Game
Five Nights at Candy's 2 (Official)
8 years ago

Seriously, calm down guys


The comments section has quickly turned into numerous flame-wars, which is bad.
Next time you see a comment that either states a negative opinion about the game and/or directly insults me, the fanbase, or the game, just don’t reply, unless you want to friendly argue with the person, but if you want to fight fire with fire, just ignore it.


The most popular topic is a rumor that I took the FNAF 1 .MFA file and modified it to make FNAC, and this is not true.

I wish I had recorded it, but I didn’t. The two .MFA’s do look really similar on the surface, with the 3 colored bars on the left and right of the frame (which control the mouse-scrolling speed), and the down-arrow-bar for the camera panel, and all the counters around the frame.

But the truth is that I at first looked at the FNAF 1 .MFA file to see how FNAF and Clickteam worked, then I tried to replicate the bases of FNAF that would be similar in FNAC, these were the scrolling, the viewing counter system, and the system that determines where an animatronic is.

  • The scrolling is controlled by the mouse, and 6 bars (3 to the left and right). If the mouse is over the 3rd bar from the left, then the frame will scroll to the left at a speed of about 2 pixels per frame, if the mouse is over the 2nd bar from the left, the speed will be increased by 6 pixels per frame (total 8 pixels per frame), and if the mouse is over the 1st bar from the left, then the speed will be maxed out to 17 frames per pixel.
    This is done in the same way in FNAF (although with different speeds), and at the time I thought that was the only/most efficient way to do it.

  • The viewing counter system is basically a counter object which holds a number.
    When the counter is at 0, it means you aren’t viewing any cameras, if the counter is at 1, then you’re viewing Cam-01, and 2 is for Cam-02, etc.
    I also thought this was the only/most efficient way of structuring the camera system.

  • The system that determines where an animatronic is is basically just the concept of making an animatronic into a little square, which is invisible during gameplay. The little square will then move over to different cameras and then the game checks to see if the square (animatronic) is overlapping a certain camera, the other squares (animatronics) also check this to make sure that the camera they want to go to isn’t occupied by another square (animatronic).
    And you guessed it, I thought this was the most/only efficient way to check for the animatronics’ positions.

These are the only things I borrowed from the original FNAF game, and I made it all from the ground in the original FNAC .MFA, nothing was literally copied. Of course I also changed these 3 things a bit to be more systematic and to fit with my game.

The rest however, I designed myself.

The menus, the animatronic AI, the doors, the nightvision, all of that stuff I designed myself. Seriously, the doors and menus aren’t that perplexing.

“But Emil, how did you make the entire game in only 3 months? I even heard that you did the programming in a single month!”
And I did. But remember, I’m not some newbie game developer with little experience in programming and structuring.

I am taking a degree in programming, and I have been programming in the past 5-6 years of my life in all kinds of languages (Java, JavaScript, C++, C#, etc.). When I went into Clickteam, all I didn’t know was what Clickteam was capable of, and now I actually know it.

I know it so well in fact, that FNAC 2 will run completely differently and more efficiently than FNAF.

The entire structure of FNAC 2 is being developed by me, and me alone, nothing is borrowed, nothing is copied, and if you find anything that is similar to anything in the FNAF games, then that’s the only efficient way to do that thing, and is therefore not copied, because that would be like saying “Skyrim stole gravity from Super Mario Bros”.

And FNAC 2 will not play like FNAF 2. To reassure you of this I’m going to list a bunch of mechanics that won’t be in FNAC 2.

  • A mask (FNAF 2)

  • A flashlight (FNAF 2)

  • Turning off the lights

  • Hiding under the desk / Hiding anywhere

  • Running-foxy / punching-blank (FNAF 1)

  • Music-box / Any form of charging/keeping something charged (FNAF 2)

  • Entrances to the left and right (doors or vents) (FNAF 2)

  • Door-closing / vent-closing (FNAF 1)

  • Door-lights / vent-lights (FNAF 2)


The second popular topic is the teasers. A lot of people are saying the teasers are unoriginal and bad because they resemble some of the original FNAF teasers, like the first Fredbear teaser.

I want to say that when I made the Candy and Cindy teasers I didn’t really want to reveal their faces, so I showed a part of their torso instead to reveal that these are completely different models than from FNAC, I didn’t really think much about the posture or camera-angles, let alone the ressemblance to the FNAF 4 Fredbear teaser.

And then the latest teaser, that shows Candy’s face with the number 2 in the corner.
If you have noticed the icon for the FNAC game, you can see it actually resembles the icon for the first FNAF game. I actually intended this as a joke about how Candy’s Burgers & Fries is a rival to Freddy Fazbear’s Pizza, and I thought the joke could be extended by making the FNAC 2 game icon look similar to the FNAF 2 game icon too.

But from now on I will make an extra effort to not have my teasers look that much like the FNAF teasers.

I hope that puts it to rest.

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