since it makes more sense that Toby would just code it in that when it's off-screen, it just sets its X position off-screen since that would be enough, then when he needs it back on screen, it just moves back to the correct X position. 3:47 + 8:27 - I think it's really interesting how Toriel and Alphys have this built into them. My theory is that Toby built it in so that when Frisk is facing and touching a character, their mouth moves, but I'm not sure about that one. 4:00 - The switch still being present makes me think there's some code in the lasers that checks for the frame of the sprite to determine whether or not to show the lasers. If Toby had removed it from the room, that code would have broken,. So, instead of fixing the code (which would take a while), he just left the switch out of bounds as a quick fix. 4:38 - This code is probably fine, but it hurts me. 5:16 - The alternative to having default text is the game crashing, so that makes sense. Just a bit surprised Toby left it as a simple "* Error!" 6:33 + 7:02 - Since GameMaker isn't a 3D engine, to make sure characters can have proper layering, Toby would need to write in code to make sure characters can appear "in front" of other objects, most likely using depth = -y; ("Depth" is GameMaker's way of doing layering, with the lower the number, the more "in front" it is). This character in the Librarby and Greater Dog should probably have been above the table, but this code would have stopped that. Although Greater Dog was probably moved so far down under the table since he may have blocked too much of the the room behind him had he been higher. 7:14 - When the snow-hat is created, it chooses a random frame of the snow-hat sprite. This happens in the Create event, which GameMaker runs when an object first spawns into a room. After the Create event has ended, the game begins running the Step event on the next frame (the Step event runs every frame after the Create event). This "Step" event is where code is that moves the snow-hat to Frisk's head instead of their torso, where whatever code initially spawned the snow-hat placed it. (When creating an instance of an object in the version of GameMaker Toby used, you have to specify the X and Y values alongside what object you're spawning. So, for this, the code was likely "instance_create(obj_human.x,obj_human.y,obj_snowhat)"). 7:40 - Toby could have done this really smart or really dumb, and knowing Toby's abilities as a programmer when making Undertale, it wouldn't surprise me if he did it the dumb way (but I doubt it). GameMaker has a function called "draw_sprite_part" which, very literally, draws only part of the sprite on the screen. More and more of Doggo's sprite, as he moves up, would be drawn and then, by the time he's above the counter, his entire sprite, legs and all, would be seen. (For anyone confused what "draw" means, because I was before I began programming, it just means to show something on screen.) The dumb way is to have it be its own animation, with a different frame for each new line of pixels revealed as he goes up, which, while not by a lot, takes up more storage space. 7:53 - Since GameMaker doesn't have built-in reflections, this is exactly what you think it is. There are two Frisks. The one you control, and the other one that matches your movements (albeit while inverting your up-and-down movements) that is just hidden behind the wall. 8:08 - This makes sense from a coding stand-point. It's much faster to code Alphys to "go to the X-position of the door" than to go into the room and manually check to see where the door is and input a numerical X value. 9:57 - The placeholder versions just include the tiles used in Snowdin's exterior tileset, which were likely Toby's way of blocking out the collision so that when he or Temmie made the final image of the room, it could just be slotted in without any tweaking. 10:37 - Toby could have saved a bit more storage space making those waterfalls smaller. They're way too long and could very easily be chopped in half and still work, having the objects jump back to their original Y positions after a few milliseconds unlike the whole second they take. But that's just nitpicking. 11:10 - The coloured backgrounds exist because GameMaker rooms have a background colour. Toby likely set it to random colours as they didn't matter when he would be putting the background images (in this case, the gradient) overtop of them. GameMaker has, as of 2017, done away with Backgrounds as an asset type, converting backgrounds to regular sprites, but they existed in the version Toby used to make Undertale. Backgrounds tile endlessly (hence why you've been seeing that the whole video whenever the camera zooms out). The reason why Gerson's shop doesn't have this happen, is because that is a Sprite, not a Background, so it doesn't repeat when zooming out. It's actually really interesting because GameMaker rooms have a set size, cutting off the tiling while you're editing the room, so Toby would never see all of these tiled backgrounds; the only way to see the background tiled this many times is by using Grossley's camera hack. 11:33 - Something Shesez doesn't cover here is the dialogue box detaching from the text and talking sprite for Toriel. This is because all of these are separate elements that are placed on screen, but they're not programmed to move around the screen, since the camera doesn't move when text is on-screen. This is an EXTREMELY fantastic video, and thanks to anyone who read this comment for letting me geek out.
