Out of Bounds Secrets | UNDERTALE - Boundary Break (New discoveries!)

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Published 2023-03-09
Every episode I have -    • Boundary Break  

Patreon Support Boundary Break: www.patreon.com/BoundaryBreak

🐦Shesez Twitter: twitter.com/BoundaryBreak
📺 Shesez TWITCH: twitch.tv/boundarybreak

Grossleys links he wants to share:

" github.com/Grossley/UTDR_InGameTileEditor/releases…
GitHub
Here's an invite for the server that you can use: discord.gg/3ESNF4QPrh
Undertale Together (multiplayer mod): discord.com/invite/yhZMgHe
Github for UndertaleModTool: github.com/krzys-h/UndertaleModTool/releases/
undertale.com/ and deltarune.com/ "

The Thumbnail artist!:

twitter.com/FmsDraw

Fans have made a discord chat room if you guys like that stuff. Heres a link: discord.gg/boundarybreak

Intro Theme remixed by F1NG3RS - youtube.com/user/F1NG3RSMUSIC
Logo by rainbowcupcakemonster.com (twitter.com/RCM_Art), pixel design by Clay Burton: www.clayburton.ca
Outro art sourced and repurposed from Startropics, animated by Clay Burton: www.clayburton.ca

Commenting corrections and vulger/constructive criticism is accepted. However, due to misinformation being a rampant tool for online trolling. Anyone posting incorrect corrections as fact will be removed. Anyone commenting additional(supplemental or complimentary to the existing content) information and dressing it up as a correction/gotcha moment will be remove

All Comments (21)
  • @Stary_Elf
    Legend has it, that Flowey is still falling to this very day.
  • @SugarRush1990
    The fact Flowey just keeps falling indefinitely at the beginning is just so funny to me. Very in-line with Undertale's humor.
  • @m2pt5
    Hearing people discover Toriel = Tutorial feels a lot like people discovering Miles "Tails" Prower - Miles Prower - Miles Per Hour.
  • @MagWasMinimal
    8 years and people still keep finding stuff in this game, that's pretty impressive.
  • @NickJamNG
    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.
  • @clasher138
    Despite everything Gaster is still hidden well
  • @goom4689
    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.
  • @Arkunoo
    2:47 « Now, the Funniest thing you’ve ever seen, from very far away »
  • @DevilSlayr
    I like how the beta MTT hotel actually spells out MTT using the window door frame and carpet.
  • @Red_Planet
    1:44 The mixture of dread and incredulity I felt upon seeing those eyes is indescribable.
  • 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
  • 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.
  • @HahnKirby
    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.
  • @juanpi_alv
    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
  • @mufeet7661
    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
  • 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.
  • @Homayun
    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.
  • @JFJD
    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.