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Plans!


Hiya Fuzzies!

this is gonna be kind of a long post, so um, read the TL;DR if you're not interested in reading.

If you havent yet, read the previous blogpost (The issue of FuzzBoobs.)  for more context.

Specific or older hardware do not support some resolutions. Most commonly, I found information that these devices only support maximum texture sizes of 4096 x 4096. This number varies, some devices only support 1024 x 1024 resolutions.

A lot of the texures was above this, though some have been resized. 


(This is the Room Size)

And this is fine! Though, I have also grouped these assets together. Grouping related assets can significantly reduce Draw Calls. Draw calls are when the game wants to access the texture. Your CPU has to grab the image, decode it for the GPU, and send it to the GPU for it to be read. If you group related assets to one texture, it can significantly reduce Draw calls as your CPU doesn't need to grab the image multiple times.

Awesome, so what is the current texture size of the Rooms Atla-


BOLLOCKS!

LOOK! Its over 4096 pixels! This is not an issue for most people, apparently GLSE2+ for OpenGL can have up to like, 16000+ pixels. But still, this does cause issues for those who have older hardware that can't do this. 
My new plan is to try balance it.



Note: I'm not going to do this exactly, I'll be looking at what images I can group together to help overall reduce the draw calls. I don't know if this will affect file size, but the game may be bigger or smaller.

Now, this should fix the issue OR AT THE VERY LEAST make the game run better for those with weaker computers. I hope ;;


What about the issue of non-weak computers? Well, I have noticed something interesting. For those who have reported performance issues and crashes, they seem to be using a computer using an AMD GPU. This is speculation, but I have a feeling that this has something to do with the backend for Fuzzboobs: OpenGL. This API is used for the backend of FuzzBoob's: DE. I believe it is OpenGL causing this issue with the other GPUs.

My plan for this is making Alternate API versions, for example hopefully a Vulkan version which is most compatible with the AMD GPUs. I will look into this.

MacOS users are not able to play the web version due to a Godot quirk, so I will be attempting to build a MacOS build.

The likeliness of a Mobile Version of FuzzBoob's dramatically drops when images should be the target of 2048. I'll experiment but I don't know.

I'm also going through the scenes and fixing newbie mistakes.

I was brand new to godot i'm sorry for this horrible credits. 

but i've learned a lot now, and I'm fixing my mistakes. I apologise if this affected anyone. This has now been fixed for the main menus and the fix will be in the next build.

Finally, I'm going to make the code less error prone. The game uses a lot of "Create Timers" which allows me to add delays in the code. However, I have since learned that these may cause unintended effects as I can't stop these timers. I don't think there are much (if at all any) bugs found involving these timers, but I'll be making an alternative to stop any more issues.

Controller Support!

If you play the current available version of fuzzboobs, you may notice there's like.. pseudo-controller support. Sorta there, sorta not there. I'm working on implementing it fully though! Not sure if it would work on browser but fingers crossed! paws crossed? im a furry idk

It won't be following the same layout as FNAF, but instead be based on what you can see. This'll be so that there won't be a huge advantage compared to Mouse or Touch users.

Discord Rich Presence


It's still a work in progress, but it'll show what scene you're looking at (+night if in the night shift). Then relative information below, like who's scene you're looking at or the time in the night shift. Etc.

Then Elapsed time is current fuzzboob's session playtime lol.

I'll make it so that you can turn this off in settings if you want to keep discord rich presence on but not for this game xd.

And that's kinda about it, I'm going to be essentially making Part 1 the best it can be and the most accessible before making Part 2.


And then after part 2, i'll continue working on my new secret Pokemon game.  Maybe fuzz 2, that might happen xd.

I'm sorry that this has been taking a while, I've been heavily studying Godot to learn it, to understand what it can do, and to make a good game. I've also been a bit busy at work.

TL;DR: Optimisation discussion, potential issues with potential fixes, alternative backend versions, Mac Support coming, controller support, discord rich presence, apologies for long time.

Post written and illustrated by Pudding.

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Comments

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Viewing most recent comments 1 to 20 of 23 · Next page · Last page
(+3)

Anything you make, especially with this artstyle will be amazing!

(+5)

ooo a pokemon game i can never find any good pokemorph games

I hope u can correct those errors! This game is really well made and i think more people should play it

Aoaoaoao this is the best news today!

I already thought that FuzzBoobs was the end, but Fuzz 2 sounds intriguing)

AWESOME !!! Can't wait for MACOS build!!

might we get a option to turn the girls futa?

(+4)

Fuzzboobs 2 would be awesome!!

(+2)

You are doing a wonderful job. Don't sell yourself short on anything that you do. You are bound to make mistakes. You can't make an omlette without cracking a few eggs, as they say!

Keep up the great work!

Good to see the game is still coming along. obligatory mention that I am open to help beta testing the game if you need help finding bugs before release. Anyways, Have a great rest of your day! :> 

Thanks for caring about those who have bad computers!

(+3)

So regarding the draw calls, is that really that much of a performance hit if every texture was just on its own? The game is 2D and there aren't that many assets to load in the first place, so I don't think having like what, 8-15 extra draw calls affects performance THAT much.

Also, I feel like Discord Rich Presence should be OFF by default? xd or at least prompt the user on first boot if they want it on or off (with it still off by default to prevent edge cases)

All in all, very nice update post, you've been improving at godot like crazy, nice work! Love the tiny doodles in the images xD

(+1)

So it really isn’t much performance hit at all. None of my testers with older computers ran into any issues.

However

others had reported issues with the game crashing frequently, and it may just be a godot and old computer thing 

(+1)

don´t worry boy, this game is awesome and, at least i´ll keep following it, thanks for all.

but about that, i personally don´t have a good pc and i don´t have any issue whit the performance

And how does that affect part 2?

(+1)

Como novato de computadoras, casi no entendi mucho xD

Pero aun asi, muchas gracias por eso. Ayudara mucho a mi pc :3

(+7)

These posts inspire me to become a game dev. I love these bizarre behind-the-scenes problem solving that most people don't think about.

(+4)

You have saved my shitty 4 dollar PC, Thank you :D

(+1)

Hopefully learning Godot will payoff later. I hope it all comes together proper, take the time you need. Though making it playable for Mac sounds like hell to convert.

(+6)

How in the hell did my laptop run this...

(1 edit) (+2)

Bet

(+5)

I'm glad everything is coming around great! I wish you the best!

Viewing most recent comments 1 to 20 of 23 · Next page · Last page