Should mention its super easy to do reflections in game maker you just have it draw the same sprite on the object you want to reflect. Make a new object with If instance_exists(oPlayer) {drawsprite(x,y,oPlayer.spriteindex)} would do it I think generally. Then move it a mirrored way from what you're reflecting. Then to handle what direction he faces is depending on how he programmed it. Probably just has a simple variable that sets his facing direction you can reverse. Should actually use drawsprite_ext and pull all the sprite info over so it can flip properly I just got tired of typing on mobile.
I litterally laughed out loud when I saw the code at 4:38, that's such a weird way to do it because you would need to check these values each time you want to edit the layout of the room (as you said when you talked about Alphys going to the door, inputting a numerical X value is generally not a good idea)
When this game first came out, I was obsessed with it, I spent so long trying to learn every little detail about it. Watching this video has taught me new things I didn't know about, it's actually very refreshing to see.
PLEASE do a part 2! You barely touched on a lot of stuff that would have been really interesting, such as the endings. Specifically Pacifist, because Toriel also throws a fireball at him the same as Flowey. Would love to know what happens to him
8:27 Fun fact: using (parentheses) in dialogue is a way to indicate both inner thoughts) and whispering/muttering. My new headcanon is that Alphys is just saying this line while hoping you go away.
@@blackholeguy1529 And you're thinking you're better than someone else while also being in a UA-cam comment section, but without being funny at that. Shut up bro
6:19 that character behind the counter is basically Berdly. Looks very similar, works in the library, and even the library in deltarune has the same layout for the most part.
10:26 So this implies that Sans builds a hot dog stand around the "shortcut" doors and that's how he appears everywhere so quickly. That or he already had sentry stations there and put in shortcuts so he wouldn't have to walk.
@@LilyCat2399 Plus they have the same sprite as Sans' bedroom door & entering Sans' bedroom in Undertale puts you in a dark place, leading Papyrus to ask "Is Sans pranking you through time and space? I hate it when he does that."
It looks like you thought he said 'little game', but he was actually saying 'little gain'. As in, the scrapped scene would have been a lot of work to create without really having much purpose. The actual quote is shown onscreen at the end of that part of the video.
I like it when its revealed that there's actually a character sprite that you're talking to when they're hidden behind something, just shows that the age old trick of placing a sign (or something similar) behind something you want to have text is almost always the easiest option
In REAL time you and I managed to have the same exact reaction to 2 Torial, which is the wildest thing I've experienced just watching a UA-cam video. Honestly, with all the great discoveries here it makes me wonder if a Deltarune episode would yield just as many cool notes and facts. Definitely blew past my expectations with this one!
3:27 I love that after all these years, I still occasionally get to hear someone have that realization. What if you delete the "bathroom" door entirely? What will Alphys do? Will the game just crash or soft lock?
In the beta graphics underneath the outside of the hotel, the door also resembles the shape of a T. So from top to bottom you can read MTT on the front of the building, which is actually a really creative idea.
The Undertale Debug mode actually gives you access to most of this content since there's a command that removes all collisions in all rooms, as well as a teleport command that can also teleport you to some unused or placeholder rooms (although it's easier to teleport to a certain room by entering its number in Undertale's file0. You also have to use a Hex Editor to enable Debug mode and access to most of the unused and placeholder areas). Or you can use a mod like Shesez does in this video. The Debug mode doesn't have any zoom out commands or commands to remove/make sprites invisible.
It's actually really cool to see that so many scenes in this game still basically have their block-outs hidden underneath the final graphics, considering the flowers text triggers based on coordinates, I wonder if that was to make sure that scripting could be reused and it wouldn't look weird.
it seems crazy to me that the flower text would be based on coordinates rather than some kind of unique ID number for each flower. Like if the dev wanted to move the flowers around at all, they'd have to change the coordinate numbers in the code, which is really unnecessary. Idk maybe I'm missing something and that's just a limitation of this game engine?
Never thought Undertale would even be possible but I'm so glad it is! Edit: It's great how we're still finding out new stuff about this game after all this time!
