[RELEASED] Five Nights at Freddy's
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: Five Nights at Freddy's
Release 10/31.
-
- Posts: 676
- Joined: Wed Apr 03, 2013 11:36 am
- Location: Elsewhere.
Re: Five Nights at Freddy's
I am eagerly awaiting the finished product. Curious to see how the final map and mechanics will turn out. Will this be playable by 1-2 players, or does it really need at least 3-4 to be survivable?
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: Five Nights at Freddy's
It's up to 4 players supported. It is incredibly hard doing it by yourself than with people.
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: Five Nights at Freddy's
Released. Updates to come soon. Happy Halloween everyone!
-
- Posts: 378
- Joined: Wed Mar 12, 2014 11:13 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Russian Federation, Krasnoyarsk
Re: [RELEASED] Five Nights at Freddy's
Sorry for my stupid eyes, but if its released, where the download link?
-
-
- Posts: 1387
- Joined: Mon Jun 28, 2004 4:00 pm
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: [RELEASED] Five Nights at Freddy's
Thank you wolfman, I'll update the first page.
Also here's a link to the last GZDoom version I know works with the mod. 2.1 doesn't seem to work well with it. Earlier versions
of 1.9 don't support the BRIGHTMAP on models.
http://devbuilds.drdteam.org/gzdoom/gzd ... 60ff6c5.7z
So far I havent received much feedback. It'd be nice for the next update coming soon.
Anything from stories to suggestions. We've had interesting things happen, I'm curious to what everyone
else has gone through.
AN ACTUAL SPOILER
Also here's a link to the last GZDoom version I know works with the mod. 2.1 doesn't seem to work well with it. Earlier versions
of 1.9 don't support the BRIGHTMAP on models.
http://devbuilds.drdteam.org/gzdoom/gzd ... 60ff6c5.7z
So far I havent received much feedback. It'd be nice for the next update coming soon.
Anything from stories to suggestions. We've had interesting things happen, I'm curious to what everyone
else has gone through.
AN ACTUAL SPOILER
Spoiler:
-
- Posts: 36
- Joined: Thu Nov 21, 2013 5:58 pm
Re: [RELEASED] Five Nights at Freddy's
darn someone already beat me to it
I was thinking of creating a spoof called
FIVE NIGHTS AT PHOBOS
has a nice ring to it dont you agree
anyway nice project
I was thinking of creating a spoof called
FIVE NIGHTS AT PHOBOS
has a nice ring to it dont you agree
anyway nice project
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: [RELEASED] Five Nights at Freddy's
Update incoming. Please prepare yourselves!
(copied from readme)
*---version 1.1---*
Support for up to 8 Players now!(However, if the game detects 5 or
more players ingame, all animatronic speeds are increased.)
Single player check to prevent crashes.(As in players are frozen unless they properly run the mod)
Fixed Chica ambience(partially?).
Golden Freddy.
More rare events.
Fixed Freddy Locker issue.
Foxy has been slowed down but aggros more often.
Power gauge has been added.
Key spawns checked and fixed.
Agent Smith added, can change suit colors.
Minor bug fixes.
Minor level adjustments.
Improvements to fog and rain lag.
--------------------
(copied from readme)
*---version 1.1---*
Support for up to 8 Players now!(However, if the game detects 5 or
more players ingame, all animatronic speeds are increased.)
Single player check to prevent crashes.(As in players are frozen unless they properly run the mod)
Fixed Chica ambience(partially?).
Golden Freddy.
More rare events.
Fixed Freddy Locker issue.
Foxy has been slowed down but aggros more often.
Power gauge has been added.
Key spawns checked and fixed.
Agent Smith added, can change suit colors.
Minor bug fixes.
Minor level adjustments.
Improvements to fog and rain lag.
