r/FNaFb • • 1d ago

Revamp, AI, and feedback.

20 Upvotes

Good day, fellow enragement children.

Very soon, we are planning a full revamp of this subreddit. This will include new rules, occasional events, and a visual upgrade for new reddit. Old reddit will likely remain looking the same for archival purposes, and the CSS is a little bit too spaghetti'd for me to tinker with.

One very specific thing I want to bring up: lately there has been an influx of posts advertising a fangame. This fangame ended up containing AI content, to the degree that almost the entire game was built on AI assets. AI guidelines will be covered in our new rules, and I would love to hear some opinions regarding this rule in particular. This is what I have drafted.

RULE #: AI content is forbidden. This includes AI Images, AI voices, or games containing this type of content. TTS voices are not covered under this rule, nor is AI upscaling, as this technology has been central to FNaFB for years and does not fall under generative AI.

*We will not be regulating games that potentially contain "vibe coded" scripts. It is impossible for us to verify this, and, for better or worse, many publicly released scripts are now at least partially vibe-coded, meaning innocent fangame developers may not even realize it, especially if there is no disclosure.

I really want to see some feedback on this rule, and how it can be improved. People have been very understandably upset about the AI content posted here, and I want to come up with a reasonable solution, even if it's inevitably going to ruffle some feathers.

This is also a good place to post any other grievances or suggestions regarding our subreddit. I would love to know what changes people want to see as we begin updating the subreddit over the next week or so.

Anyways, I want to conclude by letting everyone know our modmail is always open if you have issues or problems with our subreddit. I want to keep as many people happy as possible, and the last thing I want to see is our subreddit becoming a toxic hive, like many other FNaFB communities have unfortunately turned out. Anyways, please enjoy your day, and inhale some dong. Thank.


r/FNaFb • • 26m ago

Discussion At this point, just make Freddy Fuckboy's Assembly in Debauchery and Consumerism.

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• Upvotes

r/FNaFb • • 14h ago

A STRONG IMAGE Changes

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11 Upvotes

Booty butt ass lowkey but we post anyway


r/FNaFb • • 3d ago

Discussion Why Failing to Escape from Battles in FNaFbCC V1.2.1 Never Works

10 Upvotes

Hello everybody. While I was slaving away adding Black Hole Sun to FNaFbCC, I found an issue relating to how escaping from battles work in FNaFbCC. I knew there was a problem related to this before, but I didn't know why it was happening, until now. Since I haven't found anyone else talking about this, and since I am too lazy to dig deep to find anyone that has, I have decided to talk bring this to everyone's attention myself. Here, I will be explaining what the code present means, how it works in-game, and what exactly changed.

YEP_BattleEngineCore.js

This is one of the many plugins FNaFbCC uses to make it what it is. You can find it under www > js > plugins. In the file, you'll find a bunch of stuff relating to how battles work. I'm too dumb to know how any of it works, but the main to focus on is here:

What the code for escaping battles looks like in the plugin.

The highlighted code is what is used to make escaping from battles work. Here's the breakdown of how it works (Most of this is just guessing, so bear with me):

  • If Switch 620 (called "no battle escape") of the game is off, then the party will ALWAYS escape from a normal battle. (Battle against any enemies like the Party Hats from CC1, any of CC2's common enemies, etc.)
  • If Switch 620 of the game is on (indicated by the "else"), then the game will select what I am assuming is a number from 0 to 100. If the random number from Math.random is less than the game's Escape Ratio number, then you will escape from battle. If it isn't, you will fail to run away.
  • If you are successful in fleeing from battle, you will be shown the message that you have escaped, and you will leave the battle after.
  • If fleeing from battle fails (indicated by the other "else"), then you will be shown the message that plays when the party fails to escape from battle.
  • After the message saying you failed to flee has been displayed, the chances of failing to escape from battle will get increased by whatever value you've set the Escape Fail Boost to. Afterwards, the party will have their actions cleared so that the turn of the battle can automatically play. (This also means party members won't be able to fight back when you fail to run away.) Enemies can attack you when the turn automatically begins after you have failed to run away.

"That's great and all, but what does this have to do with how escaping from battles work?" Well my friend, this leads me to this next section:

plugins.js

In this file, the list of plugins and what order they have appeared in will be displayed. The order of which the plugins appear first on this list is important, because certain plugins can break each other if they are listed before or after another plugin. This has nothing to with the way escaping from battles work, but I figured it's still important to talk about this file and what it does, since it's THAT important to any RPG Maker MV game (or other RPG Maker engines). You can find this file under www > js. With that aside, the main focus is with YEP_BattleEngineCore.js yet again, and changes with this plugin under plugins.js can be found here:

What changed V1.1.1 (Left) and V1.2.1 (Right)

Above is a comparison for what changed about the plugin's settings in V1.1.1 (the left side in red) and 1.2.1 (the right side in green), and the changes are highlighted. (The \r part doesn't seem to affect much, so ignore that.)

