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ProjectFNF is a mostly quality-of-life engine for Friday Night Funkin. It is easy to understand and is super flexible.

Home Page: https://aflacck.itch.io/projectfnf

License: Other

Haxe 99.42% Batchfile 0.58%
engine mod friday-night-funkin haxe haxeflixel neo game cutscene boyfriend lime

projectfnf's Introduction

THIS VERSION OF PROJECTFNF IS DISCONTINUED. CURRENTLY, PROJECTFNF 2.0 IS BEING DEVELOPED

Discord Version GitHub pre-release Updated Activity Code Size Issues Downloads Windows Build MacOS Build Balls

click on the stats to see more about that topic!/ stats generated with shields.io


Quality of Life & Highly Compatibile Engine

About

ProjectFNF is a engine for Friday Night Funkin' designed to be flexible. It contains a few quality of life enhancements along with a whole wiki which can help the user make their own mod. To Begin coding with ProjectFNF, follow this guide I created Here. Interested in trying the beta? Click here


Changelog


Here are some examples of ProjectFNF: (Skip)

image image image image image image image image image

Features(WIP)

  • Custom input and ratings sytem
  • 24 different options to customize
  • Modifiers menu
  • Easy selectable custom note skins
  • Very simple modcharting for mac and windows
  • Downscroll
  • A very easy config file for new mod developers
  • Custom keybinds
  • Advanced info text
  • Ability to hide the second player's notes
  • Much more

Compare

Topic ProjectFNF Kade Engine
Modcharting support for Windows Yes Yes
Modcharting support for Linux Yes No
Modcharting support for Mac Yes No
Modcharting in charting menu Yes No
Offset timing Yes Yes
Customizeable Keybinds Yes Yes
Hit Sounds Yes No
Custom Arrow Skins Yes No
Increased FPS Yes Yes
Early Windows and better ratings Yes Yes
End screen Yes Yes
Modifiers Yes No
Downscroll Yes Yes
Replays No Yes
Audio Offset Coming Soon! Yes
Accuracy and Grades Yes Yes
Pause countdown Yes No

Special Thanks :)

  • KadeDev: Rating code, downscroll code and keybind code
  • Palladium346: Second icon grid
  • l1ttle: A shit ton of beta testing
  • VMGuy23: Some helpful PR's and support

Usage

We do not ask for much, all we ask is you link the github and if the mod is on gamebanana make sure to credit aflack and Zeptos for making the engine. Also please do not remove the ProjectFNF version on the bottom of the screen in the main menu, this gives the engine its credit and also makes it easier to receive help with the mod. I will not be able to help you if you do not have the version of ProjectFNF in the game. also make sure to add the tag "projectfnf" to the github page.

projectfnf's People

Contributors

actuallyasmartname avatar aflacc avatar aidenanimates avatar arceuss avatar derpy-jacob-903 avatar magnusstrom avatar octol1ttle avatar pupbrained avatar stilic avatar vmguy23 avatar

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projectfnf's Issues

Extra version info

Describe the type of Feature (Quality of Life, Mechanic, etc.): (most likely) Quality of Life
Describe your Suggestion:
Add the FNF version ProjectFNF is built on in the corner of the screen

I just realized high effort test is basically just projectfnfs code

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Disable note miss animation

Describe the type of Feature : Quality of Life
Describe your Suggestion: A setting in the options menu that sets a bool to true that lets you disable the miss animation when not hitting a note.

CONFIGTitle Does not work when set to false

Severity of issue: Medium
Link to Repository of Mod (Reccomended): Its basically a clone of this one
Describe the bug and how to recreate it: In Config.hx, setting "CONFIGTitle" to false still uses the projectfnf title.

Extra notes:

Whats coming in v0.2

V0.2 is coming around the corner shortly, and I'm working on some new very helpful features for your mods that people have been wanting to do for a while.

New Functions

switchTex(sprite, newTex) is one you will probably like. You have to define these new textures in a new file I will be calling tex.hx, but what this does is you can swap out sprites for something. One use of this is maybe at a certain point in a song, switch out the characters appearance with another sprite sheet.
die kills the player cuz why not :trollface:
sethp(hp) sets the players hp. This is a % value, so 100 would be full hp, 0 would just kill you, 50 would put you at the starting hp.
alert(message) brings the player to a alert screen, which would look teh same as the outdated screen but with custom text. the \n value is supported.
skipSong Sends the player to the next song, or sends them to the main menu if its the last or freeplay

New Settings

saveUnlocks (Bool) bring back the saving week unlocks!
most of the settings mentioned here
newHealthIcon (Bool) this is a new way of using health icons, by using a sprite sheet instead of a grid
freeplayCutscenes (Bool) weather you want cutscenes to still play from freeplay mode.

New Mechanics

New input system (maybe)

Do you guys want to see YouTube tutorials on how to use ProjectFNF?

