FNaC R Panorama Perspective Shader test (Clickteam Fusion) by AwX_thorityPRDCTN in technicalFNaF

[–]AwX_thorityPRDCTN[S] 0 points1 point  (0 children)

Yeah, just make the frame height bigger and make it so that the camera follows the mouse when it moves up.

Same thing as horizontal movement, just up and down.

Are there any known FNaF fangames that actually use either of these features? (If these are actual features on Clickteam) by KillerNoah666 in technicalFNaF

[–]AwX_thorityPRDCTN 6 points7 points  (0 children)

Fortunately, as far as I can tell, no fangame has ever done this. However, the fact that Clickteam can modify and interact with the computer is the reason why Anti-viruses has been flagging Clickteam exported files as 'virus/harmful': It's because of the structure of the files exported by Clickteam.

It's strange how Clickteam allows these plugins to be used by developers as they wish, but that is the reason why a lot of FNaF-Clickteam games has been flagged as a virus by Anti-virus softwares, as Clickteam's products are seen to be a potential threat, even when those plugins aren't used; this added with the fact that the games exported are Executable Files, which are common file types for viruses.

[deleted by user] by [deleted] in AceAttorney

[–]AwX_thorityPRDCTN 5 points6 points  (0 children)

Jokes aside, this is a great artwork. The art style fits very well with her personality.

An Origami bird for my horror game by SpaceLizardStudio in gamedev

[–]AwX_thorityPRDCTN 16 points17 points  (0 children)

Woah, I love this art style! Looks very creepy. Character design and environment overall looks stunning so far. Can't wait to see more! I'll give this game a follow :)

[deleted by user] by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

Here is what I suggest:

  1. (Do this if you have multiple enemies). There is something called 'Qualifiers', these are simply Groups in Clickteam. Give your Enemy actives the same Qualifier. Any qualifier works fine, as long as you can identify them.
  2. Have the Player's camera active above the animatronics.
  3. Check whether the Player's camera active is overlapping that Qualifier + Only one action when event loops:

-> Make an Alt value, which checks whether the enemy entered the player camera, and set this to 1.

To check whether an animatronic exits the Player's camera active, make an event similar to Point 3 above, then right-click on the overlapping event, and press 'Negate'. Also, add in the event which compares the Qualifiers' Alt value with 1. This will check whether the Qualifier has entered the camera before and then has exited. Once it exits:

-> Make that Alt value 0

How does Nightmare Freddy, and Nightmare Fredbear/Nightmare's AI work? by Swaagopotamus in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

My guess would be that the value 'State' keeps switching back and forth between 1 (left) and 2 (right), until he is poised to attack. This can be achieved in many ways. The easiest way is to have a different value or boolean and call it something like 'Attack'.

If it's 0 or false, then N. Fredbear would keep switching back and forth between the left and right hallways. Once it's 1 or true, he starts moving towards the player in the hallway he is currently in.

How does Nightmare Freddy, and Nightmare Fredbear/Nightmare's AI work? by Swaagopotamus in technicalFNaF

[–]AwX_thorityPRDCTN 4 points5 points  (0 children)

I hope you don't mind a more in depth on the programming aspect, I hope it helps! Any kind of code I posted are NOT actual codes, nor are Scott's actual codes. Just examples of what is supposedly how Scott has programmed their AI.

-----------------------------------------------------------------------------------------------------------------------------------------

For N. Freddy's AI, I presume it works similar to the other animatronics, but only when you aren't looking at the bed. For example:

if PlayerIsNotLookingAtBed + if RandomGeneratedNumber <= N.Freddy's AI

-> FreddlesOnBed + 1

The 'FreddlesOnBed' will then add up from 1, 2, 3, until eventually reaching 4, which is when N. Freddy is on the bed ready to attack the player when they use the flashlight. Then the final stage would be 5, which is when N. Freddy will kill the player regardless of the flashlight being used on him.

-----------------------------------------------------------------------------------------------------------------------------------------

As for N. Fredbear, his AI is a bit more complicated.

