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The issue of FuzzBoobs.
Heya Fuzzies.
It’s pudding here again. I may be on my short game development break but I’ve been considering making this post since the original FuzzBoob’s release.
How did Five Nights at FuzzBoob’s begin?
Fast forward a year and a bit, I hear news from Proteins (link in credits) that there was someone making a game.
I was put in the team as a co-developer. I was excited to work on my first non-university proj-
It was a fucking mess.
Every. Single. Asset. And. Variation. Was. It’s. Own. Image. At. Absurd. Resolutions.
The assets were around 8K resolution each, which had immense Ram and Filesize cost.
And by ‘It’s Own Image’ I mean the office itself had far too many large images:
- Office with BlackOut
- Office with lights Out
- Office with Left light on and Right light off
- Office with Left light on, Left door shut, Right light off
- Office with Left light off, Left door shut, Right light off
- Office with Left light on, Bonnie at door, Right light off
- Office with Left light on, Bonnie at door, Left door shut, Right light off.
- Office with Left light off, Right light on
- Office with Left light on, Right light on
- Office with Left light on, Right light on, Right door shut.
- Office with Left light on, Left door shut, Right light off, Right door shut.
- Etc etc. Hope this proves the point as there’s a lot more.
- Stage with Freddy, Bonnie, Chica
- Stage with Freddy, Chica
- Stage with Freddy
- Stage Empty
- Stage with Freddy, Bonnie
- Stage with Bonnie, Chica
- Stage with Bonnie
- Stage with Chica
And this carried on for all the other cams, the worst one being Foxy’s Cove with how many Bonnie Sign Variations there are.
But if they were images, how do they animate now?
- Office Main
- Left door
- Right door
- Outer office Left Light
- Outer office Left Light Bonnie
- Outer office Right Light
- Outer office Right Light Chica
- Office buttons, etc.
- Freddy
- Bonnie
- Chica
- Stage
And this was a drastic change. The original source files went from 16gb to about 1gb.
But what about the Absurd resolutions?
In the Godot Definitive edition release, I didn’t have the luxury of resizing on import. So I went through and resized as many assets I could to fit in 1440p resolution. Not every thing got fully resized as there are a lot of frames in here. If I went any lower, it would have looked bad.
However, there was complaints of the game being poorly optimised. This is because I hadn’t found out you can create sprite atlases on Godot, as it is not in the documentation. But, since the assets are a lot bigger, these atlases are huge, some stretching up to 16k resolution. However, it reduced the draw calls for each individual image and majorly reduced crashing as overall it is technically less.
For the majority, this minor change adjusted the opinion to “It works great”.
But now we’re in the position of not *every* hardware can load these images. I believe this is why some people see Black or nothing instead of the images.
Can anything be done to improve?
- The ability to reduce Asynchronous loading. I created a system that allows me to begin loading scenes early. For example, when you click the buttons in the menu, the game immediately begins loading the next scene as it fades to black. However, for some computers two scenes are too much. Reduce Asynchronous Loading helps by waiting until the scene fades out, fully unloading the previous scene, and then loading the next scene. It’s why the load times are longer, but reduces crashes for others.
- Light compression. The assets now have a compression technique similar to Jpeg on their main atlas. This is almost indistinguishable but also reduces the ram usage heavily.
I’m going to look into seeing what can be resized more without hurting the quality too hard when I get back into developing this game.
However, I will not let this situation occur for future games I create. There was not much that could be done for FuzzBoob’s as I had joined late in terms of asset creation.
For those who want to make a game: Do research into assets before creating them. And use sprite sheets / sprite atlases whenever you can to reduce draw calls.
Finally,
and I hope you guys stick around for my other projects. This problem has been troubling me, and I wanted to be transparent about it.
If you have a question about this, feel free to leave a comment here or @twistcumet Glazed’s discord. I read each comment here.
Files
Get (18+) Five Nights at FuzzBoob's: Definitive Edition
(18+) Five Nights at FuzzBoob's: Definitive Edition
Five Nights at Freddy's, but with boobs done better.
| Status | Released |
| Author | Pudding's Bakery |
| Genre | Survival |
| Tags | Adult, Cute, Erotic, five-nights-at-freddys, Five Nights at Freddy's, Furry, Horror, NSFW, Porn, Singleplayer |
| Languages | English |
More posts
- Patch for D.E57 days ago
- DEFINITIVE EDITION P1 RELEASE58 days ago
- New FuzzBoob's Patreon + Performance reveal79 days ago
- 4 Million Views + Important development timeline changes.88 days ago
- Godot Progress 2Oct 18, 2023
- Godot ProgressSep 21, 2023
- A Statement. (Unity Situation)Sep 14, 2023
- Main Menu: Original VS Definitive Edition (SPOILERS)Jul 03, 2023
- POLL END & NEW GIRL REVEAL (SPOILERS)May 17, 2023

Comments
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Health is more important than some code, never push yourself too far and take care of yourself and your health, this goes for everyone else on the team aswell, take your times
i want to sex the bear
warning: if you try to cheat the game will crash and delete your save
worked for me
didnt want to replay the game despite already beating 90% of it
my freedom to do what i want with my singleplayer game...
