Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Pudding's Bakery

347
Posts
1
Topics
14k
Followers
1
Following
A member registered Aug 28, 2022 · View creator page →

Creator of

Recent community posts

what's golden frenni?

who's frenni? 

i dont entirely know if that'll be possible but i will try

eventually there will be a mac version

list your gpu and cpu and ram

five nights at freeeeddyyyy's  fuuzzzboooob's

there's also an issue with AMD GPUs and OpenGL, which I plan to try fix with making a Vulkan version

catnip

Which version are you playing?

So it really isn’t much performance hit at all. None of my testers with older computers ran into any issues.

However

others had reported issues with the game crashing frequently, and it may just be a godot and old computer thing 

(for archival reasons, don't look at this >.>')

(1 edit)

Should Glazed and I make Five Nights at Fuzzboob's 2?

Upvote if Yes, Downvote if No

Ahh, this is intended behaviour.

GPU?

What's your specs?

Interesting! We have almost the same set up, with yours being the higher end one

(I rock an RTX 3060, R5 5600X, 16GB 3200MHZ DDR4)

I’ve noticed a lot of people with AMD graphics cards have had crashes, I’ve continued to look i to that.

Actually, that's not how it works.

Sprites specifically render the images. The source images do not change resolution when you change your game's resolution. The game still has to load the full image, and then visually make them smaller.

Of course, there are ways to go about this such as making multiple images at different resolutions, but this bloats the file size to be incredibly large and would be a difficult system to set up.

Nice suggestion. However, the way I set up the game meant there is little to no activity outside of what you can see.

The main performance issues is just the general rendering of the sprites. They are large, and whilst putting them into an even larger sprite atlas solved a lot of issues for some, the size may cause issues for others.

I’m trying to figure out a way to keep GPU draw calls low by batching the sprites, and now need to make the atlases smaller by maybe separation or making the assets smaller

Have you tried playing with Reduce Async Loading?

While it has been slow, development for Part 2 has been started.

However, the focus has been directed to making a final performance patch to the current version to help older devices load the assets better.

In addition to currently working on 4 other projects.

What's your full specs?

I'll be working on a hotfix soon to help some devices load the scenes.

Unfortunately this is a hardware & Godot issue

Which version did you play? And on what device?

I'm planning to work on a hot-fix for part 1 to assist with lower end devices.
It wont fix for all devices, but it should help more.

I tend to give out updates whenever there is need for. If you follow, you’ll probably see when i leave a devlog :o

Respectfully, change your attitude.
Some women have dicks.

:D

You're right on that. Before I do that, I found out that it can be dangerous to release the game with the PCK unencrypted.

As this can lead to people putting their own scripts into the PCK file and sharing it which is not good.

I still plan on releasing the version with the PCK file not in the .exe eventually, but only when I know it's safe.

The best way to imagine it is if this game was played similar to a power point presentation.

And thanks for the kind words! I’m always down to talk about these things!

🙏

🙏

If you are experiencing crashing because you’re editing memory addresses of the code, i genuinely do not know what to say lol

The game saves on exit, which means on crashes like these it’s trying to save corrupt memory. 

The fix? Maybe not editing the memory addresses? 

i’m always open about talking about how things are going in terms of development and the issues I have faced. I just don’t want to be annoying towards those who were expecting new content, but get my thinkies instead 

oh gosh i’d rather delete the whole project than work on an 8K RTX version lol

true, in my case i’m the only one devving on it.

intercourse 

She behaves differently now. Her level is determined on how high the other animatronic’s levels are. 

So 4/off or 4/0 has the same effect as 0% chance of spawning. 

And while she will show up on the poster when she does spawn, she isn’t bound by it.

So for Godot importing, I initially didn’t think much of it as the information on the documentation is quite limited.

Looking through the Import options, there is a drop-down to choose what type the image should be. I believe there’s Texture2D, VRam Compressed, VRam Uncompressed, CompressedTexture2D, and Sprite Atlas.

Through trial and error, I figured out you can import multiple or singular textures as a ‘Sprite Atlas’ that allows you to save it as an Image.

I don’t think it is in the documentation because it will blast you with a ton of errors that’s easily fixed by relaunching the engine.

And then with your SpriteAtlas, you can import that as a compressed texture 2D, and choose how much lossy compression you want (I went with 90% uncompressed for virtually no visual difference, but smaller Ram footprint and faster load speeds.)

Sprite atlases also have the issue of not storing the sprites optimally, which leads to some images being larger than they should because they’re only placed vertically (which can be fixed by adding a very thin wide texture to it. However this causes an issue where you can’t then compress the image after the fact for some reason).


Annd apart for that info dump, if you would like to make games (and you’re a beginner coder) I honestly recommend looking into youtube tutorials to begin with. Not the fancy ones like “How to make an RPG Part 893” but more informative ones like how to move/transform an object left or right, how to use the animator, etc.

Learning the small parts and utilising them allows you to think and properly learn how to achieve a specific goal. 


In terms of asset management, I can’t speak for all engines but for Godot and Unity you should group assets like textures or images in atlases alongside similar textures. For example, in the Night Shift all the office textures go into one single sprite atlas, the UI goes into a sprite atlas. This reduces draw calls.

Draw calls are when the GPU needs to process an image. The CPU will request it from the ram per singular image. Why have 16 draw calls when you can put the textures into an atlas and have 1 draw call.


For asset creation, I recommend you design your assets to a target resolution. Something like 1080p. This doesn’t mean make your textures 1080p, it means to do the asset to scale on a 1080p canvas, so it can be dragged and dropped into your engine of choice.

Designing for a target resolution allows you to put the textures exactly where they should go, without needing to fiddle with the scale which would speed up development. It also prevents the game from looking like shit from down-resing or scaling up.


And thanks, I’ll be taking this short break as it’s currently just me working on part 2 now. Glazed has finished his art, i just need to do some writing for a voice actor, create assets for a few new scenes, create sounds.

Hope this is helpful! Sorry if I covered things you knew!

(4 edits)

I need to know more information before I can act on that.
For example, when did the crash occur, how can it be replicated, etc.

Otherwise, I can't fix issues that I don't know how they've happened.


Edit: These were the original comments deleted by this guy. they were asking me to fix a crashing issue they caused by trying to cheat.

Not only did they delete their message when i told them not to cheat, they reported my message. Clearly not understanding that handle the reports. lol

you can’t make this shit up lol

Unfortunately it’s down to hardware, godot struggled on some. If i could fix it, i really would.