So monster kid in the bushes at 7:30 makes me think of something. So there’s a room in the game files that’s full of grass like what monster kid hides in. In this room, there’s an unseen NPC that says something along the lines of “Who’s that behind you, the one with the smile?” Is there anything interesting behind that grass? This has been a big question amongst theorists of this game, and finding anything cool could finally shed some light on the situation
Great video as always Shesez! I also discovered the "two-Toriel" thing when I was sequence breaking the game. Something else I discovered is that when you enter the Waterfall hub area (the room that connects to Undyne and Napstablook's houses) Napstablook will turn around and greet the player then float off screen. However, if you spawn into that room, you can "talk" to Napstablook as the dialogue only gets activated if you're at the bottom entrance. The text is the same as when you "talk" to Mad Dummy before the fight begins. This is unusual as most character sprites that you can't talk to don't have collision or any dialogue if you do manage to reach them before they walk off screen.
One extra thing that I was wondering about is the bed in MTT. You can go under the bed and become the bed lump, so I was wondering what happens if you remove the image for the bed.
I used to use GameMaker a ton, so a Boundary Break for Undertale's gonna be crazy fascinating! I love what the battle sprites do, their little bounces and tweens are so dang cool to me. Madjick having eyes is important lore.
The laser switch on the side is because sometimes it’s easier to just trigger the switch through code, instead of rewrite all the code to disable the lasers.
Being someone who makes games with gms2 (same engine as undertale) it’s really fun to see how the game actually handles things and how Toby did it, I’m not even gonna lie I learnt a couple things from this vid I didn’t know where possible with gms2 EDIT: the switch of screen at 3:58 is probably there because of how Toby made the lazers, I suspect they where initially all supposed to be either on or off and had to have an active instance of the switch in the room, so in this room where I assume was an afterthought he had to add an offscreen switch. Additionally it may be tied to global variables associated with alphyus being able to turn them off and so as to save a couple steps just added an if for player hp to turn them off.
I am very surprised I have never heard of these things before in undertale, despite being a fan of it before and watching a lot of boundary-break type videos.
This channel never ceases to amaze me. I'm so glad this channel and everyone on it exists. Thank you for making a channel worth watching on UA-cam. Love everything you do and all the hard work put into it. Great series, great channel, great people, great content. Just love it :)
Thank you so much! I learned a lot, and as an indie game dev and a big undertale fan, learning how the game was made has helped me make my own game, as I've been working in the same game engine as undertale.
0:12 I'm sorry, you mean to tell me, the game CHOCK FULL OF SECRETS you never once thought that the man of secret lore himself wouldn't sneak some stuff outside of the accessable screen range?
interesting! I'm familiar with gamemaker and it's neat to see how he did some of these things. in particular the backgrounds that have a beta version behind them - this suggests that the original backgrounds were built with tiles and the final versions were stored as a single image placed over the top of the existing beta map
As someone who knows an unhealthy amount about this game, I am glad that there was so much I have never seen. By the way, Madjick underneath the hat layer is literally just Scripulous Fingore.
3:24 It is, I think Toby confirmed it, she is the tutorial lady, but it's more similar to the French translation of the word tutorial, as it is tutoriel
I love how much this kind of stuff interests me. I’ve been doing my own smaller scaled boundary breaks in games for a few years before finding this channel, and game development has been a big goal my whole life. My only issue is I can’t for the life of me figure out a starting point to it all.
I never thought I’d see an Undertale episode of Boundary Break. I thought there would be nothing much to see outside of the boundaries, if there was anything at all.
I'm not sure if you're just trying to shorten the video/make things faster but due to your speed in this video, you sound really excited and I hope you actually are just excited, this video is fun!
thxs for making this video! its really well put together and i bet the research from the comutniy to find this stuff must have been a task and a half! nice job on the video! keep it up!
Legend has it, that Flowey is still falling to this very day.
and then flowey gets teleported up 65,534 units into a parrelel universe because he fell down so far
into the shadow realm!
Integer overflow.
He is the new fallen doen
I have been falling…
For 30 MINUTES!!!
The fact Flowey just keeps falling indefinitely at the beginning is just so funny to me. Very in-line with Undertale's humor.
ok
* I...
* Have been falling...
* FOR THIRTY MINUTES!
* (Toriel rolls her eyes, shakes her head no, and yeets Flowey again.)
Honestly, almost feels unintentionally intentional
Flowey: I fell for hours!
Temmie: Awawa, hours long time!
Flowey: Well, it seemed like hours.
@@imveryangryitsnotbutter good thing I found a magic balloon!
Hearing that so many people didn't know why Toriel was called that surprised me.
