10 hours ago

Once-in-a-blue-moon update for Five nights at Sonic's 2:


this game has been on a hiatus for like months due to personal things, but when i came back to it, almost the entire code for the game was really outdated and the gameplay didnt really came out as good as i thought back when i first made it. so instead of making a 5th build, i decided to delete every single block in the "office" and "enemies" sprites and recode the entire gameplay section.

Renzo's Trinocturnal was mainly a practice game where i experiment new coding methods like making the hall clone also work as the camera background instead of 2 separate clones (which also enabled doing the same to most clones in the enemies sprite), it was easier to make that game because i didnt have to worry too much about the graphics or making the game look "good", but for FNAS 2 it was a completely different story.

while not as laggy as the models in my usual artstyle, the amount of unbitmapped assets mess with the game's performance, which is why i made a backup for the recode so i can delete unnecesary costumes and i would just grab one from the original project if i wanted to animate something (which technically means this is build #5...#mrpotentialmanthing)

I am currently planning to release the first 3 builds of FNAS 2 sometime as compensation for how long this is taking (though i doubt the third one is even able to load properly, im talking +10K blocks! what the hell was i thinking?!)

so yeah, that would be it for this post, dont expect a lot of updates (at least until i got enough progress).

thank you for your time and take care!

image-gskc8jxb.png


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