Getting back to FNaF dev
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@nemisdevilishkitchen
Getting back to FNaF dev

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Mini Custom Night - How I Feel 3 Months Later
Well it's been quite some time, yeah? The break I took was nice but I had felt as though there were still some no brainer things I needed to add to the game, you can read the changelog here as I won't be going over it in this post. I'm still very proud of this project despite everything. I've learned a lot. I've been self reflecting a lot lately and I think that making things is humbling. A lot of the time it's hard to keep my ego in check, that I could do something so much better if I just had xyz reason or opportunity. If I was in that position I'd just knock it out of the park. The truth of the matter is that it's easy to look at something and realize it's faults and upon realizing those faults you feel a sense of superiority. That it's just so easy to see the issue and you must be special for being able to and that had you been there you wouldn't have fucked up in the ways they did.
My head was deeply up my own ass when I started this project. It ended up being a very long and humbling journey, one that I'm still on, and I feel like I'm on my way to being a better person after it. The thing is that I had the power of hindsight when I went into this. Knowing the issues of a project can only come up once one has familiarized themselves with it. It wasn't that the initial person was just doing a bad job or didn't know, it's just that they were learning along with us. Creating art is like a game of telephone where you're berated and mocked for messing up. When you do something for the first time without any guidance or some list of things to fix or check off, you are alone and the future of what you decide to do is totally up to you.
Once I started to do things that FNaF games generally weren't able to or have done before, it was a lot harder to get things done. I had put myself into the same position as many others before me as I entered a new field of the unknown. I could no longer piggyback off the idea of being able to do something better because now I had to lay down the foundation and groundwork. In publishing this work I have made myself vulnerable to the same mockery and ignorance that I had subjected other art to, not realizing the difficulties and just how much really does go into leading the way for others.
I had to crawl so people who decide to take after me will be able to walk as many others before me have done for me. I believe this is the cycle that art goes through. Discovery, refinement and then rediscovery. This isn't to suck myself off or anything, my project really is bad. There's a lot I can do to improve. I may continue to improve it here and there in my free time but it will set down a foundation which others will be able to learn from, the good and the bad. My bad project has value because it still gives an idea of something greater, an idea people can build from and an idea that acts as a cautionary tale to not do exactly as I did.
I'm still going to continue to work on myself and the way I approach art in general. Trying to be more considerate and appreciative. To finally let go of my ego and to not be afraid to show weakness and vulnerability. To let my bad art be out there because I enjoy doing it and because I enjoy the progress I make. So I can continue to gain more appreciation for those around me.
I heard this story once from a friend and I'm not sure if it's their original story or not but it goes something like this,
This guy reads this newspaper everyday from this guy he hates the writing of. He constantly critiques and mocks the work and yet at the end of the day, the bad writer is the better one. Whereas the critic never put themselves out there and flexed their ability to create, the one being criticized was creating and learning with each misstep.
Reject the fear of failure and embrace the possibility of improvement.
Mini Custom Night Devlog #4: The Not Final Chapter
Oh wow thereās actually a main menu now.
Hey everyone, itās been a little over the week since the last devlog/update (at least on Tumblr, Iāve said a bit more on Newgrounds). This blog is gonna contain framework optimizations, bug fixes, additions and lots of system changes so if any of that sounds interesting to you, keep reading.
Keep reading
Mini Custom Night Devlog #3.5
Not a huge update since Iām really gonna take my break now after this but drumroll You can now play the game comfortably from your web browser: https://www.newgrounds.com/portal/view/890365 https://nemisune.itch.io/mini-custom-night-alpha-release
Mini Custom Night Devlog #3: Itās Time For Playtesting/Finally Open Sourcing It
I have a confession to make. Iām bad at Ultimate Custom Night. Iām not always going to be the best at finding bugs in games with a lot of mechanics. Which is why Iām asking for YOU guys to help in testing this project.
Iām Fucking Tired
Iāve been grinding out this project for weeks and at this point I just want a break for a bit. Take some time to draw and just not sit at a computer so long. I havenāt played Street Fighter 6 since I started kicking it into overdrive again. So the plan is to let this out, have people test and give feedback and after a week or so Iāll go back to working on it but hopefully less obsessively.
This Is Not For The Weak Willed
All things considered,Ā as a FNaF framework, itās basically almost all there. The main thing it lacks is polish which will come with time but as for having something to look at to get inspiration for making your own FNaF games, you can definitely use this. This is a FRAMEWORK for CLASSIC STYLED FNAF GAMES. Thereās nothing in here about making your dream visual novel or anything like that. In order to use this, you WILL need some level of ingenuity. But also NOT EVERYTHING IN THE FILES IS FINISHED. Some functions like disabling the flashlight or even the temperature changing during the night isnāt there yet as it wasnāt a priority. It will come soon though.
Godot Engine is obviously required and the number one thing you need to know is that researching is vital. I didnāt get here by moping and whining about what I can and canāt do. I scoured forums, asked questions and threw my head at the wall until I got results. Funny thing is the fact that everything here still isnāt perfect. But itās a first project and itās one that Iām willing to share with others so they too can throw themselves into something new to sharpen their skills.
That being said, my Discord is simply ānemisuneā, as is my Twitter. If thereās any assistance needed, hit me up. I donāt mind.
RELEASE
For now, you can find the projectĀ here on Github. This has both a download to the exe to run the game and the source code included. Go wild :).
Do note that this build only includes
Freddy
Chica
Foxy
Balloon Boy
Jalloon Jill
Toy Bonnie
Toy Chica
Whatever mechanics are needed to have them function properly.
(No, I will not be making an Android release anytime soon since I donāt have an Android phone. A linux release is in the cards though!)
If youād like to support me in order to help commission other people to help with visuals and the eventual addition of new content, please refer to my KoFi page.

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Open Custom Night Devlog #2: Mini Custom Night
So thereās been some notable downsizing, as you can see below:
So whatās that all about huh? And whatās with theĀ āminiā custom night? Well Iām glad you asked. If you didnāt then fuck you Iām gonna say it anyways in the rest of this blog if youāre interested.
Working on two really good friends
Open Custom Night Devlog #1:Ā After A Year, Iām Really Doing It This Time
Oh boy I have a lot I wanna say and rant about after working on this for such a long time.Ā
WHY AM I REMAKING UCN?
Screenshot of the main scene of Open Custom Night as of writing.
I really dislike Clickteam Fusion 2.5. When I wasĀ a wee lad I saw FNaF and wanted to make my own video games. I was inspired! So I spent the next 4 years of my life learning it. Huge mistake. CTF2.5 isnāt built for really doing any sort of complex games that might require multiple global objects or things of that nature. Itās very very limited. Not only that but itās like 300 dollars for the full edition. Like no man fuck that. I decided that in order to prevent other kids from wasting their time learning such a dumb engine thatās hard to pirate and unreasonably expensive, I would remake UCN for it to act as an open source fangame template.