For another fun name origin, it's explicitly stated in game that Asgore is famously bad at naming things. This is presumably why his son is named Asriel: he just smashed his and his wife's names together for their kid.
asriel isnt a bad name tho
Anagram for "Serial". This was confirmed to be intentional (on Toby's part) very recently.
@@saintespionage It's convenient that taking the "as" from Asgore and the "riel" from Toriel makes a real name.
In addition, this is also how goats are conventionally named irl
@@DavidSartor0 yeah, Serial Murderer -> Asriel Dreemurr
Hearing people discover Toriel = Tutorial feels a lot like people discovering Miles "Tails" Prower - Miles Prower - Miles Per Hour.
haah i also knew that but... i had a surprised expression too when i knew
It took me a depressing amount of time to realise both those things :(
Actually, I first thought her name was tutorial, but then realized I misread it.
I was never enough of a sonic fan to know that about Tail's name (but yes I did know his full name tho)
A friend was playing Undertale and they were confused as to what to do next, and I said, "Talk to Toriel." And they were like, "What talk tutorial?"
I figured it out at that moment. 😂
8 years and people still keep finding stuff in this game, that's pretty impressive.
nah, everything's pretty much figured out thanks to the underminers
except for that weird waterfall music, don't know what's up with that
Lol 8 years, Jesus
@@SurmenianSoldier yeah; some of the stuff I didn't see before this video I figured as a gamemaker studio user would happen because of how gamemaker studio works
8 YEARS????!!!?????!!???
@@SurmenianSoldier roxy pfp spotted. based as hell
3:00 flowey has gone where no flower has gone before
Despite everything Gaster is still hidden well
Despite everything it's still you
Despite all my rage, I'm still just Nicolas Cage
Despite all my despites, im still despiting
Despite the fact my Airsoft gun has a gold trigger, I’m advised to not finish this joke
SEELKADOOM
2:47
« Now, the Funniest thing you’ve ever seen, from very far away »
APPLES!!!!! I got the reference lol
That's what I was just thinking lol
I like how the beta MTT hotel actually spells out MTT using the window door frame and carpet.
9:30 I finally get why the game's called Undertale dude, you gotta literally look under the ground to see the world for what it is, Toby Fox you've done it again
This was actually a pretty neat dive into the game! I liked seeing the remains of a scrapped concept at 5:33, cool stuff
I like your pfp!^^
Do you legitimately own your copy of undertale?
Oh wow, you're still commenting?
christopher moon comments on every undertale video i swear to god
@@SolarSmores wow... This the first time you're seeing Christopher? You gotta check out other Undertale videos, dude is a master at work with the amount of comments he has in Undertale related videos lol
he's also a huge Kirby fan from what I know, you'll most likely find him in some other Kirby videos as well
As someone who uses GameMaker to game dev, this is so interesting to me and I want to speculate/talk about some parts of the video. (And sorry for all the parentheses.)
2:36 - My theory for this is that Toby initially coded it so that Flowey would drop down instead of float off to the side, hence the gravity physics, but set it as an alarm (in GM, an Alarm is an event that runs code after a specified amount of time). However, whenever he changed the cutscene so that Flowey just floats horizontally off-screen, since the drop happens afterwards, he never removed it from the code.
3:05 - I'm going to assume the SOUL isn't always in that specific Y position since it makes more sense that Toby would just code it in that when it's off-screen, it just sets its X position off-screen since that would be enough, then when he needs it back on screen, it just moves back to the correct X position.
3:47 + 8:27 - I think it's really interesting how Toriel and Alphys have this built into them. My theory is that Toby built it in so that when Frisk is facing and touching a character, their mouth moves, but I'm not sure about that one.
4:00 - The switch still being present makes me think there's some code in the lasers that checks for the frame of the sprite to determine whether or not to show the lasers. If Toby had removed it from the room, that code would have broken,. So, instead of fixing the code (which would take a while), he just left the switch out of bounds as a quick fix.
4:38 - This code is probably fine, but it hurts me.
5:16 - The alternative to having default text is the game crashing, so that makes sense. Just a bit surprised Toby left it as a simple "* Error!"
6:33 + 7:02 - Since GameMaker isn't a 3D engine, to make sure characters can have proper layering, Toby would need to write in code to make sure characters can appear "in front" of other objects, most likely using depth = -y; ("Depth" is GameMaker's way of doing layering, with the lower the number, the more "in front" it is). This character in the Librarby and Greater Dog should probably have been above the table, but this code would have stopped that. Although Greater Dog was probably moved so far down under the table since he may have blocked too much of the the room behind him had he been higher.
