The original Engine originally used on Mind Games Mod, intended to be a fix for the vanilla version's many issues while keeping the casual play aspect of it. Also aiming to be an easier alternative to newbie coders. Creds to ShadowMario.
You must have the most up-to-date version of Haxe, seriously, stop using 4.1.5, it misses some stuff.
Follow a Friday Night Funkin' source code compilation tutorial, after this you will need to install LuaJIT.
To install LuaJIT do this: haxelib install linc_luajit
on a Command prompt/PowerShell
...Or if you don't want your mod to be able to run .lua scripts, delete the "LUA_ALLOWED" line on Project.xml
- Shadow Mario - Coding
- RiverOaken - Arts and Animations
- bbpanzu - Assistant Coding
- shubs - New Input System
- SqirraRNG - Chart Editor's Sound Waveform base code
- iFlicky - Delay/Combo Menu Song Composer + Dialogue Sounds
- PolybiusProxy - .MP4 Loader Extension
- Keoiki - Note Splash Animations
- Smokey - Spritemap Texture Atlas support
- Probably one of the main points of this engine, you can code in .lua files outside of the source code, making your own weeks without even messing with the source!
- Comes with a Mod Organizing/Disabling Menu.
- New Dad Left sing sprite
- Unused stage lights are now used
- