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#nemisune
nemisunefinalmix · 1 year
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𝐍𝐨𝐰 𝐖𝐞'𝐯𝐞 𝐑𝐮𝐧 𝐎𝐮𝐭 𝐎𝐟 𝐓𝐢𝐦𝐞.
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blazehedgehog · 5 months
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If there was ever a Sonic fighting game what would you wanna see out of it?
There were already two!
I don't know if I'm clamoring for more. Like I said in my Frontiers review, Sonic doesn't feel like much of a melee fighter kind of guy and it's hard to envision him being the sort of dude who would beat up on his friends unless there was a really good reason.
The only solution would be if you went, like, Mortal Kombat vs. DC or Injustice or something and had an alternate universe where these characters were evil. But in Sonic's context, I'd imagine a "good dimension vs. evil dimension" game meaning half the roster taken up by what are effectively Sonic OCs.
But I'm fine not having another Sonic fighting game. It's not what I'm looking for right now. Smash Bros. is more than enough for me.
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nemisdevilishkitchen · 10 months
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Open Custom Night Devlog #1: After A Year, I’m Really Doing It This Time
Oh boy I have a lot I wanna say and rant about after working on this for such a long time. 
WHY AM I REMAKING UCN?
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Screenshot of the main scene of Open Custom Night as of writing.
I really dislike Clickteam Fusion 2.5. When I was a wee lad I saw FNaF and wanted to make my own video games. I was inspired! So I spent the next 4 years of my life learning it. Huge mistake. CTF2.5 isn’t built for really doing any sort of complex games that might require multiple global objects or things of that nature. It’s very very limited. Not only that but it’s like 300 dollars for the full edition. Like no man fuck that. I decided that in order to prevent other kids from wasting their time learning such a dumb engine that’s hard to pirate and unreasonably expensive, I would remake UCN for it to act as an open source fangame template.
BUILDING THE AI
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Scuffed photo showing Toy Bonnie in the office
So when I was first figuring out how to make AI for FNaF games, like back when I was on Clickteam, I came up with this: (rng.randi_range(2/(Global.animatronic), 4/(Global.animatronic)) And it works fine. Except... it doesn’t go from 1-20, it went from 0.01 to 0.20. I found later that this gave super wild results as some characters wouldn’t be able to move for upwards of 300 seconds on level 1 which is just downright silly. I then changed it to 0.11-0.30. As of now, it works just fine. I can change the range depending on the animatronic along with whatever specific calculations they may need.
This has a few implications. Whereas there is a small chance of animatronics failing movement opportunities repeatedly keeping them in place for long periods of time, this new AI calculation for some characters will guarantee that they will ALWAYS move within a specific time range.
MAKING ANIMATRONIC MECHANICS AND BEHAVIORS
Freddy was quite easy to get going as was Chica. A bit of a stumper for a moment was Toy Bonnie and Toy Chica. At first, I just had them go into your office until they reached a hard coordinate and if the mask wasn’t on in time, they would kill you. This movement was also scripted in the code itself. This worked but it was just a tad cumbersome. I decided to update this to have them move to a coordinate object that I could freely move around without needing to update the code to. But their movement would continue to be scripted. It wasn’t until recently I realized that I have animation tools in Godot which means that I can now animate this process!
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A look at Toy Bonnie’s keyframed animation along with his sprites are shown
I basically did the same for Toy Chica and the rest was history! BB and JJ are pretty unremarkable although they were both annoying to do as well. I also used these new animation tricks on them.
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Demon spawns getting ready to strike
Mangle wasn’t too bad to program- at first. She required a new system to be added, the vent snare system. To be fully frank, I’m not quite sure how the map was animated in UCN. Did he update position manually for each phase she moved in depending on the path? Maybe? I hope not. What I did is that I animated out his path with keyframes and then for each time his timer ran out, his phase was updated and that also updated what frame of the animation he was on.
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A look at the animation and Mangle’s code.
The main thing towards the end is that I wasn’t quite sure how to make it so Mangle knew which snare was active. I could’ve probably made some code about it but I wanted to try something a bit outside of the box. Mangle has raycasts attached to her. When those raycasts come into contact with an area collision shape, he’ll check if it’s specifically a snare or the “freedom” object. If it’s a snare, she’ll go back to the start and decide on what path he wants to take to get back to you. If she touches the freedom object, she’ll find herself in your office.
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“Just hangin’ out!”
Before I move to the next bit I want it to be clear that I wasted like 30 minutes to an hour on trying to fix a bug with Mangle’s vent animations not playing properly. The way that I set it up is that everytime their phase is updated, the animation player will seek a certain point in the animation that corresponds with this. Since the animation was set to 1FPS, that means that phase 1 will go to frame one and so on. But I didn’t change the other animations to 1FPS. So that caused some uhhh. Issues. Haha.
A NEW PERSPECTIVE?
Give love and kisses to this handsome fellow. Without this guy I wouldn’t have the proper office effect quite yet. For some reason, in Clickteam, this effect lags games hard. It seems to be much more optimized in Godot. Due to this, there may not need to be any performance settings for a while. I’ll likely still have to include them anyways but man it’s nice to get some good frames.
MISCELLANEOUS CHANGES TOO SMALL FOR SECTIONS
Destroying animatronics: In order to save on resources when running the game during a hectic night, animatronics are straight up destroyed on the start of the night when their AI is set to zero. This means that they’ll all still be loaded and checked through at the start of a night however so this is mostly for long term performance. A way to load in ONLY the necessary animatronics at the start of the night to help performance in general is being looked into.
Dynamic audio: Some audio within the game now changes volume automatically depending on where it’s located. Previously I believe this was done by hand via code (something like, if in office, set the volume of music box to 0). Now due to the new engine, the game will handle this by itself without any coding being needed.
Music box additions: “Metal Scratchin’ (Sonic Rush)” has been added to the lineup of music that can be chosen at random.
WRAPPING UP
While I disagree with Scott’s political views and morals, working on this project has made me sympathize with him more as a game dev. If you wondered why a lot of the UCN enemies feel like random garbage, there are two reasons
Game design reasons. There would be way too much mental stack and stress from each animatronic having a counter that requires multiple steps.
Making some of these systems really fucking suck and it’s easier to make clones of characters or guys who don’t really do much.
Even though I’m not making a brand new game, some of the changes I’ve implemented bring out inherent changes in how UCN functions which means the design of the game has also severely changed. This is on top of whatever liberties I’m taking as well. Game development is hard man. But it doesn’t need to be perfect. It just needs to be a good template. This likely will not be a 100% recreation of UCN down to it’s easter eggs and extras but it’ll give new devs an idea!
Thanks for reading all of this if you even did! I’m gonna try to keep updating this as much as possible.
- Nemi
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flwrcrystl · 2 years
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this is officially one of the nicest photos i've took in a long time😭❤️
my pinterest: nemisun
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nemisune · 2 years
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I CAN PIN POSTS?? AND MAKE THEM SUPER DETAILED??
(awesome)
Yo, this is Nemisune but my name is generally abbreviated to just Nemi. I write and do graphic design mostly! You can see the graphic design here! I wanna try to use this account primarily for discussing general Kingdom Hearts things or just airing out some opinions about the series.
GENERAL DISCLAIMERS
The best thing I can call myself is very outspoken and passionate. I tend to exaggerate things for comedic/dramatic effect and I want it to be known that,
I DO NOT HATE ANY KH GAME THAT ISN'T KH2
It might seem like I hate something like Birth By Sleep (I do!) but don't let me stop you from liking it. I'm a more serious/analytical player who likes things like critical so I won't always see eye to eye with you guys which I expect a lot given that this side of the fanbase seems way more chill and less concerned about how long it takes to land after doing an attack. I enjoy most KH games and find enjoyment from a lot of them, DDD has many issues that I shit on BBS for but that game is just a super vibe so I can't really hate.
I DON'T HATE ANY SHIP THAT ISN'T SORIKU
This writes itself, I'm all for Soriku supremacy but if you're a SoRiKai or Sokai person...
...
You're cool and I want us to shake hands and gush over ships together and not against one another!
WE DON'T HAVE TO ARGUE!!
I used to actually enjoy debating but people on the internet have got me pretty tired of it. If we disagree we can just talk it over, see where the other is coming from and drop it. I don't wanna argue with someone for like 80 hours while flinging around terms like "objective". I swear to God the word objective has done more harm than good. Yeah Sherlock I had no idea that the opinion I formulated in my head from my personal experience wasn't objective and that my blanket statement of "x sucks" wasn't a nuanced take that made it clear that my opinion was subjective! You're so smart and funny and I'm sure everyone wants to hang out around you.
That's all I really have to say about what you can come to expect from my page and from me as a person. If you wanna talk to me about Kingdumb Hearts then I fully support and encourage it because I like talking about this stupid little series.
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nemisunefinalmix · 1 year
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𝐈𝐭’𝐬 𝐓𝐢𝐦𝐞 𝐓𝐨 𝐅𝐚𝐜𝐞 𝐘𝐨𝐮𝐫 𝐅𝐞𝐚𝐫.
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nemisunefinalmix · 2 years
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Bloodborne for the PlayStation 1 was one of my favorite games as a kid, I won’t lie.
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nemisunefinalmix · 1 year
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Ohhhh shit it’s the guy
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nemisunefinalmix · 1 year
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Drew the boy
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nemisunefinalmix · 6 months
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Drew the weasel
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nemisdevilishkitchen · 10 months
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Mini Custom Night Devlog #3: It’s Time For Playtesting/Finally Open Sourcing It
I have a confession to make. I’m bad at Ultimate Custom Night. I’m not always going to be the best at finding bugs in games with a lot of mechanics. Which is why I’m asking for YOU guys to help in testing this project.
I’m Fucking Tired
I’ve been grinding out this project for weeks and at this point I just want a break for a bit. Take some time to draw and just not sit at a computer so long. I haven’t played Street Fighter 6 since I started kicking it into overdrive again. So the plan is to let this out, have people test and give feedback and after a week or so I’ll go back to working on it but hopefully less obsessively.
This Is Not For The Weak Willed
All things considered, as a FNaF framework, it’s basically almost all there. The main thing it lacks is polish which will come with time but as for having something to look at to get inspiration for making your own FNaF games, you can definitely use this. This is a FRAMEWORK for CLASSIC STYLED FNAF GAMES. There’s nothing in here about making your dream visual novel or anything like that. In order to use this, you WILL need some level of ingenuity. But also NOT EVERYTHING IN THE FILES IS FINISHED. Some functions like disabling the flashlight or even the temperature changing during the night isn’t there yet as it wasn’t a priority. It will come soon though.
Godot Engine is obviously required and the number one thing you need to know is that researching is vital. I didn’t get here by moping and whining about what I can and can’t do. I scoured forums, asked questions and threw my head at the wall until I got results. Funny thing is the fact that everything here still isn’t perfect. But it’s a first project and it’s one that I’m willing to share with others so they too can throw themselves into something new to sharpen their skills.
That being said, my Discord is simply “nemisune”, as is my Twitter. If there’s any assistance needed, hit me up. I don’t mind.
RELEASE
For now, you can find the project here on Github. This has both a download to the exe to run the game and the source code included. Go wild :).
Do note that this build only includes
Freddy
Chica
Foxy
Balloon Boy
Jalloon Jill
Toy Bonnie
Toy Chica
Whatever mechanics are needed to have them function properly.
(No, I will not be making an Android release anytime soon since I don’t have an Android phone. A linux release is in the cards though!)
If you’d like to support me in order to help commission other people to help with visuals and the eventual addition of new content, please refer to my KoFi page.
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