7:14 - When the snow-hat is created, it chooses a random frame of the snow-hat sprite. This happens in the Create event, which GameMaker runs when an object first spawns into a room. After the Create event has ended, the game begins running the Step event on the next frame (the Step event runs every frame after the Create event). This "Step" event is where code is that moves the snow-hat to Frisk's head instead of their torso, where whatever code initially spawned the snow-hat placed it. (When creating an instance of an object in the version of GameMaker Toby used, you have to specify the X and Y values alongside what object you're spawning. So, for this, the code was likely "instance_create(obj_human.x,obj_human.y,obj_snowhat)").
7:40 - Toby could have done this really smart or really dumb, and knowing Toby's abilities as a programmer when making Undertale, it wouldn't surprise me if he did it the dumb way (but I doubt it). GameMaker has a function called "draw_sprite_part" which, very literally, draws only part of the sprite on the screen. More and more of Doggo's sprite, as he moves up, would be drawn and then, by the time he's above the counter, his entire sprite, legs and all, would be seen. (For anyone confused what "draw" means, because I was before I began programming, it just means to show something on screen.) The dumb way is to have it be its own animation, with a different frame for each new line of pixels revealed as he goes up, which, while not by a lot, takes up more storage space.
7:53 - Since GameMaker doesn't have built-in reflections, this is exactly what you think it is. There are two Frisks. The one you control, and the other one that matches your movements (albeit while inverting your up-and-down movements) that is just hidden behind the wall.
8:08 - This makes sense from a coding stand-point. It's much faster to code Alphys to "go to the X-position of the door" than to go into the room and manually check to see where the door is and input a numerical X value.
9:57 - The placeholder versions just include the tiles used in Snowdin's exterior tileset, which were likely Toby's way of blocking out the collision so that when he or Temmie made the final image of the room, it could just be slotted in without any tweaking.
10:37 - Toby could have saved a bit more storage space making those waterfalls smaller. They're way too long and could very easily be chopped in half and still work, having the objects jump back to their original Y positions after a few milliseconds unlike the whole second they take. But that's just nitpicking.
11:10 - The coloured backgrounds exist because GameMaker rooms have a background colour. Toby likely set it to random colours as they didn't matter when he would be putting the background images (in this case, the gradient) overtop of them. GameMaker has, as of 2017, done away with Backgrounds as an asset type, converting backgrounds to regular sprites, but they existed in the version Toby used to make Undertale. Backgrounds tile endlessly (hence why you've been seeing that the whole video whenever the camera zooms out). The reason why Gerson's shop doesn't have this happen, is because that is a Sprite, not a Background, so it doesn't repeat when zooming out. It's actually really interesting because GameMaker rooms have a set size, cutting off the tiling while you're editing the room, so Toby would never see all of these tiled backgrounds; the only way to see the background tiled this many times is by using Grossley's camera hack.
11:33 - Something Shesez doesn't cover here is the dialogue box detaching from the text and talking sprite for Toriel. This is because all of these are separate elements that are placed on screen, but they're not programmed to move around the screen, since the camera doesn't move when text is on-screen.
This is an EXTREMELY fantastic video, and thanks to anyone who read this comment for letting me geek out.
Good comment
As a game dev hobbyist and enthusiast, I found this breakdown very interesting!
I appreciate the geekening
Should mention its super easy to do reflections in game maker you just have it draw the same sprite on the object you want to reflect. Make a new object with If instance_exists(oPlayer) {drawsprite(x,y,oPlayer.spriteindex)} would do it I think generally. Then move it a mirrored way from what you're reflecting. Then to handle what direction he faces is depending on how he programmed it. Probably just has a simple variable that sets his facing direction you can reverse. Should actually use drawsprite_ext and pull all the sprite info over so it can flip properly I just got tired of typing on mobile.
I litterally laughed out loud when I saw the code at 4:38, that's such a weird way to do it because you would need to check these values each time you want to edit the layout of the room (as you said when you talked about Alphys going to the door, inputting a numerical X value is generally not a good idea)
To this day, Flowey is, in fact, still falling indefinitely...
Very fun and interesting video! I never thought this game could hide that many secrets
Legend has it...
Maybe that's why toriel theme is called fallen down
1:44 The mixture of dread and incredulity I felt upon seeing those eyes is indescribable.
Legitimately unnerving to me long ago.
