for the desktop version where is the location of the save file and is it editable?
Blonder Studios
Creator of
Recent community posts
"-This may be a small thing for others but terms of animating, I personally love wind-down animations. "
yeah i actually added a subtle winddown for the arial fists animations and it looks way more natural like that, especially when im not using a juggle system but instead setting the movement mode to flying so until the time it takes to cancel the arial movement the winddown for the fists happens and it looks pretty good, later i will also add more winddowns for other animations as well
i've also seen this done in the sword animation pack by 9CG which i bought and used on a side project of mine (a FNAF hack and slash... weird i know), so yeah when its time to polish my game i will certainly do it its very good
"-Camera is important, depending on the type of feel you want in your game. If you want it to be actiony and up close and personal, you need your camera to move a lot. That means things like camera lag where the camera is a bit slow to follow the character"
i've already done that, i've also added camera rotation lag so it would feel more like a hack & slash game
and thx for the advice some solid advice
huh interesting, so i was checking out build 1.0 and it looks like a playground with assets laid around but honestly its kinda fun
also do you have any tips for me im also making a fast paced Hack & Slash game and im not using any marketplace assets and all im doing everything by myself and thats for animating and VFX and so i do wanna focus on gameplay first before polishing the VFX and animations, do you got any tips for me on that front? like i have been struggling with finding the right flipbook textures for particles and stuff like that, and as for animations i figured out that randomizing the keyframes a bit (im literally keyframing inside Unreal, not doing it in blender or any other animating software) can make an animation look wayy better and feel way more realistic
do you got some more tips for me on the polishing side of things?
NICE!!! i always wanted to make PS2-like games cuz i love PS2 graphics, although i do wanna make my own engine with C++ and OpenGL, this is a good start to get a taste of the graphics
btw i've been experimenting with OpenGL and i wanted to make a game engine without editor and i wanted to add model importing using assimp but for the love of me i couldn't get it to link with my project, do you have any advice to help me or maybe a suggestion for a different library for model importing?
nice, what libraries did you use for collision, and also model importing? i have been experimenting with OpenGL and i also wanna make a game engine, and i looked up learnopengl.com for the model importing but for the love of me i can't link the goddamn ASSimp library to my project i always get some compiler errors
also is it like a game engine with an editor or no editor and its all code, and like you add some ImGUI GUI for debugging and then remove it later?
if any1 wants to see updates on this project or my other projects follow me on twitter (or X as they like to call it) https://twitter.com/ShnitzelsEver
nah i doubt it, the author isn't the same at all, might be one of the devs in the team decided to make a seperate game on his own, that might be it, tho Fap Nigts at Frennie's is made by "Fatal Fire Studio" which i guess are more than one person, they even have credited whoever made the character designs which further proves that Fap Nights is made by a team and not a single person like me or anything
which might suggests that either someone from the team decided to work on a seperate project, or this is some random dude who extracted the models from Faps (cuz Faps is made in Unity and like Unreal i assume Unity games' Assets can also be extracted from the game) and used it for the renders (cuz this game is also made in gamemaker, a 2D game engine, not a 3D one like Unreal Engine)