I had this idea brought to me by a few people in the Discord, and I think I could do this. They would be short. If you support this Idea, simply react to this message with 👍. Also reply with your ideas for tutorials as well because I might make the first one today

Game Version

i dont wanna MAKE game
i wanna PLAY game

that means i dont want to use source code i just want a normal FNF with this engine

[8] Lua error causes compile fail

ProjectFNF version: Latest from GitHub
Type of issue: Compile error
Severity: 8
Description: Install linc_luajit from Haxelib (Linux specific, maybe) and try compiling
Repository:
Here

/usr/share/haxe/lib/linc_luajit/0,0,2/llua/Lua.hx:492: characters 43-61 : Abstract<cpp.Callable> has no field fromStaticFunction
/usr/share/haxe/lib/linc_luajit/0,0,2/llua/Lua.hx:526: characters 42-60 : Abstract<cpp.Callable> has no field fromStaticFunction

When compiling with Linux, not html5, I get this:

Error: In file included from include/llua/Lua_helper.h:11,
                 from ./src/__boot__.cpp:779:
/usr/share/haxe/lib/linc_luajit/0,0,2//linc/linc_lua.h:10:10: fatal error: ../lib/lua/src/lua.hpp: No such file or directory
   10 | #include "../lib/lua/src/lua.hpp"
      |          ^~~~~~~~~~~~~~~~~~~~~~~~
compilation terminated.

[💡] IRC Channel

Describe the type of Feature : Communication
Repository containing this feature : I don't have a done repo but i was thinking of using this for it
Describe your Suggestion:
IRC channel for communication about the project. If you want, I could create it, or you could, but it would probably be #projectfnf on freenode.

[#] 3rd song not visible in story menu tracks

ProjectFNF version: 0.3-c
Type of issue: Visual
Severity: 2
Description: Nothing really happens, more of a visual bug that's mission. This is the same for every week.
Repository:

]

[3] Greyscale arrows visual bug

ProjectFNF version: 0.3-c
Type of issue: Visual
Severity: 3? (I'm a bit unsure)
Description:
The greyscale arrow theme doesn't work properly, to reproduce this issue just download a copy of v0.3-c and select the arrow theme, you should notice the bug the second the song loads.
Screenshot (4)

[4] Boyfriend has no health (0.2-c)

ProjectFNF version: 0.2-c
Type of issue: Visual
Severity: 4
Description: When I load up a song to test, the health bar is stuck with giving Boyfriend no HP. I don't know why this happens, but it's now very hard to tell when you're about to die. (unsure if death is unavailable in this state)

Windows Binaries

Can someone make windows (and maybe mac) binaries please? thanks

[#] 71? something i have no fricking idea

ProjectFNF version 0.2-d
Roses on freeplay kills you instantly
I selected freeplay and went to roses and i was greeted to an instant blue ball. I also retried and it didn't help.

[#] Lack of final songs after compile

When i compile a fresh version of the source code,no modification at all,the final songs of each week disappear,even tutorial,i have absolutely no idea what causes it but theres only 2 songs a week,unless you count tutorial's lack of songs.

[8] Freeze when selecting song (0.2-c)

ProjectFNF version: 0.2-c
Type of issue: Crash/Freeze
Severity: 8
Description: Whenever i try to build & run the game (just freshly downloaded with no changes to the code) and i try to select a song the game freezes, and in debug mode it says it can't find the song IDs
Repository: None

image

I don't know the source code all that well so i wouldn't know how to fix it myself

Near-death icon issue

A bit of a minor issue but compiling the game (unmodified) and almost dying in a stage will lead to both characters (bf and the opponent) having a near-death character icon as seen below
Screenshot (3)

(Windows compile, no modification to source code whatsoever)

Dialogue in ProjectFNF will be completely revamped.

So I'm going to re-write how dialogue is going to work for projectfnf in a bit and I'm gonna just explain now how its going to work.

Portraits

So there are two different ways I might go about doing this. One of them saves space and time, the other one would be much easier to code in. The first method would be to use Spritesheets for each one. Now, I will be including a template in the files if I do this, and it will have a pre-coded xml that would have predefined expressions. inside dialogue, to change the expression, you would do the following: :bf:neutral:. Notice how there's two sections of the dialogue. the second one would be the expression.
The second method will be a million times better to add expressions in. There will be a "portraits" folder in shared, and it will contain files for each one. To call on one, you simply type the name of the file. For example, if I had a dad angry dialogue sprite, I would use :dadAngry: if I named the file dadAngry.png. Basically it will look for a file with the respected name in the portraits folder.

Animations

Because this new format won't have animations, I will be hardcoding in animations for the dialouge. It won't really have an animation, but I can try my best

I'm not really 100% sure I want to do the other ideas so I will hold on explaining them here.

BF's Icon going a bit nuts in Week 5.

Woops, seems BF's icon likes to break a bit.

