/ discord I get quite nerdy in this video... Music used: Genius Wiz - Time Gem Commercial Karl Casey @ White Bat Audio - Sunshine Karl Casey @ White Bat Audio - Beach Bum Reefs - Home
I find it very interesting how the cameras actually have animatronic trackers on them AND they correspond to the color of the animatronic. It's kinda like the fnaf 4 house map cheat. I also find it interesting how the fnaf 2 ambience noise is a physical zone that the animatronics need to be in.
The Fnaf 2 ambience noise plays when an animatronic is one step before jumpscaring / entering your office. Noone is in vent? Don't play music. Bonnie vented? Play music until he leaves vent. Foxy is in hallway? Play music until not in hallway.
@@gneu1527 It also plays when the animatronics are about to enter the vent through the party rooms, when BB or mangle is in the office, and when anyone is attacking through the office. I don't think it plays when the music box is down, it probably doesn't
Scott put so much good scripting in Fnaf 1, 2, and UCN. I mean mostly the mechanics of each Animatronic, it's so interesting, mostly their behaviour when cameras are flipped up or down, or when you are doing nothing.
If you set your framerate to 2fps or lower (using 3rd party software, as there is no way to do it in-game) in FNaF 1 you can beat 20/20/20/20 mode without moving because foxy will never start running and the rest of the animatronics can't attack you if you don't flip your camera up. If you knew that already then disregard this comment
Fun fact: Scott himself admitted in an interview that he was too lazy to add another room in FNAF 1, that's why the kitchen cam is broken, and Scott let theorists like Matpat write the lore of what's in the kitchen 😂😂😂
9:38 It’s important to note here that the game only displays Freddy in the hallway, even though you’d think with the way he’s positioned you’d be able to see Foxy behind him too. In FNaF2, the only times Foxy can be seen with another animatronic are for Bonnie and Mangle. The rest of the time, unless the hallway is completely empty, always assume Foxy is technically there even if he is not visible. The game will usually just pick one animatronic to show from its limited selection of renders, and Foxy is not prioritized.
Yeah bc the game works on images of the renders. I think it was the mobile version of Fnaf 3, where I remember that it had a lot of trouble of keeping up with Springtrap, because a lot of times he moved from the camera I was watching him but the game didnt changed the image, so it looked like he could kill me while being in another room. Thankfully I soon figured it out and started just changing cameras constantly
@@CatastrphicThe other dude is right. That mechanic was not intentional. Springtrap just moves so fast that the game is unnable to catch him up correctly .
Fun fact: in fnaf 1 for freddy bonnie and chica to move٫ they rely on you opening the cameras so they can begin moving wherever٫ whenever. if you don't open cams only foxy can attack٫ but he relies on the frames passing by to attack. if you run the game at 2 fps and do absolutely nothing٫ you win.
In FNAF 1 the kitchen camera actually scrolls like the rest, you just can't see it normally. Using an auto clicker to click Freddy's nose while in the cams shows it does move back and forth.
@@Sharkamfss It's very possible it was never planned to be a room and it was just easier to use the same camera code. But it is interesting that it does scroll like the rest.
While he can regress, he will never leave the right side hallway. He'll only ease off of the door before returning back to it. He'll never move if you keep looking at him or his next location.
@@Funni_Stuffya know I thought you meant you actually found the debug mode that's used in the video until I looked at it again when I realized you were talking about debug modes for your own game
Fun fact about the Puppet in FNAF2: She basically behaves like any animatronics when she's out of her box. Although you can't see her, it is possible to stun her in the camera she's on with the flashlight. Also, when trying to flash at her, there 1/50 chance that the camera's static image will replace with a pictures of Puppet.
In fnaf 2 in cam 2B theres actually a little secret. If you flip it up and down 69 times and scream wobble at the frame perfect moment you can see me hiding under the table flipping you off.
Man this just shows how insane Freddy's aggression is on 4/20 mode. From 3:35 onwards he basically just camps the freaking door for the rest of the playthrough. No wonder Scott thought it was impossible.
That is so cool knowing there are actual bounding boxes for the animatronics. I would have thought it was purely numerical. I would absolutely love to see a breakdown like this for the other games.
it is technically numerical, animatronic's locations are defined only by the room that they're in, and rooms only have cameras and the animatronics in them, it's not programmed as an actual area, just a list of locations that can contain an animatronic(s)
Y'know, I've already watched a video on how fnaf 1 works, but this taught me even more, like, by watching the power, I was able to figure out how it works. (and it's surprisingly simple) That, and I didn't even know about the Foxy delay counter.
@@0rangepel378 every once in a while, the power goes down by 1 more than it's supposed to; the frequency of this increases based on the night number, with night 1 not having this mechanic at all
@@randoman8654 Alright, good to know. If you find out the exact frequency of this happening on each night, I'd really appreciate it, not that you have to of course.
