Five Nights at Freddy's 4

Five Nights at Freddy's 4

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Mariua2312 Apr 25, 2016 @ 10:34am
Which engine will you use, Scott?
Will you still use multimedia fusion or will you try something new?
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Showing 1-15 of 16 comments
Doctor Raven Apr 25, 2016 @ 10:55am 
Probably Multimedia fusion, he's got more experience with that engine.
Last edited by Doctor Raven; Apr 25, 2016 @ 10:55am
HyperFirez Apr 25, 2016 @ 4:18pm 
Originally posted by Mariua2312:
Will you still use multimedia fusion or will you try something new?
Clickteam Fusion 2.5, making a FNAF game is possible in other engines but he says he knows it like the back of his hand, so I don't think he's gonna switch.
w00tleeroyjenkins Apr 25, 2016 @ 4:20pm 
Originally posted by HyperFirez:
Originally posted by Mariua2312:
Will you still use multimedia fusion or will you try something new?
Clickteam Fusion 2.5, making a FNAF game is possible in other engines but he says he knows it like the back of his hand, so I don't think he's gonna switch.
He didn't use Multimedia for the whole series. I think he developed each and every game with Clickteam. And he made the '3d' models in 3DS Max, which is like 500 dollars
HyperFirez Apr 25, 2016 @ 4:22pm 
Originally posted by HeySamz123:
Originally posted by HyperFirez:
Clickteam Fusion 2.5, making a FNAF game is possible in other engines but he says he knows it like the back of his hand, so I don't think he's gonna switch.
He didn't use Multimedia for the whole series. I think he developed each and every game with Clickteam. And he made the '3d' models in 3DS Max, which is like 500 dollars
He made the games in Clickteam, made the models in 3ds max (and it's free for 3 years if you get a student liscence) and probably Photoshop for textures...
w00tleeroyjenkins Apr 25, 2016 @ 4:22pm 
Originally posted by HyperFirez:
Originally posted by HeySamz123:
He didn't use Multimedia for the whole series. I think he developed each and every game with Clickteam. And he made the '3d' models in 3DS Max, which is like 500 dollars
He made the games in Clickteam, made the models in 3ds max (and it's free for 3 years if you get a student liscence) and probably Photoshop for textures...
Nope, I think he made those in 3DS Max too.
HyperFirez Apr 25, 2016 @ 4:23pm 
Originally posted by HeySamz123:
Originally posted by HyperFirez:
He made the games in Clickteam, made the models in 3ds max (and it's free for 3 years if you get a student liscence) and probably Photoshop for textures...
Nope, I think he made those in 3DS Max too.
Welp, I was using Maya, time to open 3ds max and make the map.
Kuehnau Apr 25, 2016 @ 6:30pm 
Originally posted by HyperFirez:
Originally posted by Mariua2312:
Will you still use multimedia fusion or will you try something new?
Clickteam Fusion 2.5, making a FNAF game is possible in other engines but he says he knows it like the back of his hand, so I don't think he's gonna switch.

I can vouch that once you learn how to use one platform, it can be hard to switch over to another.

It's kind of a shame Scott chose the platform that he did, because it's fairly limited to what he can and cannot do with it. It would have been nice if he had picked a platform that supported 3D out of the box.

As it is right now, it doesn't. I guess there's mods and extentions outside the community that kind of do, but it doesn't outside the box.
w00tleeroyjenkins Apr 25, 2016 @ 6:44pm 
Originally posted by Kuehnau:
Originally posted by HyperFirez:
Clickteam Fusion 2.5, making a FNAF game is possible in other engines but he says he knows it like the back of his hand, so I don't think he's gonna switch.

I can vouch that once you learn how to use one platform, it can be hard to switch over to another.

It's kind of a shame Scott chose the platform that he did, because it's fairly limited to what he can and cannot do with it. It would have been nice if he had picked a platform that supported 3D out of the box.

As it is right now, it doesn't. I guess there's mods and extentions outside the community that kind of do, but it doesn't outside the box.
Clickteam is actually one of the easiest to use game-creating programs there is out there. If you see the past games Scott's made, you can see that they're pretty darn good and yet didn't take long to develop. I've had experience with Clickteam myself, and it is really good.
Scott  [developer] Apr 25, 2016 @ 6:50pm 
When I started making games back when I was 15, there was only one game program available to buy: Klik & Play (and it came on a whopping FOUR floppy disks). Clickteam Fusion is what Klik & Play eventually evolved into.

Yes, it would have been nice to have more 3D functionality. But in truth, a lot of the ideas for FNaF stemmed from the limitations I was working with. The idea for a camera panning back and forth was born from brainstorming ideas on how to make something LOOK like it wasn't from a 2D engine.

Never underestimate the value of limitations. The best ideas are born from them.
fugi Apr 25, 2016 @ 7:04pm 
^ this man is a genius ^
RippoMadness Apr 25, 2016 @ 7:04pm 
Originally posted by Scott:
When I started making games back when I was 15, there was only one game program available to buy: Klik & Play (and it came on a whopping FOUR floppy disks). Clickteam Fusion is what Klik & Play eventually evolved into.

Yes, it would have been nice to have more 3D functionality. But in truth, a lot of the ideas for FNaF stemmed from the limitations I was working with. The idea for a camera panning back and forth was born from brainstorming ideas on how to make something LOOK like it wasn't from a 2D engine.

Never underestimate the value of limitations. The best ideas are born from them.
I remember once watching a TED Talk about how frustration is what makes us think and get more creative. It talked about how a pianist was given a piano that was barely functional in that you could hardly hear a thing out of it. The pianist was given the challenge of making the an amazing musical piece using said piano. After hours, upon hours of frustration, the pianist succeeded by making a soft, beautiful melody.

I can imagine this is the same scenario for you Scott. You were given a game developing program that was very limited. With this program, you were able to create games like FNAF and The Desolate Hope using pre-rendered images to your advantage. You, sir, are a standing example of getting creative.

Though, at the same time, don't you feel that it might be time to move to a different program that's able to provide better opportunities? I mean, being able to work around your limitations is always admirable and is definitely an achievement to be proud of, but don't you think that it would be ideal to take an opportunity that can be much more beneficial to you in your profession?
HyperFirez Apr 25, 2016 @ 8:16pm 
I mean the shear fact that Scott was able to make a 2d engine look 3d is amazing to me. Like how do you come up with these ideas?
Doctor Script Apr 25, 2016 @ 8:20pm 
Desperation is the mother of invention.
dweeb Apr 25, 2016 @ 8:36pm 
Originally posted by Scott:
When I started making games back when I was 15, there was only one game program available to buy: Klik & Play (and it came on a whopping FOUR floppy disks). Clickteam Fusion is what Klik & Play eventually evolved into.

Yes, it would have been nice to have more 3D functionality. But in truth, a lot of the ideas for FNaF stemmed from the limitations I was working with. The idea for a camera panning back and forth was born from brainstorming ideas on how to make something LOOK like it wasn't from a 2D engine.

Never underestimate the value of limitations. The best ideas are born from them.

Very inspiring. Thanks, Scott.
Kuehnau Apr 26, 2016 @ 12:49am 
Originally posted by Scott:
When I started making games back when I was 15, there was only one game program available to buy: Klik & Play (and it came on a whopping FOUR floppy disks). Clickteam Fusion is what Klik & Play eventually evolved into.

Yes, it would have been nice to have more 3D functionality. But in truth, a lot of the ideas for FNaF stemmed from the limitations I was working with. The idea for a camera panning back and forth was born from brainstorming ideas on how to make something LOOK like it wasn't from a 2D engine.

Never underestimate the value of limitations. The best ideas are born from them.

Until you continue to limit yourself

Originally posted by HyperFirez:
I mean the shear fact that Scott was able to make a 2d engine look 3d is amazing to me. Like how do you come up with these ideas?

Why exactly? I'm serious. Developers have been doing this for a long time, since the SNES era, at least.

Anyways, this is all fine and good. But is the Freddy franchise just always going to be 2D clicker? It's important to innovate. As far as I'm concerned, the last 4 games are all the same, in different packages.
Last edited by Kuehnau; Apr 26, 2016 @ 12:51am
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Date Posted: Apr 25, 2016 @ 10:34am
Posts: 16