Game
Five Nights at Freddy's - Septalogy Fusion
1 year ago

Well I clearly see that my DeltaTime sucks so I'm implementing new one in Beta 1.0.

I'll fix bug where playing under 11 FPS is impossible.

This version is more revolutionary than Alpha 1.3 for some reason :P

Read more about game's bugs if you want:


10F bug:

10 FPS bug is caused by DeltaTime getting too high to point where camera flip instantly which breaks everything.

Old formula for DeltaTime:

100/Current FPS

Camera's & mask's frame are equal 10 so...

100/10 is equal 10 and adds this value causes cams, mask, vent, doors to break.

Vents and doors are working familiar with difference in frames.

Which means that vents can break faster DeltaTime value must be equal 6 so they're breaking around 17 FPS.


Ennard ∞ angro bug:

Technically not infinite angro but 0 angro which means movement every 0 frames.

Ennard starts with angro 10000 which translates to 10s move time.

Every 43 milliseconds if I remember correctly move time loses 1 millisecond from move time.

At 5 AM max angro is 2000 which is every 2s to make another movement.

However I forgot to add angro reset which simply means that when you play again Ennard's agro will be exactly 2000 at the start of the night.

To fix it just I have to reset Ennard's MT.


♾️ Power:

I didn't add power outage to the game and you can close doors without worry they'll open.

However I fixed it in Beta 1.0.


Withered Bonnie kill time:

W.Barney has a little bit broken kill time.

It's not because something broke or DeltaTime fucked up values.

It's just my coding.

Killing of W.Bonnie work simple when he's in the office and mask isn't not put on he'll add 1 to his kill value once kill timer is greater or equal 2 (I think) and then he triggers jumpscare.

Entire bug is just if you put on mask for 3 or 4 seconds you can put it off while blackout phase is on to save 2/1s on other stuff.

Simply to fix a bug I can do that when W.Bonnie is in office when mask isn't put on when he leaves he jumpscares you.


Beta 1.0 bugs:

Previously I talked about older bugs but now I'll talk about bugs that you'll never see!


Springtrap double camera termination S.D.C.T:

For some reason Springtrap is able to terminate cameras in two places even tho he's not there.

I don't know what's causing this but probably it will be fixed once when I add ventilation system.

Btw I'll add a little bonus info about his AI!

On lower AI he'll randomly roam around anywhere he can go from 5 to 8 with no bigger logic.

However on higher AI he'll have similarly to FFPS set path.

For example:

Springtrap is on cam 8 and he has high AI so to go to cam 9 he's 25% to go to cam 5 he's 50% or 75% (I'm thinking still), to go to cam 7 he's 50%.

Another example with cam 2:

He has (he's) 25% to go to cam 4, 50% to go to cam 3, 25% to go to cam 5 and 75% to go to the window.


Slider getting out of the screen's wievport:

When you scroll in custom night menu (by using middle mouse)

(Yes, I added a new scrollbar that fits the screen)

Slider can go out of the frame cuz boundaries are set only on edges of the frame not the screen so slider can get out of the screen.

To fix that I can place two objects that don't follow the frame but they follow the screen.

Which will be used as boundaries.


Animatronic don't registering its position:

That's actually bug from older versions not beta but who cares.

Remember when I said that Freddy won't be added because it's broken and that was the reason why he wasn't added.

Freddy was registering his position only when camera was up not when was down which caused a lot of issues.

That includes that he wasn't able to move when cameras were down.

At first I thought that was Clickteam's bug however when I was programming Ennard I noticed that he can't move too.

So I inspected camera's code and I saw that camera buttons were scalled to 0 when monitor was down because who needs have them on full size when you don't even see them?

If cam button's size was 0 and animatronic's movement was determined by a collision it would break everything.

(For example when Freddy got movement opportunity when he's colliding with cam 1A he'll go to cam 1B)

To solve this problem I scalled up cam buttons.

Really that's it.


Thanks for reading how big mess is or was Septalogy Fusion.

Btw I was doing this post in Wednesday so it's not counting as THURSDAY+++!



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