Game
[Archived] Night Shift at Freddy's 2
9 years ago

Game changing update. v3.5.5


If you don’t have version 3.5.5, I highly recommend you update to it. This update fixes known bugs and adds a lot of new content and gameplay elements.

  • Static density increases when cameras are jammed

  • Characters can no longer move while being scanned until it shows you their signal

  • Fixed the somewhat rare “disappearing Springbonnie” error, where Springbonnie would disappear from the map for a very long time.

  • Fixed the very common “frozen at start” bug, where characters, even with aggressive AI, would stand on their starting location for long amounts of time.

  • Light flicker animation has been replaced with a single black frame, this may not look as nice, but it saves around 300mb of ram.

  • Warning ambience volume lowered

  • Updated Old Fredbear’s running sound

  • Fixed the “loud boom” bug, where the booming heartbeat sound would sometimes get very loud.

  • Modified the jumpscare sound

  • Added new pose for Springbonnie while in the bathrooms.

  • Re-rendered the show stage

  • Re-rendered one of the poses for the bathrooms

  • Fredbear and Springbonnie now have a chance of moving 2 cameras ahead instead of just one to increase difficulty.

  • Modified the probability of spotting a rare occurrence

  • All mascots now have two jumpscare animations



3 comments

Loading...

Next up

I was working on installing drop down menus and I get an error on some old code for "REMOVE THIS CODE ONCE DROP DOWN MENUS ARE CREATED."

Thanks, past me.

Working on the better camera shader.

Full lens, CCD, and transmission emulation.

Newest draft of composite video shader fixes color issues (caused by different versions of GLSL clamping values differently) and uses real sampled CCD sensor thermal noise. See for yourself!

It just keeps getting better and better.

QOL features are harder to design than actual gameplay stuff. Been working on configuration and settings in SP all summer. Mind you actually porting the main gameplay stuff from Clickteam only took 30 days.

First stable version of new multi pass shader ported. Paired it with a lower resolution and era-appropriate aspect ratio for vibes. (and to make sure the shaders scale properly)

Also shows off some of the enhanced entry area.

Localization efforts have been expanded to more areas of the game. Instead of just important buttons and labels on menus, I am now having as many elements as I can translated.

Literal bug-turned-feature. I am gonna make this happen if you try to move the window while there's no camera feed.

Game.