When this game first came out, I was obsessed with it, I spent so long trying to learn every little detail about it. Watching this video has taught me new things I didn't know about, it's actually very refreshing to see.
PLEASE do a part 2! You barely touched on a lot of stuff that would have been really interesting, such as the endings. Specifically Pacifist, because Toriel also throws a fireball at him the same as Flowey. Would love to know what happens to him
He probably just gets yeeted to the side of the screen and either is rendered out or the game or just is in a static version of the surprised face.
8:27 Fun fact: using (parentheses) in dialogue is a way to indicate both inner thoughts) and whispering/muttering.
My new headcanon is that Alphys is just saying this line while hoping you go away.
Napstablook: hah, that reminds me of when i said "zzzzzzzz" out loud to pretend i was sleeping, nice
@@samugames0 blud is roleplaying as a fictional ghost online
in a youtube comments section, of all places
@@blackholeguy1529 And you're thinking you're better than someone else while also being in a UA-cam comment section, but without being funny at that. Shut up bro
@@blackholeguy1529
But he put *"* napstablook *: "* with *" : "*
You don't know read *???* 💀💀💀
6:19 that character behind the counter is basically Berdly. Looks very similar, works in the library, and even the library in deltarune has the same layout for the most part.
SOMEONE CALL MATPAT
9:40 Sans looks so funny on that zoomout
He shocked that mtt hotel is just moved out.
=D
10:26
So this implies that Sans builds a hot dog stand around the "shortcut" doors and that's how he appears everywhere so quickly. That or he already had sentry stations there and put in shortcuts so he wouldn't have to walk.
It could be the same shortcut doors from deltarune since toby came up with the idea for deltarune first.
@@LilyCat2399 Plus they have the same sprite as Sans' bedroom door & entering Sans' bedroom in Undertale puts you in a dark place, leading Papyrus to ask "Is Sans pranking you through time and space? I hate it when he does that."
5:54 little did temmie know... the game would LITERALLY become one of the most beloved games in gaming
It looks like you thought he said 'little game', but he was actually saying 'little gain'. As in, the scrapped scene would have been a lot of work to create without really having much purpose. The actual quote is shown onscreen at the end of that part of the video.
I like it when its revealed that there's actually a character sprite that you're talking to when they're hidden behind something, just shows that the age old trick of placing a sign (or something similar) behind something you want to have text is almost always the easiest option
In REAL time you and I managed to have the same exact reaction to 2 Torial, which is the wildest thing I've experienced just watching a UA-cam video.
Honestly, with all the great discoveries here it makes me wonder if a Deltarune episode would yield just as many cool notes and facts.
Definitely blew past my expectations with this one!
3:27 I love that after all these years, I still occasionally get to hear someone have that realization.
What if you delete the "bathroom" door entirely? What will Alphys do? Will the game just crash or soft lock?
crash since it will complain that it can't find the door object in the room
In the beta graphics underneath the outside of the hotel, the door also resembles the shape of a T. So from top to bottom you can read MTT on the front of the building, which is actually a really creative idea.
it's quite refreshing to learn new things after knowing about every meticulous detail about UNDERTALE for YEARS upon YEARS!
thank you!
oh my god its uray
@@lavacake1212 ayup, it is I! Uraynuke: The Charlatan Of Hearts™!
always nice seein' ya...!
Holy shit it's Uray, when I heard you commented here I dropped all homework and shit I was doing hiiiii
must be weird seeing these comment with no context , also hi uray
i know this guy
The Undertale Debug mode actually gives you access to most of this content since there's a command that removes all collisions in all rooms, as well as a teleport command that can also teleport you to some unused or placeholder rooms (although it's easier to teleport to a certain room by entering its number in Undertale's file0. You also have to use a Hex Editor to enable Debug mode and access to most of the unused and placeholder areas).
Or you can use a mod like Shesez does in this video. The Debug mode doesn't have any zoom out commands or commands to remove/make sprites invisible.
It's actually really cool to see that so many scenes in this game still basically have their block-outs hidden underneath the final graphics, considering the flowers text triggers based on coordinates, I wonder if that was to make sure that scripting could be reused and it wouldn't look weird.
it seems crazy to me that the flower text would be based on coordinates rather than some kind of unique ID number for each flower. Like if the dev wanted to move the flowers around at all, they'd have to change the coordinate numbers in the code, which is really unnecessary. Idk maybe I'm missing something and that's just a limitation of this game engine?