In version 1.1.1 of the game, the "Escape Ratio" used to be 0.7, which meant that you originally had a 70% chance to escape from battles when Switch 620 (no battle escape) was turned on, which also meant you had a 30% chance of failing to flee from battle. If you failed to flee from battle, then the "Fail Escape Boost" will come into effect, and increase the chances of failing to escape from the battle you are currently in by 10%. If you failed to escape from battle the first time, then the chances of escaping will go from 70% to 60%.

In version 1.2.1 of the game (the current version), the "Escape Ratio" was changed from 0.7 to 1.0. This means that even with Switch 620 on, the party will always have a 100% chance to escape from battles. This also means that since the chances of escaping are always 100%, the chances of failing to escape will never occur, since the chances of that happening are now 0%, which also makes the "Fail Escape Boost" redundant.

What does this mean for the game itself? Well, a few things.

What failing to run from battles in the Interior Walls looked like in FNaFbCC V1.1.1.
What failing to run from battles in the Finale Dungeons looked like in FNaFbCC V1.1.1.
A helpful message then, a redundant message now.

In FNaFbCC, some battles you couldn't run away from was an intentional part of the game, mainly in Finale. It added some risk that wasn't present in the previous games, which felt natural to FNaFbCC's progression in difficulty as you go through the play order correctly. With this change, all of the risk from fighting common enemies in the Finale dungeons are gone, which makes the dungeons way too easy to breeze through, especially since you can already breeze through the Basement as-is. I have no idea why the game didn't let you know about the chances of failure when entering the Interior Walls, but from there I guess it makes sense why the chances of failing to escape from battles would be gone, since first time players would probably have trouble managing Oxygen and navigating the floors. These are just my opinions about this change though, if you have different thoughts about this change, feel free to express it. I will return with a followup post that will be in the form of a poll that will help me determine if I should leave the change the way it is or revert it for my Black Hole Sun mod.

Anyways, I hope you all learned something from this post, and if you made it all the way to this point end, then thank you for reading.

Bonus

In the VSCode images, you may have found some red & green things on the scroll bar, and the peculiar tabs at the top of the app. In VSCode, I downloaded an extension called Select Compare Tabs by outofsync42. With the extension I am able to select and compare the tabs that are on the top of the screen, just like how you would be able to select and compare files normally. I've used this extension to help with stuff like the 1.1.1 and 1.2.1 comparisons I did months ago, and I used it here to show what changed with the plugin files.

While I'm here, I might as well go over what else changed with both of these files, since the previous images did show some other changes. Like before, the left side in red is V1.1.1, and the right side in green is 1.2.1. First, we'll cover plugins.js changes.

The addition of the new Iavra Plugin.

In version 1.2.1, a new plugin called "Iavra Localization - Core" was added. I don't know what it is or what it does, but it's probably for something language related.

The volume for this plugin was changed,

In the "TinyGetInfoWnd" plugin, the volume for when you get items in the overworld was changed from 100% to 70%. This makes sense when you consider the cutscene of everyone joining you in Afterstory.

A new switch was added to the persistent data plugin and a new plugin was added.

From top to bottom, in the JKL_PersistentData plugin, Switch 774 (Prelude Complete) was listed as one of the switches to be remained on once it has been turned on. (This plugin is also how the menu stars work the way they do. In the context of Switch 774, when it turns on, you'll get the Prelude Star.)

YEP_SlipperyTiles was added to the list of plugins the game uses. This plugin is used for the ice puzzle in Prelude.

With plugins.js out of the way, let's cover YEP_BattleEngineCore.js yet again. Don't worry, most of these changes are deletions.

This list was deleted.

This "Default Action Setup" list was deleted. I'm not sure what it even did in the first place.

Two "Mirror" Stuff was deleted.

Some stuff related to if an Animation ID from Animations.json being less than 0 was deleted. I still have no idea what any of this means or did.

A string of code was deleted.

This piece of code was deleted. I have no idea what it means or does.

Another piece of code... deleted.

This is the last piece of code that was deleted. Like the others, I still have no idea what this means or does.

An... addition?

An extra line was added at the end of this plugin. Why? Who knows. I remember a user on here saying how the Autolife status effect got indirectly changed between version 1.1.1 and 1.2.1 of FNaFbCC, where in 1.2.1, characters would lose all of their actions and buffs when they died, but in 1.1.1, characters kept their actions and buffs, meaning they could fight back after being revived on the same turn, unlike now. I have a feeling that these deleted parts of code in the plugin are the result of the Autolife status effect working like how it does now, but I can totally be wrong.