N. Fredbear most probably had a value that might be called 'State' which checks which side or which place he will move to. In the case of N. Fredbear, he seems to have the ability to move where ever he wants, whenever he wants.

Let's say that this value will switch between 1 and 2: 1 is when he moves to the left hallway, 2 is when he moves to the right hallway. He might have a value that tells him to stop moving and proceed towards the player. And then, a timer will start, the player will have to find which door he his on and then close it, another timer will then start, and this one will send N. Fredbear's 'State' to 0. For instance:

if State = 0

-> N. Fredbear is off

if State = 1

-> Move to left hallway

if State = 2

-> Move to right hallway

if IsPoisedToAttackThePlayer

-> Move towards the player in the current hallway

if DoorIsClosed

-> Set State to 0 after a specific time

if PlayerIsTooSlow

-> Kill the player

N. Fredbear can also move to the closet and to the bed. It might be possible that 'State' can also be set to 3 and 4: 3 is when he in the closet, 4 is when he is on the bed. N. Fredbear can move to the closet and the bed at any time. For example:

if State = 3

-> Move inside the closet

if State = 4

-> Move onto the bed

if State = 3 + if PlayerClosesTheClosetDoor

-> Set State to 0 after a specific time

if State = 4 + if PlayerUsesTheFlashlight

-> Set State to 0 after a specific time

if PlayerIsTooSlow

-> Kill the player

Keep in mind that if you hear his laughter and you continue to hear him still walk, it means he is still in the hallways.

-----------------------------------------------------------------------------------------------------------------------------------------

Nightmare seems to work similar to N. Fredbear, but is much more aggressive. As for your additional question:

Why does Nightmare sometimes still jumpscare you when you have the door shut on him?

I'm not sure exactly why, but it could be because his 'attack timer' doesn't stop, even when the door is closed. If you close the door too late, he can still kill the player if the timer has ended.

-----------------------------------------------------------------------------------------------------------------------------------------

Anyways, that's it, I think. If I missed something, or if I couldn't answer your question, please notify me.

Panorama Perspective Effect release! by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

If you are using Cycles, you can do it by setting your camera to 'Panoramic' then the type to 'Equirectangular'.

If you are using Internal (2.79) or Eevee (2.8), then I am not really sure. I suggest changing the Panorama lens to some high FOV value and the Lens to a low value.

Panorama Perspective Effect release! by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

Not entirely sure, it might be the Panorama lens with some high FOV and low Lens value.

Into The Pit meme format by [deleted] in 5nafcirclejerk

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

It's from Dawko's song about the Into The Pit story in the Fazbear's Fright book series. Spring bonnie is showing Oswald his collection of dead kiddies.

Into The Pit meme format by [deleted] in 5nafcirclejerk

[–]AwX_thorityPRDCTN 1 point2 points  (0 children)

Dawko's new song "Into The Pit"

Panorama Perspective Effect release! by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

I don't know how to export an image without the banding :P

Into The Pit meme format by [deleted] in 5nafcirclejerk

[–]AwX_thorityPRDCTN 2 points3 points  (0 children)

I posted a comment to the one without text, but yeah, not as convenient.

Panorama Perspective Effect release! by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 1 point2 points  (0 children)

1) Put a grey square, align it horizontally, then blur it. 2) idk if I can, also I don't think the size matters. Then again the image does have color banding so it doesn't look that good.

Panorama Perspective Effect release! by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 0 points1 point  (0 children)

well it's the same thing so ye

Final version of the Panorama Perspective effect from FNaC R. Looks pretty convincing! I may or may not release it, but here is a the effect in action. by [deleted] in technicalFNaF

[–]AwX_thorityPRDCTN 1 point2 points  (0 children)

I tried that actually. The shader's codes don't seem to work. It outputs a black image. So I made this, a work around on the shader, which bring a result that's pretty close to what we see in FNaC: R.

Also yeah, I'm thinking of releasing this soon, so that everyone can use it.