I Love this Game, and I have a small request, can you make a button to adjust whether foxy is futa? I hope to find it in the settings
I support your opinion
I don't support your opinion 🗿
I don't like futa too, but the dev aleady said no on various platforms, aka foxy stays futa, until somebody makes a mod for that
i can more or less relate to the part where the programer has to solve the artist issue, since im a student and there is a lot of miss comunication betwen the artists and the programers, specialy in big projects. And there is no need for apologies, the fact that the game is still updating and getting better is more than enough
There is no need for apologize you already made great progress on the game (I play it cuz it's more fun then original fnaf 1 :p)
Nothing to apologize for bud, this was a really fascinating post to read through. It's neat getting to learn about what obstacles have came up during development and what sorts of techniques you've been using to overcome them! I honestly find how the assets were originally made to be kinda hilarious, I couldn't imagine having the game be forced to load the entire office all over again every time you pressed different door buttons 😆 (no offense to ya if you're reading this Glazed ❤️). Thanks for being transparent with us and for all the work you've put into developing this 👍❤️!
The best way to imagine it is if this game was played similar to a power point presentation.
And thanks for the kind words! I’m always down to talk about these things!
You are a good bean. Thank you for being transparent with us. And thank you for making foxy intersex it's really hot, I hope to see her top us at some point instead of bottoming. <3
:D
Unless I'm mistaken, I believe that you guys were planning to release the pck file. Whatever happened to that?
You're right on that. Before I do that, I found out that it can be dangerous to release the game with the PCK unencrypted.
As this can lead to people putting their own scripts into the PCK file and sharing it which is not good.
I still plan on releasing the version with the PCK file not in the .exe eventually, but only when I know it's safe.
I can't wait for the next update :)
Same ^_^
Yeah, I feel ya. Coding is when nothing ever works.
Take your time
🙏
Is Freddy poster working? I’m clicking for whole day and she doesn’t show up on cam. I remember in previous version of game it wasn’t all that difficult to trigger golden Freddy
Im not sure if the Poster was disabled or not, but golden freddy now has a random chance to spawn, and night 6969 still unlocks the animation
She behaves differently now. Her level is determined on how high the other animatronic’s levels are.
So 4/off or 4/0 has the same effect as 0% chance of spawning.
And while she will show up on the poster when she does spawn, she isn’t bound by it.
Hey, take all the time ya need. Working on a game can put a lot of stress on a dev team no matter how big or small they are
true, in my case i’m the only one devving on it.
Yeah, however I have faith in ya. ^^
sex
intercourse
Baby making
no problem, take a break after Part1, and when will we be able to play fnafb in 8K RTX ??? (just joking, but i think it would be funny to have a 30Go game for mega HQ p*rn x) )
oh gosh i’d rather delete the whole project than work on an 8K RTX version lol
x))
"i apologise for this rant thing. "
I personally think that there is no need to apologise. You just told us what's on your mind, this is the thing that makes people good developers, being dead honest with your audience! Also this is so great that you're not the one who point fingers in the others, keep up!
i’m always open about talking about how things are going in terms of development and the issues I have faced. I just don’t want to be annoying towards those who were expecting new content, but get my thinkies instead
That's fascinating. If I can ask, what sort of resources did you research when looking into importing your assets into Godot? I imagine finding these sorts of things on YT or some forum website to figure this out would be taxing. I'm thinking of making some test games on a few game engines and was curious of what kind of approach I should make in regards to creating assets or at the very least making them flexible to work with multiple should one not work out.
Reading this post has been quite informative as I don't see many developers really go through what it takes to both manage and refine their assets especially with a drastic change like the one made for this project. I hope your break helps you think more clearly and the team can prepare themselves proper to continue this project or the next one. Happy New Year, I hope you've been well.
So for Godot importing, I initially didn’t think much of it as the information on the documentation is quite limited.
Looking through the Import options, there is a drop-down to choose what type the image should be. I believe there’s Texture2D, VRam Compressed, VRam Uncompressed, CompressedTexture2D, and Sprite Atlas.
Through trial and error, I figured out you can import multiple or singular textures as a ‘Sprite Atlas’ that allows you to save it as an Image.
