FNAFb CC 1.2 Animation Delay and Patch Discussion
28 days ago
Illinois, USA

The 1.2 Update of CC added an additional glitch where there's a delay after each animation used in a battle. On the FNAFb Gamejolt Community Discord server, threedaysguy (also known as ZainCC) posted a replacement script in order to fix this issue. The question then arises, should the patch be allowed for speedruns?

(The link to the patch.)

https://discord.com/channels/969987583373348865/970000648177352784/1270522396931002433

South Australia, Australia

Did some testing with a session of CC (v1.2.1) with and without the patch, using a test enemy that wouldn't attack solely to test the 4 FNAFB1 characters using Scream to time how long a turn might last. Observation:

  • Version without patch has an animation delay after each animation.
  • Version with patch instead seems to add more delay to before the animation plays, more similar to version 1.1.

Here are the times I got from timing from when the turn starts to when it ends, not counting navigating menus.

No Patch - 5.60 seconds

Patch - 7.63 seconds

Actually moreso seems that the version without the patch is faster, saving around about 2 seconds each turn from battle animations alone, again not considering menu navigation.

As for whether it should be allowed, I certainly think it should be, as long as it is specified. Personally in my opinion I don't see why you would use the patch if you're losing time to the unpatched version every turn. If you do choose to use it, then fair play to you I suppose lmao

Edited by the author 28 days ago
Illinois, USA

I think that's a fair trade off. I also made sure to post the patch in the resources section, so anyone can use if it they'd like to.

Indonesia

I have added it so any runs using the patch can be seperated from ones that don't. Both are fair play but it's personal preference.