If you want a hotfix that actually preloads the sounds, place a new line of code with the block under the ‘never’ command, and manually put in every “sfx_teddi” that similarly ends with an integer past 0. This will preload those specific sounds while never having them randomly play or literally just get removed from the clickteam interface when you run it in the editor. Now when a trigger for a ‘random’ sound effect is suppose to generate, you could do the condition “sfx_teddi_moveLaugh” + RRandom(1, 10) for when a sound plays and it should work and simplify everything
Swacker441
Recent community posts
https://youtu.be/Gvy2ERRjto0?si=2vFGeJ2dmA0KQImI
togetherrrr.. we make; the guard-fuckers
there is no trojan sitting there you paranoid ass motherfucker i have worked in the very engine this game is created in and I can confirm It CANNOT produce admin-breaching malware. Clickteam fusion’s outdated compiling method of forcing everything into a compressed exe alongside its habit of checking your mouse position since it is a point & click engine by heart triggers many anti-virus flags and false positives. Do you think a malware scam would have dozens of people backing it up with actual money and shit to their name? Because if it WAS a virus; it would’ve been damn well busted by now
it literally cannot be fixed lol, just about any line of code that is related to a point and click action will be detected as a virus because it’ll give fusion the OK to constantly check for parameters like your mouse position, if it’s being clicked & where it’s being clicked at, triggering multiple auto-security measures in any anti-virus
It is a 2D engine issue from what limited knowledge I know regarding anything outside clickteam (gamemaker and some others have the same problem i think?)
thanks for being like the only other person to criticize this game, same shit all happened to me.
I assume you’re going off the old 0.1.0 demo as this comment is old and yeah the old code is absolute unoptimized dogshit Though as a former clickteam coder I’d like to correct you on one thing; the ai system is the exact same as the original fnaf 1 ai system, it being able to go up to 21 ai only means that the chance to move is 100% at 21 ai instead of 100% at 20 ai, there’s nothing different that complicates anything besides the cap and even lower chance to move at lower ai’s. it’s just the exact same system with a different visual maximum number, a coat of paint if you will. There IS a system and way to make an ai system that fluctuates beyond 20 but it isn’t used in this game nor is it not easily breakable.
Also the term of you might be thinking of is ‘scope creep’ when you say they’re biting off more then you can chew and I personally think your absolutely right. It Infact inspired my first rant/comment on this game-page (which was a lot more..pessimistic before I edited it lol)
okay now bye
I don’t want to be mean but looking at all the states of development this game has gone through it’s very bordering on dev hell tbh. switching engines mid-development is NEVER a good sign in game development experience and the scope is probably too big to fit on clickteam in the first place seeing all the planned features and what-not, not even mentioning the plethora of other things that are probably slowing this project down…
I wish to be unrealistic to think this comes out too but a lot of decisions here seem stemmed from inexperience and brute-forcing a game to come out. I DO hope my opinions aren’t true about this game being halted to a crawl in dev hell since it is a very fresh nsfw take on the fnaf genre, but that’s rlly just what it seems like :(

