Game
FNaBP, But Better!

20 days ago

Did you miss this game? I know. I've left it to rot for months now.

But just recently, I finally got back on the MFA and went to work on this.

And I finally beat ITTD VHM.

Now, I can finally present FNaBP 2 Custom Night v1.1.


The Minor Stuff (This is a long list lol)

  • Game Jolt API has been converted from Uppernate to Yunivers

  • All uses of Clickteam Random and RRandom functions have been replaced with the MT Random object

  • Added a new DRPC icon that shows on your Discord profile when playing Hard Mode

  • The office in my intro no longer looks ass and I added the window to it

  • LOTS of code optimizations

  • Flashlight hitbox is slightly smaller

  • Vent Seal and Play Audio texts have been embedded into their respective object instead of being a separate object

  • Your mouse pointer gets hidden whenever your insanity reaches the max

  • Reworked the scrolling. No more separate active objects for looking around! Instead, it's all done by the Sunken Camera.

  • The cam and maintenance panels flip quicker and their flipping animations are Deltatimed

  • Objects that flash no longer use separate frames to make them invisible, instead it's done by 2 flags and an alterable value that is Deltatimed to make the object flash (Ex. the YouTube warning in the menu, the panel hover and reboot prog in the maintenance panel, etc.)

  • The fan no longer uses a separate animation in power outages, instead the RGB coefficient is simply set to 0 when the power goes out

  • The entire office now turns red when the power runs low on Normal Mode instead of just the office and not the doors making those look stupid

  • The blink for certain events (flashing Phantom Chica, she appears, Springtrap gets through the vent, etc.) is no longer an active object and is controlled by RGB coefficients

  • Cam buttons now flash like they did in the original FNaBP 2

  • Phantom Chica now adds to her kill timer each time you flash her and gets stalled during reboots and Phantom Foxy attacks when she's attacking

  • Fredbear, Spring Bonnie, Phantom Freddy, and Phantom Foxy are stalled when rebooting

  • Phantom Foxy is stalled when Fredbear is doing his special attack

  • Besides Fredbear and Spring Bonnie, move/spawn timers and kill timers are no longer controlled by 1 alterable value

  • The signal loss is now controlled by a loop instead of a bunch of lines in the plush controlling allat

  • Phantom Foxy's leave timer no longer resets when not on his cam or on a cam that his fakes are on

  • The time it takes to send you to the Game Over screen when you get there is no longer inconsistent, it is always 5 seconds

  • The static volume is no longer controlled by an alterable value

  • Characters move and spawn slower overall

  • Springtrap kills slower when rebooting and when in his cove cannot move if you're rebooting

  • The vent takes longer to break on Normal Mode (this is so that you can still save yourself in case Springtrap manages to get into the vent and it's broken)

  • The menu characters should hopefully no longer be able to stay as the same character when they're ready to switch, but if this isn't the case then there's really nothing I can do.

  • An active object is no longer used for creating the green lines on the menu.

  • Removed the green screen outlines from Fredbear in his first position and his last position before getting to the office.

  • Lockjaw's shadow now shows when he is visible.

  • LOTS of optimization with images and sounds have been done to reduce the file size. [File Size Before = ~187 MB. File Size After = ~187 MB.]

  • No more Unpacked EXE, but if too many antiviruses block this game I'll have to convert it back to Unpacked EXE (this basically means the game is not a ZIP file anymore)

The Real Interesting Stuff

Very Hard Mode is HERE.

VHM is meant to be meant for the absolute masters of this game and has quite a bit to it in terms of mechanics. I'll list all the character changes below.

  • Springtrap: He doesn't make any noise, you must manually check on him instead.

  • Fredbear: He takes longer to move back when being lured.

  • Spring Bonnie: He can no longer be lured back to his stage.

  • Phantom Freddy: When he appears, he'll fade in until he is fully opaque. You must repeatedly flash him until he goes away. If he jumpscares you at all he'll raise your insanity to the max instantly.

  • Phantom Chica: If she jumpscares you at all she'll raise your insanity to the max instantly.

  • Phantom Foxy: His garble sound will be louder even when on a camera his fakes are on and if he jumpscares you at all he'll raise your insanity to the max instantly.

  • Phantom BB: He will constantly be on the cams but he makes his sound signifying he's gone ever so slightly quicker. If he jumpscares you at all he'll raise your insanity to the max instantly.

So yeah, that's pretty much it for VHM. I know it might not seem like much, but this has in development basically since TRTF 4 CR has been out.

And now I go back to ProPG's UCN!



3 comments

Loading...

Next up

And today, I reveal Molten Freddy's new mechanic.

There really is more than just the cams, vents, and ducts.

Hell 6/20 Menu Preview

Sorry Trash & the Gang, but y'all are going bye bye. Everyone welcome The CTF Gang!

POPGOES fanart showcase for this week! Check these out! (26/12)

Sources for all four of these, AND A NEW POPGOES STICKER, are in the article!

Here's Chica's new mechanic for this game.

As development goes on and I reveal more mechanics, you'll find out this is more than just your average recode of UCN.

Stylized Mangle (Broken ver)

I'm ready. For real this time. Welcome back LOCKJAWED FROM THE DEAD.

And today, Phantom Freddy's mechanic is revealed.

Spooky kids

The GameJolt page has finally hit 100 followers!

Thanks to everyone for your continued support for this series of recodes, v1.3 of TRTF 2 CR is going real good, it's still gonna take a while to release but I'm confident y'all will really like this.