What if there was a Banana in the library in Deltarune? Part 2!
What progress have I made on this ambitious project since last time?
Well, for one, I corrupted something and had to start all over again.
But it is was far easier since I somewhat know what I’m doing now and...
(gml_Script_snd_play(snd_drumroll))...
Well, there are some obvious issues. It’s big, because all objects from the Dark World are big for some reason. And you can’t pick it up. The first problem is easy to solve.
But the second problem takes a bit more work, but not much. Ultimately I just copied some code and fiddled with the ordering of statements.
(You can’t hear it, but it makes a little chime.)
Now, that alone is rather uninteresting, isn’t it?
There needs to be some fun. Some excitement. Some of that Toby Fox charm except amaturishly replicated by yours truly.
Let me tell you: this was a nightmare.
This GIF sums up the experience:
Deltarune’s dialogue system requires you to do a bit of setup to actually use it. You have to instantiate a “dialoguer” and make sure a bunch of variables are set right. This took me hours to figure out.
Eventually, I got somewhere.
But obviously I didn’t just want Susie talking. I wanted her emoting. So I set about trying to understand the face system.
(Susie practices her numbers and ABCs. Isn’t she smart?)
Essentially, lines of dialogue look like this:
The most startling thing is that they’re full of things that aren’t actually text. They’re control codes.
The “\\EH” at the beginning of the first line line tells the dialogue system that it should set the face index to “H”. The faces are indexed by 0-9, and then A-Z. H is the eight letter of the alphabet, and 9+8 = 17, which is this face:
There are lots of other control codes. Such as “^1″ which puts a short pause in the dialogue. (It’s used everywhere in Deltarune.) As well as “\\cY” and “\\cW” which turn the text between them yellow.
Piecing these all together, I made this cute little dialogue.
But that still wasn’t enough for me. I needed MORE of that charm. And who better to bring into the scene than the banana woman herself?
For goodness’ sake why must everything in the Dark World be massive
I simply do not have the energy to delve into the text rendering system and fix this so I will simply roll with the big text.
And so I present to you, the “final” product, the Banana Mod: