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Project: Five Nights at Famicom's (Read 1819 times)

Started by Jango Hakamichi, December 08, 2014, 01:20:46 pm
Re: Project: Five Nights at Famicom's
#21  December 13, 2014, 09:37:10 am
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I think Golden Freddy's silly Looney Tunes animation is at least a world better than Toy Bonnie's Jimmy Superfly Snuka body splash.
Re: Project: Five Nights at Famicom's
#22  December 13, 2014, 12:19:02 pm
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Foxy gets a special mention because while it's normally a cool animation, Scott dropped the bomb on how these things are animated. The first game's killscreens included the office drawn in, so he could do shit like shake the camera and do convincing lighting. In the SECOND game, all the characters have transparencies so they just get overlayed on the background, and you aren't re-centered when you get killed. Thus many times I've died to Foxy jumping out of the wall. Made a kinda cool anim look really shitty by having it only make sense if you were centered in the room.
Re: Project: Five Nights at Famicom's
#23  December 15, 2014, 02:23:34 am
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I love this. It's like two of my favorite things joined together. A horror game and pixels. *sheds tear* Godspeed man.       Godspeed.
*burp*
Re: Project: Five Nights at Famicom's
#24  December 15, 2014, 11:26:38 am
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How to improve Five Nights at Freddy's 2 with one small change.



(nothing serious atm, finals kicking my ass, as well as a few other surprises I have in store for Guild)
Last Edit: December 15, 2014, 11:34:27 am by Jango Hakamichi
Re: Project: Five Nights at Famicom's
#25  December 15, 2014, 07:59:23 pm
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As far as death animations go I am of the belief that Mangle's and maybe Old Bonnie's are the only real standout ones to me, besides maybe Old Chica ripping the mask off.

As far as the graphics go, this is amazing! You just need a bootlegged title for it now!
Re: Project: Five Nights at Famicom's
#26  December 16, 2014, 12:40:29 am
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Re: Project: Five Nights at Famicom's
#27  December 16, 2014, 12:45:57 am
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Scary at Frmari's
Re: Project: Five Nights at Famicom's
#28  December 16, 2014, 03:48:04 am
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Just kidding, I'll get real later on.

EDIT: This is giving me an idea for a collab project
Last Edit: December 16, 2014, 03:51:12 am by Jango Hakamichi
Re: Project: Five Nights at Famicom's
#29  December 16, 2014, 04:05:08 am
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Re: Project: Five Nights at Famicom's
#30  December 17, 2014, 09:24:20 am
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So because of how good the Freddy variants turned out, I decided to redo Old Chica.

Here's the original for a refresher:

I'm surprised that I let myself post that piece of shit earlier.

Now here's the new one:


Adhering to my modus operandi of "less is more," this time around, I decided to sacrifice color variety for better shading. If you look closely, the beak is merely the darker shades of the skin (which aren't as prominent). I wanted the bib to stand out so I kept that grayscale but left the letters matching the shading scheme I was using. Finally, to give off the illusion of three differently colored wires I did my usual grayscale wires, but also made two sets of wires using the skin colors, highlights for one set, and shadows for another set. Not exactly a substitute for Red and Blue wires, but at least the variation is there.

Coming soon: I'm gonna redo Old Bonnie as a solo entry, and... still dunno what I'm going to do about Foxy because he's a pain in the ass to work with (JUST LIKE IN THE GAMES), but I'll try to get SOMETHING working.
Last Edit: December 17, 2014, 09:42:33 am by Jango Hakamichi
He was always a bit twitchy...
#31  December 18, 2014, 09:03:09 am
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Time for some more redos!

The first redo is actually the stage itself!


I realized that the right wall was WAY too bright, but I lucked out because Scott used the same texture for both walls, except mirrored. So all I did was copy-paste what was on the left wall over to the right wall, then do touch-ups from there.

Old Bonnie


I actually had to BS a bunch of this, and I had to get the ears from one of the security cameras. If you're wondering why he's clipping, it's because I intend to have them be blocked by the hallway entrance.

And now for the animatronic that was a huge pain in the ass to make.

Foxy



GODDAMMIT. Because the only shots of him had a big ol' flashlight shining on him, I had to do a lot of cleaning up prior to working on it. Even then I had to draw the hook from scratch, as well as almost everything below the thighs for the leg (probably going to redraw the metal bits before the shackles). Foxy's going to be the closest to the doorway of the animatronics, so his feet will be visible.

And now for fun, the games always make Foxy break the rules the other animatronics follow, so I decided to break the rules and see how he'd look with a palette from a different console.

Gameboy Color (UP+B Palette)


So yeah, that takes care of the hall animatronics (unless I decide to do Toy Chica's hall pose). I dunno if there's more I should do though... Maybe killscreens?
Re: Project: Five Nights at Famicom's
#32  December 18, 2014, 04:07:23 pm
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This is all looking pretty good, and I'm digging the GBC palette the most~

I do kind of want to know what is the explanation behind the animatronics not killing the fighters. Maybe the Super Freddy 5 bootleg is so bad that they forgot to program the kill screens in. At least that's what I imagine that would happen if there was a legit rushed bootleg of the game, hahah
Re: Project: Five Nights at Famicom's
#33  December 18, 2014, 06:10:13 pm
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I feel the killscreens might take away from the stage, or at least, ruin the usability of the stage.

Looks fantastic so far. It's amazing that we're in an age where mimicking bootlegs garners praise :P
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Oh, I want a diagram. I fucking love diagrams.
Re: Project: Five Nights at Famicom's
#34  December 18, 2014, 07:20:03 pm
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I do kind of want to know what is the explanation behind the animatronics not killing the fighters. Maybe the Super Freddy 5 bootleg is so bad that they forgot to program the kill screens in. At least that's what I imagine that would happen if there was a legit rushed bootleg of the game, hahah
My unofficial explanation based on the official in-game statement that bright flashing lights cause the animatronics to do a system reset and go back to their starting point, I'm gonna guess all the PotS-style hitsparks and Fullscreen Super BGs disorient the bots and make them eventually go away.
I feel the killscreens might take away from the stage, or at least, ruin the usability of the stage.
Well, I wasn't going to put all of 'em in the stage. I was just thinking of doing The Puppet which would happen after the stage cycles through all of the animatronics (which would take a while, since, at the moment, every animatronic hangs out for like 6 seconds before leaving, followed by 6 seconds of nothing. Or I could save that for the SUPER FREDDY 5 Bootleg version of the stage.
Re: Project: Five Nights at Famicom's
#35  December 19, 2014, 11:46:58 am
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This looks really, really great.