Faz-Anim 2 Development

Gonna be using this thread for development on Faz-Anim 2 and thusly the Give-LIFE engine. With the current build which I’ve been on hiatus for a few months with- it is going to include the ability to use a Raspberry Pi Pico 2W and your local network to transmit signals to real servos. This has already been fully tested and working- with an explainer on the GitHub.

Its also gonna include the Faz-Anim 1 map and characters. I don’t know to what state I’ll drop this first build in but it’ll be the start to porting Faz-Anim 1 stuff.

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ooh, this is certainly exciting. i’ve seen some fantastic stuff made with Faz-Anim, particularly the movie edition, so i’m glad to see more development!

Working on overhauling the UI from a control node to a full 3D scene so we can have much much better use of the camera alongside more physical objects to represent nodes. Its about halfway there.

I wanna introduce more decorative elements you can add to show boards, and then also get rid of the title screen and turn its buttons into actual show board pieces so you have a fun interactive startup screen

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Changed my mind, no amount of nodes rework is really gonna give that simplicity of the old system. I’m reworking the whole thing to focus on a very easy but still powerful timeline editor. Should just hook into how the bots currently work pretty easy- just at the loss of importing any node showtapes.

Bits are being put down! and with a compact filesystem this time too, same file as the bits above (its encoded timestamps)

{
“author”: “Anonymous”,
“channels”: {
“bool_3294734178”: {
“data”: “000001B3000003A20000081600000A9A00000BB900000C1400000CFB00000D1000000DAA00000E0C00000E5200000EB400000F6300000FA200000FDA00000FE8”,
“index”: 0,
“type”: “bool”
}
},
“lastUpdated”: “2026-04-02T04:37:25”,
“media”: {

},
"projectName": "Give LIFE",
"projectVersion": "0.15",
"saveFileVersion": "1",
"timeCreated": "2026-04-02T04:37:25",
"title": "My Unnamed Show"

}

Current commit has a lot done! You can now browse your shows, create them, import them from an RR file, edit them, ect! Its mainly been the structure but just a few more changes and it’ll be good for editing- for now its doing playback perfectly.

Edit: Added a system to preview your active changing of signals so editing while playing works

https://gamejolt.com/p/test-o-nostalgia-cpsttnib

New editor is out! If you’ve used the RR-Engine editor you’ll feel at home here


Update 15.1 is out that fixed an issue that broke a lot of things! Was an issue with how it exported to each platform. It also adds in the new logo and Freddy, Bonnie, and Foxy for the Faz-Anim 1 map

https://gamejolt.com/p/test-q-arched-static-pj9qh5iz

Few updates later and its coming along well! Reccomend trying the new updates

Update on how its been going. The last month and a half has really shaped up the game and its new editor into something very capable. The editor now supports a variety of controller mappings- something that was a high note in the Node Editor but was bogged down by the rest of the complexity. Now its in the new Editor and it feels like a breeze to run through shows.

I also updated it so animatronics and lights are grouped into their own sections like how the RR-Engine in-game programmer had it- but still keeping the ability to have key bindings across multiple groups.

The efficiency of the editor is also way above what RR-Engine was doing. The entire system runs on a 14fps clock which I’ve found is at the absolute maximum of signal spam- but animatronics and lights will interpolate their values at the refresh rate. This means less resources are used at lower framerates, and higher framerates are more achievable since just the interpolation is run.

Modding has also been improved to reduce any and all redundancy so skins and characters can be put in with as little effort needed. The current commit has 79 characters/skins. I would not have been able to get through so many in the original engine. Above is even a video on how to mod in stuff.

I do hope eventually once the inertia is overcome that people begin porting mods to the engine. I know I can’t work on a CEC simulator until the company is in the grave, but I atleast want to help wherever I can for mod makers to carry that torch. Its gonna be a great head-start once I’m able to get back into it, basically just throwing new models and maps in while the game itself is all set to go.