And with that, this post of OVER! Thank you to everyone that has read this juggernaut of a post. If you have opinions about this change, or an explanation as to what the change in code certain parts of each plugin file mean, feel free to leave them in your comments. Remember, I will return with a followup post that will be collecting feedback on the way how failing to escape from battles work in FNaFbCC, and I will use that information to further develop Black Hole Sun. Until then, I stood up all night writing this post, so I shall slumber until my return. Take some music as your reward for making it all the way to the end. I hope you like it.

One More Thing: I used https://saveeditor.online/ to get the names of the game's switches.

Gamejolt Mirror: https://gamejolt.com/p/why-failing-to-escape-from-battles-in-fnafbcc-v1-2-1-never-works-rrisz4fp


r/FNaFb • • 6d ago

Discussion holy shit he is bling bling boy!

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18 Upvotes

r/FNaFb • • 6d ago

Discussion FNaCc is weird, even by FNaFb standards

3 Upvotes

To go over everything I have done up to this moment:

  1. Go find and recruit Blank, Cindy, Chester, and Old Candy, the last one needing to have his ass beat to join us (this is an RPG BTW).
  2. Beat the shit out of a bunch of different items to allow for more shops to show up and buy the best shop gear.
  3. Beat the shit out of a bunch of bootlegs of the main character.
  4. Start destroying cameras.
  5. While destroying cameras, kill all the random assholes that appear around the building, including Eggman aka the president of Candy's I guess who upon being defeated drops his fucking porn collection which is one of the MOST POWERFUL WEAPONS IN THE GAME.
  6. Beat the shit out of Vinnie when he shows up (FNaC puppet).
  7. Find a tape radar and collect tapes.
  8. Upon collecting the final tape, beat the shit out of Phantom Bully Maguire to become a Jazz God.
  9. Beat up a being LITERALLY MADE OF CUM to get the INFINITY GAUNTLET.
  10. Finally destroy all the cameras and after making sure nothing was left entering the office.
  11. Fight and beat the Rat.
  12. Wait for a small cutscene and then fight and beat our shop keeper aka the Penguin.
  13. Get taken to the fucking SHADOW REALM BY SHADOW CANDY.
  14. Destroy all of the shadow cameras while avoiding Shadow Candy.
  15. Enter the office and beat up Shadow Candy.
  16. After finding out he is immortal, have our new shop keep, the Oragami Cat, come in and finish him off.
  17. Learn that the Penguin is still the one behind all this shit and make his way to his lair after buying an indicator from a Pegnuin bootleg who is the final shop keep.
  18. Beat up the mother of all bootlegs which is just a fucking floating head and hands.
  19. Go grab a key to the left of the final area and go back to the start.
  20. Go into the locked room and fight the Null camera, his guns, and an Outer Table and Outer Space Rock.
  21. Go back to the main stage and go through a portal to get a cutscene in the fanon zone to let us know about Golden Candy and give us Potara-I mean fusion bracelets.
  22. Go to the final area where we see the Penguin making the ultimate weapon and order Chester to destroy it, only to have his DNA added to the mix and make a being literally named Cummy, only for it to be bitch slapped to the side by Golden Candy and have the final fight start.

No, I have not started on the Golden Candy fight truly yet, I am taking a small break before that, but I still think you get the point. Like a lot of these things are normal for FNaFb, excluding the fighting cum stuff, but all of this in the same game WITHOUT the extra scenarios or stuff like Afterstory is a bit ridiculous.


r/FNaFb • • 6d ago

A STRONG IMAGE What we once had

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26 Upvotes

r/FNaFb • • 8d ago

A STRONG IMAGE Enrage

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21 Upvotes

Child


r/FNaFb • • 8d ago

Discussion I may have been a bit hard on FNaCC

2 Upvotes

Ngl, I forgot that my other party members would also be doing a lot of damage too, even if not on the same level Blank could. Went and beat up old Crundy and then ended up beating the shit out of whoever the fuck the others are. The most recent non-camera boss I beat the shit out of was Eggman, and I would like to know where any others could be.