I don’t think it is in the documentation because it will blast you with a ton of errors that’s easily fixed by relaunching the engine.
And then with your SpriteAtlas, you can import that as a compressed texture 2D, and choose how much lossy compression you want (I went with 90% uncompressed for virtually no visual difference, but smaller Ram footprint and faster load speeds.)
Sprite atlases also have the issue of not storing the sprites optimally, which leads to some images being larger than they should because they’re only placed vertically (which can be fixed by adding a very thin wide texture to it. However this causes an issue where you can’t then compress the image after the fact for some reason).
Annd apart for that info dump, if you would like to make games (and you’re a beginner coder) I honestly recommend looking into youtube tutorials to begin with. Not the fancy ones like “How to make an RPG Part 893” but more informative ones like how to move/transform an object left or right, how to use the animator, etc.
Learning the small parts and utilising them allows you to think and properly learn how to achieve a specific goal.
In terms of asset management, I can’t speak for all engines but for Godot and Unity you should group assets like textures or images in atlases alongside similar textures. For example, in the Night Shift all the office textures go into one single sprite atlas, the UI goes into a sprite atlas. This reduces draw calls.
Draw calls are when the GPU needs to process an image. The CPU will request it from the ram per singular image. Why have 16 draw calls when you can put the textures into an atlas and have 1 draw call.
For asset creation, I recommend you design your assets to a target resolution. Something like 1080p. This doesn’t mean make your textures 1080p, it means to do the asset to scale on a 1080p canvas, so it can be dragged and dropped into your engine of choice.
Designing for a target resolution allows you to put the textures exactly where they should go, without needing to fiddle with the scale which would speed up development. It also prevents the game from looking like shit from down-resing or scaling up.
And thanks, I’ll be taking this short break as it’s currently just me working on part 2 now. Glazed has finished his art, i just need to do some writing for a voice actor, create assets for a few new scenes, create sounds.
Hope this is helpful! Sorry if I covered things you knew!
Hmmm
Thank you greatly, this more than does what I've seen online over the past decade on YT. Thank you kindly. While I am aware of some surface level stuff having worked with RPGMaker on one project I never ended up publishing since I was never too confident in it. Though making it into a sort of "video" that I still got but never felt proud of since I could never really ground my ideas at the time. Right now though, I have a FIRM grasp on what I want to do for this new project idea. Ranging from how I want my game to function gameplay wise to how the story will be written. Since I have quite a bit of experience from reading and writing a novel of my own; having both judged and reviewed quite a bit of fiction since that time I got a good grasp on what I will need to do in order to pull off the sort of story I want to tell. Art wise I am still quite a bit of an amateur, but I'm certain I can develop that as I build toward the project. Mainly the idea I have for this RPG is that, you must form a bond with some monsters, face off against a corruptive force of nature that is enveloping the kingdoms both in the human and demon territories. The gameplay part that I want to make interesting, taking notes from various RPGs where in merging similar and particular items to create new ones, instead will be toward your party members which can become more human or monstrous in appearance depending on how the player wants to progress. Debating on whether or not to allow said protagonist to romance them and what not but, I'll figure that out when I get into the story planning stages proper.
That aside, what you've shared is definitely way more than what I needed to know before properly planning all of it out. I thank you greatly for taking the time to write this response. I am thinking of giving Godot a try or something else I've seen before that might be more fitting.
Best of luck to you, the artist, and the team putting together part 2. I hope you've all been well.
I need to know more information before I can act on that.
For example, when did the crash occur, how can it be replicated, etc.
Otherwise, I can't fix issues that I don't know how they've happened.
Edit: These were the original comments deleted by this guy. they were asking me to fix a crashing issue they caused by trying to cheat.
Not only did they delete their message when i told them not to cheat, they reported my message. Clearly not understanding that I handle the reports.

lolyou can’t make this shit up lol
Yeah, there is probably a reason. they don't want you cheating on their game..? anti-cheat exists for a reason, please use some common sense man
You kind of answered your own question. 'If done incorrectly.' If you edit it and it can't figure out how to run properly cause the value changed, a whole slew of things can go wrong. I'm no programmer, but I know a little. It all depends on how they made it. In this case I imagine they might have an anti-cheat in, which is fair. But it could also just be that when it attempts to read the save a ton of things go wrong and the save becomes corrupt.
🙏
Are you stupid or something? You ever think there's a reason that the dev doesn't want you to cheat?
If you are experiencing crashing because you’re editing memory addresses of the code, i genuinely do not know what to say lol
The game saves on exit, which means on crashes like these it’s trying to save corrupt memory.
The fix? Maybe not editing the memory addresses?