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That makes sense! If you can you should sell a physical cart, but you could keep the file free for those with a flash cart. With that aside, I'm very happy at how you were able to add the calls with audio, unlike other projects. Also isn't foxy supposed to come out on night 2? because he killed me on night 1 (just stating this in case you want to keep the game accurate). Also is this a multi person project? I hope you can remake FNAF 2 as well. Otherwise, you should make the project open source for people who want to.

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As of now, I'm the only developer on the main version of the game, though I do have a translator working with me for the upcoming Spanish translation.

A night 1 Foxy jumpscare is rare, but possible, since his AI is activated halfway through the night.  He probably got a lucky (or unlucky, depending on how you look at it...) set of movement opportunities.

Currently, there are no plans to demake any of the sequels, but I do have some future, non-GB/non-FNaF projects in mind.

Ok! sounds good. How did you make the audio file a sample? I've been wanting to see what i can do with it. Thanks for talking!

GB Studio has built-in support for .wav files under 3.5 seconds long, so I split each phone call into a series of compressed 3.5-second audio files via Audacity, then have them play in order using an otherwise empty music track that makes script calls every 3.5 seconds.

Hope that helps!

Yes that does but I'm building games in GBDK for more flexibility. ill have to see if there's any way to do it in there. Keep up the good work!