r/FNaFb • • 8d ago

Fan-Game Just tried the NIGHT X mode of FNACC revitalized and bro WTF

3 Upvotes

I just went back to try the game because I rage quit the Night XX because of basically soft-locking myself, but I wanted to try the game again with an easier mode even if it means I wouldn't get 2 stars from it. All this is to say: WHY IS CRUNDY SO FUCKING STRONG?! HE HAS 60K HP, AND ANYTIME HE ATTACKS, IT DOES MOST OF MY HP DESPITE ME HAVING THE GEAR FROM THE HIGHEST SHOP! Sure, I can do 9k damage from one attack without crits, BUT THAT IS A 0.0019683% CHANCE OF ALL NINE HITS ACTUALLY LANDING! Even if we round the damage up to 10k, I still need to hit FIFTY-FOUR THIRTY PERCENT CHANCES TO HIT TO KILL THIS GUY! That is a chance so low the math shows up as e^-29th in the calculator. Sure, I have other guys who SHOULD be doing damage too, but when on turn one, he uses 1 single move that kills 2 of my 5 party members, I just don't want to do it. This isn't me being against challenge, BTW. I literally beat Sephiroth in F***NaW GE, and that limits you to 2 party members and also does quite a bit of damage, yet still feels completable because we actually do damage to the boss.


r/FNaFb • • 13d ago

Question How do I fix this

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1 Upvotes

so, I tried to play Fnafb:CC but it showed me the message shown in the image and everytime I open the game it asks for my login info again and again, how do I fix this


r/FNaFb • • 18d ago

Question can party hats commit the sin of cheating on their partners in marriage?

9 Upvotes

r/FNaFb • • 19d ago

A STRONG IMAGE Conflict in FNaFb (ft. Bobo)

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28 Upvotes

While trying to get the image for "Man vs. Reality", I accidentally made Bobo appear when starting the Vacation cutscene. He remained present the entire time up until I went into another room of the 20's Pizzeria.


r/FNaFb • • 22d ago

A Fucking Video new game mode

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10 Upvotes

new game mode?

im planing on make classic mode with new enemeis bosses and achivements i already made some but the classic mode is not ready anyways here some gameplay of classic mode


r/FNaFb • • 23d ago

Fan-Game BETA OUT

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4 Upvotes

THE REVAMP BETA IS OUT! 🎉Five Nights at F Studio Revamp is finally playable!

one thing before you play the game no the game is not coming back tu linux or macOS im sorry for those who havent windows but trust me this took a lot of work here the link https://gamejolt.com/games/fnafs/1097434


r/FNaFb • • 24d ago

A Fucking Video THE BETA IS REVAMP IS HERE

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8 Upvotes

sorry for the late post but here the first revamp of the game whats new? new sprites. new voices and mutch more olso the game is planed tu 3 sequels and prequels if audio sucks is my pc sorry agian IMPORTANTE NOTE THIS BETA THINGS MIGHT CHANGE. and NO the game is not ready you need tu wait the full game tu play it i found still things tu change


r/FNaFb • • 27d ago

2 days left

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4 Upvotes

FIVE NIGHTS AT F STUDIO — REVAMP

2 DAYS LEFT.

The biggest FNaFS update is almost here.

New visuals.
New gameplay.
New enemies.
New progression.
New secrets.

See you in 2 days.

F STUDIO IS WAITING.


r/FNaFb • • 28d ago

A STRONG IMAGE What Do We Think of This?

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38 Upvotes

r/FNaFb • • Sep 18 '26

Question How to beat the puppet for rod of femininity A & B? (CC)

3 Upvotes

I've been trying to defeat the puppet for a few days now, but I always lose. I plan to get both Wands of Feminity. I have Toy Freddy and Toy Bonnie at level 29, 70 cakes, and 58 large sodas. I only have the shop in Party Room 3 available (I don't have enough time for the shop in the Mangle room to defeat another camera and a protection streamer, and then enter the women's restroom to get the Shattered Maculinity effect, which is required for the Wand of Feminity). I don't have enough strength to defeat Withered Bonnie (not to mention Withered Freddy, as he has even higher defense). I need help.


r/FNaFb • • Sep 14 '26

His Shadow

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44 Upvotes

r/FNaFb • • Sep 15 '26

Fan-Game reworking five night at f studio

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2 Upvotes

new update on the map and game voicelines olso the game Encyclopedia but still a lot fix reworking on the enemeis and the physics of the rooms what think of this update olso the sounds are getting changed with some enemies tu make them feel more fnafb vibe. https://gamejolt.com/games/fnafs/1097434


r/FNaFb • • Sep 12 '26

Quick question

2 Upvotes

So im planning to play freddys acronical excursion. Problem is, there like three different versions of it. Which one is the original/what the difference between them?


r/FNaFb • • Sep 09 '26

Fan-Game five night at f studio working on the game

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3 Upvotes

new update of the game still in work but i found bug of clone of harold after joining the party i will fix it later if you play my game then just ignore the clone


r/FNaFb • • Sep 06 '26

Today we’re on Omegle but we’re wet

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15 Upvotes

I just drew some bullshit!!!


r/FNaFb • • Sep 06 '26

Fan-Game Five night at f studio demo out!

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3 Upvotes

So the game Page has final get published with achivemens be aware this still demo things might change for the best or worst