@@r6scrubs126 Maybe that. Maybe the text was intended to be seen in a specific order and the level design was how it walked you through that?
Never thought Undertale would even be possible but I'm so glad it is!
Edit: It's great how we're still finding out new stuff about this game after all this time!
10:28 Fun fact: In the game Geometry Dash, this is usually how creators make moving backgrounds like this one
3:27 It's okay, I didn't realize that Asriel is a combination of Asgore and Toriel's names until like 3 days ago.
wait until you notice that deltarune is an anagram for undertale
Wait until You notice that "but it refused" is a Wordplay. The Soul re-fuses itself
@@Odie_Nico OMFG
Wait till you realize that in Genocide, "Determination" stands for "De-termination".
So monster kid in the bushes at 7:30 makes me think of something.
So there’s a room in the game files that’s full of grass like what monster kid hides in. In this room, there’s an unseen NPC that says something along the lines of “Who’s that behind you, the one with the smile?” Is there anything interesting behind that grass? This has been a big question amongst theorists of this game, and finding anything cool could finally shed some light on the situation
Theres nothing behind that grass
no
0:45 Petting Time 🐶!
It's awesome that Undertale has things hidden in it, One you wouldn't expect.
I'm kinda surprised that this didn't happen earlier, to be honest. People searched through the game's code to find secrets so quick after its release
@@BierBart12 ok
@@LavaCreeperPeople ok
@@BierBart12 ok
@@LavaCreeperPeople ok
Great video as always Shesez! I also discovered the "two-Toriel" thing when I was sequence breaking the game. Something else I discovered is that when you enter the Waterfall hub area (the room that connects to Undyne and Napstablook's houses) Napstablook will turn around and greet the player then float off screen. However, if you spawn into that room, you can "talk" to Napstablook as the dialogue only gets activated if you're at the bottom entrance. The text is the same as when you "talk" to Mad Dummy before the fight begins. This is unusual as most character sprites that you can't talk to don't have collision or any dialogue if you do manage to reach them before they walk off screen.
Even with the breaking of Camera and Getting Layers we still cannot find Gaster. He is to hidden fr
One extra thing that I was wondering about is the bed in MTT. You can go under the bed and become the bed lump, so I was wondering what happens if you remove the image for the bed.
I used to use GameMaker a ton, so a Boundary Break for Undertale's gonna be crazy fascinating!
I love what the battle sprites do, their little bounces and tweens are so dang cool to me. Madjick having eyes is important lore.
It amazes me that there are still things being discovered about this game 8 years later
The laser switch on the side is because sometimes it’s easier to just trigger the switch through code, instead of rewrite all the code to disable the lasers.
Being someone who makes games with gms2 (same engine as undertale) it’s really fun to see how the game actually handles things and how Toby did it, I’m not even gonna lie I learnt a couple things from this vid I didn’t know where possible with gms2
EDIT: the switch of screen at 3:58 is probably there because of how Toby made the lazers, I suspect they where initially all supposed to be either on or off and had to have an active instance of the switch in the room, so in this room where I assume was an afterthought he had to add an offscreen switch. Additionally it may be tied to global variables associated with alphyus being able to turn them off and so as to save a couple steps just added an if for player hp to turn them off.
1:49 toby likes putting in funni secrets
The music in Undertale still gets me to this day, I love it so much
I am very surprised I have never heard of these things before in undertale, despite being a fan of it before and watching a lot of boundary-break type videos.
This channel never ceases to amaze me. I'm so glad this channel and everyone on it exists. Thank you for making a channel worth watching on UA-cam. Love everything you do and all the hard work put into it. Great series, great channel, great people, great content. Just love it :)
This is great, your work is invaluable for design study
Lots of cool finds! I never would have expected Madjick had eyes this whole time 👀
hi
@@RichConnerGMN hi
Thank you so much! I learned a lot, and as an indie game dev and a big undertale fan, learning how the game was made has helped me make my own game, as I've been working in the same game engine as undertale.
4:39 thank you for including that one
0:12 I'm sorry, you mean to tell me, the game CHOCK FULL OF SECRETS you never once thought that the man of secret lore himself wouldn't sneak some stuff outside of the accessable screen range?
Nice to hear you back 😃
This is my absolute favorite game and it's so fun to learn new things about it even to this day
interesting! I'm familiar with gamemaker and it's neat to see how he did some of these things. in particular the backgrounds that have a beta version behind them - this suggests that the original backgrounds were built with tiles and the final versions were stored as a single image placed over the top of the existing beta map
As someone who knows an unhealthy amount about this game, I am glad that there was so much I have never seen. By the way, Madjick underneath the hat layer is literally just Scripulous Fingore.