Does his damaged/losing sprite even though the parents are losing.
(Same also happens with Winter Horrorland.)
image

[#] 70 probably

ProjectFNF version 0.2-d
So the health bar is locked at the very end and you can't see what place you are actually at on the health bar which is pretty annoying. It could be a code issue, but I'm not too sure.
Friday Night Funkin' ProjectFNF 6_17_21 11_17_43 AM

Crash

Severity of issue: Kinda high
Describe the bug and how to recreate it:
Do lime test html5 -debug and play through week 6, after textboxes the game freezes
Extra notes:

[10] Bad license

The current license suffers from the exact same issues FNF's license currently does, due to its lack of terms. It should either be reverted to Apache or changed to something like the GPL v3.

EDIT: Set the severity to 10 because any mods using ProjectFNF's code are affected by this, and will continue to be if they don't use code under a new license

Bug Report: icons still glitchy

Severity of issue: Low
Link to Repository of Mod (Reccomended): Unmodded
Describe the bug and how to recreate it: As in previous issues, the boyfriend icon still goes dead when the other one does.

Extra notes:
I like your additions to the game

[💡] implementing hscript-plus into the game. + one other feature.

Describe the type of Feature : note velocity and hscript-plus implementation
Repository containing this feature : https://github.com/DleanJeans/hscript-plus

https://github.com/nebulazorua/andromeda-engine

Describe your Suggestion:

There is an upgraded version of hscript available that is capable of executing multiple variables or even full haxe scripts. I believe it could be an incredible upgrade to hscript since it can only declare 1 variable and cannot create functions. In my opinion, giving this a try will help make modcharts more convenient.

Additionally, a new feature to suggest would be from the andromeda engine’s note velocity feature. I don’t know if Nebula is okay with it, so I believe you should ask.

Where I'm trying to go with ProjectFNF

Okay so, some of you guys might be curious about what I plan on doing to make ProjectFNF unique (other than the already existing stuff). and I want to go ahead and explain what I at least hope on adding to ProjectFNF, listed in order from Most Likely to be added to Least likely:

Screenshots

Ok so I don't think this would be too hard to do but I would add a keybind that when pressed would capture your screen

"Mod-ules"

A Mod-ule is basically a really easy way to add mods to your build of ProjectFNF. Basically, there would be a "Modules" folder in the folder with the .exe and assets and stuff that you could drag a "Module" folder into which would contain assets and some code. You would be able to insert mods into your build and they would be able to be all played in one .exe. I don't know how I would go about creating the Module folder but this is something I had in mind.

Kade Engine Compatibility

I know what you're thinking: "aflac don't u hate kade engine?" and your right i do but thats just cuz its slow for me. Its not a bad engine itself. Most of the hate is just a joke since I do have my own engine and would say its better cuz I made it. I don't know how I'd go about this at all I just kinda was one day vibin and was like "that would be a cool idea"

[1] Tricky arrows not abiding by arrow themes/pixel

ProjectFNF version: 0.3-d
Type of issue: Visual
Severity: 1
Description: Tricky arrows don't follow any themes or the week 6 style, I tested this in the precompiled release for 0.3-d but added a few tricky arrows to week 6's 'roses' just to test this.
Tutorial's built-in tricky arrow not abiding by the stepmainia arrow theme
Screenshot (11)
The tricky arrows I injected into week 6 not abiding by either the week 6 pixel theme or the stepmainia arrow theme
Screenshot (12)

Neo FIles from another mod I'm working on

Severity of issue: Not Game-Breaking just not intended.
Link to Repository of Mod (Reccomended):
Describe the bug and how to recreate it: This isn't a re-creatable bug but as of v0.1-d, Neo files for a seperate mod are in the Engine which aren't supposed to be in here. Its completely harmless, but if you have a version of ProjectFNF with these files, just remove any instance of neo stuff in PlayState.hx, StoryModeState.hx, FreeplayState.hx, Healthicon.hx and Character.hx and theres also a few assets in there that are also for it. Don't ask why there are Neo files. This isn't supposed to be something public yet. oops!

[💡] sex mode

Describe the type of Feature : sex mode
Repository containing this feature : sex mode
Describe your Suggestion: sex mode

s e x m o d e

[💡] Remove ProjectFNF folder

Describe the type of Feature : Suggestion
Repository containing this feature : master
Describe your Suggestion:
Remove the ProjectFNF folder, when unzipping there are no files in it, I can't make a PR because idk how to delete it.

Modcharts

Hello ProjectFNF community!

So I recently got contacted by someone on Discord saying that I should add KadeEngines Modcharting feature. Which allows you to create fun little visual FX. I am putting out a "Bounty" per say, and whoever can port it over to ProjectFNF will recieve many good things in return!

[#] Misses are too strict on the player / hitbox [9]

ProjectFNF version: 0.3-c
Type of issue: Mechanic / Gameplay / Rating
Severity: 9
Description: Many of my hits are for some reason counted as misses (my accuracy is 70%, yet I have 170 misses). By the way, ghost tapping is off. The reason I have it disabled is because it ruins the point of a combo.
Repository: The accuracy / gameplay code was not touched.

Bug Report: Neo files

oops ¯_(ツ)_/¯

if someone wants to create a pull request that removes the neo stuff that would be amazing

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