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deltarunity's Introduction

DELTARUNITY

DELTARUNITY is an implementation of GameMaker script execution and graphical rendering inside Unity, with the example game of DELTARUNE Chapter 1.

Sprites and sounds are not included for this project, but a tool to import those exists. (See here.)

Rendering Details

Rendering is accomplished via GL calls to a camera (the GL Capture Camera), where Render() is manually called to render the camera to a RenderTexture.

This RenderTexture is then displayed on a Quad with point filtering, and screen output is achieved from a camera pointed at this quad. This achieves pixel-perfect rendering, no matter the game window size or object position (which can be in the decimals).

Sprites are rendered with Graphics.DrawTexture, Rectangles are rendered with GL.QUADS, Text is rendered with a custom implementation using Graphics.DrawTexture or GL.QUADS depending if color gradients are used, Triangles are rendered with GL.TRIANGLES, and Lines are rendered with a custom rastering implementation based on this C++ code.

Importing Game Assets

On the top bar, click "DELTARUNITY", then "Import Game Assets". Locate the data.win of SURVEY_PROGRAM (e.g. not the Steam version of Deltarune!)

After that has completed (which will take some time!), go back into DELTARUNITY on the top bar and press "Regenerate Sprite Assets". After that has completed, all the audio and sprites will have imported.

Script Exeuction

Scripts are executed from their raw .asm files, produced by UTMT. A breakdown of the GameMaker assembly language can be found here.

Sounds

Sounds should be placed in Assets/SOUNDS/. This includes all music files, including .ogg and .wav files. Select every sound and music file, right click, and select "Add to Audio Database".

deltarunity's People

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deltarunity's Issues

room_insidecloset: Paper behaves wrong

When starting to shake, the papers get moved slightly, looking very incorrect.
When the papers fall, they start falling from the wrong side (right to left) instead of the intended left-to-right

Softlock on dialogue choices

For example, when interacting with the toilet in room_torbathroom. It will say "Flush it? Yes No" but then will lock up, with no selection heart ever appearing.

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