3:24
It is, I think Toby confirmed it, she is the tutorial lady, but it's more similar to the French translation of the word tutorial, as it is tutoriel
I love how much this kind of stuff interests me. I’ve been doing my own smaller scaled boundary breaks in games for a few years before finding this channel, and game development has been a big goal my whole life. My only issue is I can’t for the life of me figure out a starting point to it all.
I love all the early sprites and dev cubes-err, squares? Fun stuff!
The game that keeps on giving! Thanks for sharing these!
Two Toriels... It's real!
Now we just need two small pianos.
Or four frogs.
@@m2pt5 There are 4 frogs. On console there are 5.
I was waiting for this one! Love the channel!
gotta do a part 2 to cover the "FUN"-value dependent rooms and multiple endings! this was very engaging but we gotta see more
true, but he did link the tool used, meaning if you really care, you can just do it yourself.
Woah, as someone who has been in the underminers server for a while, it was kinda a really cool surprise to hear grossley and the server mentioned
3:23
yes toby came out and said that is why toriels name is toriel
Everything was really cool to see, but my favorite has to be the fact that Madjick's eyes are under his hat. They're actually pretty cute!
7:22 so this what he mean by sans frank you across space and time.
I just randomly decided to play this game yesterday. Cool that you came out with a video about it
man you are just knocking it out of the park with the recent episodes
8:56 sorry mat, there's no phase distorter
Never expected this but dang it's cool
Idk how but the past week ive been re-playing undertale and now this video comes out? Must be fate!
i never knew like 99% of this stuff. very cool, man!
Oh hey, this is my number one favorite game. I'm glad you made a video on it!
I never thought I’d see an Undertale episode of Boundary Break. I thought there would be nothing much to see outside of the boundaries, if there was anything at all.
I hope we get an episode on Deltarune soon!
I feel like indie games always have the most fun stuff to show! Great stuff!
Two Toriels?! WHAT?! Hahaha I love this stuff so much 💓
4:39 I'm a programmer and. Oh my God that's SUCH an awful way to handle dialogue lmaooooooo
yeah undertale is basically held together with glue and tapes
Toby had the courage to do what none of us could.
@@l_guy hey if it works, it works
3:30 Following the trend of her family: Tutorial Dreamer/Murderer. Important that she ditched the last name, as confirmed in her text messages
For some reason this is the first UT vid I've watched in a long time. Man miss when UT was at its height
this, is why i fucking love undertale so much, 8 years passed and the community still finds something interesting to find hidden in the game files
I was waiting all video just so a particular fellow would appear, i was not disappointed
5:50 apparently, it was meant to be foreshadowing of omega flowey.
this is the game i least expected at this very moment
I can't wait for someone to inevitably make a 40 minute video on the lore of that door Sans' booth is in front of.
* This analysis fills you with Determination
Fun fact, in french kill is "tuer". So kill toriel is actually "Tue toriel"
I'm not sure if you're just trying to shorten the video/make things faster but due to your speed in this video, you sound really excited and I hope you actually are just excited, this video is fun!
It’s nice seeing undertale content again
thxs for making this video! its really well put together and i bet the research from the comutniy to find this stuff must have been a task and a half! nice job on the video! keep it up!
5:11 I'd like to imagine that some random monster just went over there and just yelled error for the fun of it. Maybe it was Mettaton!
7:56 That’s quite cool.
8:08 Alphys was determined to go to the bathroom!
honestly surprised it took you this long to find out Toriel's name is a pun on "tutorial".
6:40 Her cigarette is the wrong way. You don't light the orange end
Oh dang right here as I finish making breakfast!
Congrats on 1 mil subs dude!
The Underground is nothing but a treasure trove for unknown areas.
11:25
And you can’t leave my shop.
“Oh? u wan tu leave? well too bad.”
what a profile picture
@@RichConnerGMN do you know it from before? 'Cause i do and yes... i'm what many would call a degenerate
Thank you for making this video, it was fun to watch
Never expected you could do camera zoom outs in a game like Undertale!
To be honest, it makes sense because most rooms are just one big room, like Snowdin's city
9:23 😶 became 🙂
7:39 the word immersion being used when we’re boundary breaking a 2d game is wild
Flowey goes into his own Undertale