Note: From my limited testing I'm unsure if the performance has been improved or actually worsen so treat this build as more of a test build until I get feedback.
This isn't a major code overhaul or anything like that. I had some free time so I decided to do some minimal tweaks to make the game as is a bit less unplayable. This game runs on scratch tape and all I've done is add some more of it. Do not expect fixes of sprites that are too shitty, the awful texts or the countless unpolished behaviours. Since my plans for a recoded version of this game won't come to fruition, and I am moving on from FNaF, I wanted to address some of the edge cases in the original version of this game before I leave. Don't too excited lol.
Version 1.0.2 Change Log:
PERFORMANCE:
- The game has been exported with the newest version of Clickteam Fusion
- The game now uses Direct3D 11
- Some of the cameras which were different objects have been merged into one
- Removed the unintentionally copied over FNaC sprites within the camera crack sprite (both of them...)
- Reduced the number of Always events
- Limited some data reading events
- Converted nearly all counter objects into alterable values
BUG FIXES:
- BonBon Boy's jumpscare no longer soft locks the game and is now also affected by the Totem of Undying
- BonBon Boy's jumpscare can no longer occur while the door light is turned on
- The camera signal now only interrupts when an animatronic actually moves within your view rather than every time any of the AIs add to any of the movement counters
- Chica can no longer enter the room if the vent light is on
- Chica no longer displays at the vent light after having entered the room
- Chica can no longer enter the room during the vent door's close and open animations
- Camera 1's button is now selected at the beginning of the night
- Golden Freddy will now also be affected by the mask flip up animation in the event that you flip up the mask too quickly for the game to recognize that Golden Freddy should have been gone
- Golden Freddy is no longer able to jumpscare if any of the mask visuals are on screen
- You can no longer flip up the mask during the flip down animation
- Golden Freddy's required time to jumpscare has been changed from 2 to 3 seconds due to the imperfect way timers work which randomly caused the jumpscare to occur much quicker
GAMEPLAY TWEAKS:
- Controlled shock power consumption has been changed from Random 8% to 2 + Random 4% and no longer decreases when you upgrade the Bonnie plushie
MISC:
- Added a toggle between Windowed Mode and Fullscreen (it doesn't save; the game launches in windowed mode by default)
- Switched the version numbering model to my modern one
- Added Scott Cawthon to the credits text
- The Warning Screen can now be skipped by clicking or pressing any key
- Ported office scrolling code from TRTF Recoded
- Roughly put a thing that makes the camera and mask buttons not activate if your mouse returns from below the screen in windowed mode
- You can now press control to exit the Endless Nights tutorial screen
Note: The code of the extra menu screen is so broken that I literally can't fix the button position misalignment issues. And don't even think about toggleable plushies LOL.
- Good day and have fun :D
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