@@0rangepel378 According to all the sources i could find: night 2 has it happen every 6 seconds night 3 has it happen every 5 seconds night 4 has it happen every 4 seconds nights 5, 6, and 7 have it happen every 3 seconds this video seems to confirm this, with all the demonstrations happening on night 7 and it happening every 3 intervals
This video was really interesting! brings me to the old times when i always sat down to watch fnaf videos while eating when i was a kid, would love to see the rest of fnaf’s in this channel from 3 onwards!
its strange, the big purple rectangle in the fnaf 2 map that indicates how close animatronics need to be for the warning sound doesnt seem to work properly? in the gameplay section where you were showing all of it off, the warning was playing when animatronics were just in the hallway, maybe it also includes the green hallway strip?
@@GameExploiters From my experience, it seems to play any time an animatronic is in the last 2 cams to kill you. Toy Freddy and Withered Freddy, though the latter one only has one phase, in their first and second phase in the Hallway Foxy at any point when he enters the hallway Any vent animatronic in either Cam 5, 6, 1 or 2 It goes against the explained meaning of the purple box in the video, but the sound also plays when a vent animatronic is in cam 1 or 2, thus not yet in the vent But perhaps the game just behaves different on Switch
It’s interesting to see the hidden debugging ui in use and its cool to see how much info is seen in “debugging mode” and can you make a video on the other ctf fnaf games?
7:55 I remember the first time I played this game at my friends house we got the endo in the vent and were to scared we shut the game off, then no one at school believed us
I definitely learned lots today, in a great video from an underrated youtuber (although yes, you only have 3 videos but you'll eventually have loads and be more known) and I believe you will become very popular eventually. Can you do what fnaf 3 and 4 hide now? Then sister location and pizza sim? Not sure how many things UCN may have.
i viewed your other vids and their simply GREAT. its very educational and well edited. Definitely subscribing.(I also got a ad on the jumpscare in fnaf 1😅)
This video is very interesting, not just for maybe more diehard fans of the games, but also as a bit of educational bit for game development. I dont play the games but follow the lore so this was quite insightful!
Visual debugging is a very useful practice for game developers. Just make sure to not do everything like Scott does. His way of scripting is known to be terrible
This is a really cool video, seeing all the little tricks Scott used in game makes it far more comprehensible. There are a bunch of games that use tons of invisible objects for various functionalities. Great work
great video, i have in plans to make fnaf map in minecraft 1 to 1 so i'm looking for more detailed informations about the games, this video really helped understand how fnaf 1&2 works and it gives me the details i was needed I will be thankful for video about fnaf 3 and 4
Since Im pretty sure fnaf 4 is the first fnaf game to not just be images I think it would be interesting to see the behind the scenes for that But you also cant forget fnaf 3 So I can’t wait to see a video on those
One thing I think would’ve been good to mention too is *why the Paperpals have their own A.I counter. It’s part of an Easter egg of sorts. Most everyone was aware that the paperpals were able to appear in your office but it was assumed that withered chica would bring them in (for whatever reason) or it was a random chance. However this isn’t the case. The A.I level you showed is actually the deciding factor in if the paper pals will appear in your office. They work like every other animatronic as you described so I won’t re-tread old ground. The only additional info is that there is a 1% chance their A.I level will actually be high enough to let them move when starting a night as they can only be set to either one or zero. This isn’t including how lucky you’d have to get with all the checks. Secondly is that there is code that specifically prevents their A.I level going up on any night other than night 7 meaning they will only have the chance to appear on custom night and none of the other 6
honestly, this is one of the best, and most interesting videos i’ve ever come across. i genuinely love the editing style, and video format. the break-downs are simple, and easy to understand, and i can’t wait to see more from you. if you don’t mind, i’d like to see a video specifically from you explaining the FNaF 1 AI levels. maybe sometime soon? anyway, you just gained a new subscriber 👍
8:26 In a nutshell: This counter was meant to count up by 1 for every frame you have the camera tablet open & flashlight shining on a secret character. Once it reached 30, you would experience a signal interruption, with a metal running sound effect being played, and the secret character you were looking at disappears. There are other lines of code that constantly set it to 0 or 1 if a blackout is in progress, which is why it doesn't work as intended. Also for anyone wondering, Shadow Bonnie uses a separate random(x) function from the random(1000) used for the other secret characters, which just like the random function described in the video, generates a new number every time the camera tablet is closed. Specifically, Shadow Bonnie uses random(1000000), which due to Clickteam being 16-bit, ends up translating to a 1/16,384 chance. So the odds of encountering Shadow Bonnie are 1/16,384 per-camera-tablet-closure.