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Besides a small insta-kill glitch when starting the night again after losing a life and luring animatronics with the Audio Lure, the movement is implemented.
It was a lot easier than I made it out to be in my head...
(They'll be a lot slower in-game)
LCD FNaF - The official low-budget Trailer
Play here
>>gamejolt.com/games/LCD-FNaF/1001601<<
(Not affiliated with Scott Cawthon)
V1.1.5 Changelog
- Made the mouse visible when on screen
I made a take on the FNaF 1 animatronics for a fangame I'm considering making, and thought I'd share them for fun.
I call them the 'Recalled' animatronics (except Golden Freddy who I call 'Rotted Freddy')
Something I forgot to show yesterday is the different background for Custom Shift
I made the background a more burnt colour inspired by the pizzeria burning down in the canon ending of FNaF 6
Got the vent lights working! You can't use both at the same time (since in the og FNaF 6 you can't either)
I was going to add a flicker effect, but I didn't like how it looked so I ditched the idea.
Also I'll quickly address mobile controls in the article
"This is where their story ends"
LCD FNaF 6 now in development. Link below
V1.1.4 Changelog
- Added an option to switch between 6 or 9 minute nights after some feedback
(The animatronics will also move a bit quicker on 6 minute nights besides Freddy who I kept the same because of his shorter 3 second timer)
Coding progress so far - a basic menu that will be fixed later and custom night settings
(I was a bit slowed down today fixing more stuff in LCD FNaF 1)
V1.0.4 Changelog
- Hotfix for a major visual bug where you could drag objects around











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