--------------------
-
- Posts: 6
- Joined: Wed Jan 14, 2015 6:48 pm
Re: [RELEASED] Five Nights at Freddy's
Played a bit of it and I quite like it. I'm of the opinion that this sort of gameplay with its online compatibility makes it more worth playing than the original Fred game. I see on your youtube channel you seem to already be in the process of making the second one in Doom? I'm looking forward to it. I also have some suggestions. I don't know if I somehow missed it, but Pirate Cove is missing, is it not? It'd be nice to see it somewhere. Second, I don't know if that chase music is a good idea. If you turn on the light and run around in the room, you can get it going, then it'll cut off, and it sounds... I'm not sure how to describe it. If there were less abrupt changes, or it only went on when they could get to you, that might be nicer. Another change I'd suggest is if possible, implementing additional camera views.
I still don't quite understand how the door energy system works. It seems you can close them whenever you want, and keep them closed as long as you want until the time comes when they're scripted to open.
Addendum; Foxy's music is ridiculously embarrassingly goofy. I doubt you'll change it, but just saying. Foxy would be better without music if this is what he gets. You need to work on this. If you're trying to make it scary, music and atmosphere is extremely important. Putting in an unfitting bad action movie song knocks people out of the experience.
I still don't quite understand how the door energy system works. It seems you can close them whenever you want, and keep them closed as long as you want until the time comes when they're scripted to open.
Addendum; Foxy's music is ridiculously embarrassingly goofy. I doubt you'll change it, but just saying. Foxy would be better without music if this is what he gets. You need to work on this. If you're trying to make it scary, music and atmosphere is extremely important. Putting in an unfitting bad action movie song knocks people out of the experience.
-
- Posts: 154
- Joined: Mon Aug 02, 2010 11:10 am
Re: [RELEASED] Five Nights at Freddy's
Yes FNAF2 is in development. Pirate cove I actually never tried putting the model for it in the game. Yes you can close the doors whenever you want, however it drains your power. You cannot see your total power,and you have less each night. If the power goes out, all hell breaks loose.BonnieGoody wrote:Played a bit of it and I quite like it. I'm of the opinion that this sort of gameplay with its online compatibility makes it more worth playing than the original Fred game. I see on your youtube channel you seem to already be in the process of making the second one in Doom? I'm looking forward to it. I also have some suggestions. I don't know if I somehow missed it, but Pirate Cove is missing, is it not? It'd be nice to see it somewhere. Second, I don't know if that chase music is a good idea. If you turn on the light and run around in the room, you can get it going, then it'll cut off, and it sounds... I'm not sure how to describe it. If there were less abrupt changes, or it only went on when they could get to you, that might be nicer. Another change I'd suggest is if possible, implementing additional camera views.
I still don't quite understand how the door energy system works. It seems you can close them whenever you want, and keep them closed as long as you want until the time comes when they're scripted to open.
Addendum; Foxy's music is ridiculously embarrassingly goofy. I doubt you'll change it, but just saying. Foxy would be better without music if this is what he gets. You need to work on this. If you're trying to make it scary, music and atmosphere is extremely important. Putting in an unfitting bad action movie song knocks people out of the experience.
You might of triggered the Foxy EASTEREGG music. Rare chances that when foxy chases you a very unfitting song plays(out of a list of... like 5, lol) as a nod to the 'Foxy running down the hallway' meme.
-
- Posts: 7
- Joined: Thu Feb 12, 2015 12:00 pm
Re: [RELEASED] Five Nights at Freddy's
Cant open mine, gives me a fatal error
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [RELEASED] Five Nights at Freddy's
What is the specific error? What version of ZDoom (or GZDoom) are you running?Dpthefox wrote:Cant open mine, gives me a fatal error
-
- Posts: 7
- Joined: Thu Feb 12, 2015 12:00 pm
Re: [RELEASED] Five Nights at Freddy's
This is the error that gives me
You do not have the required permissions to view the files attached to this post.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [RELEASED] Five Nights at Freddy's
Do you have Doom installed?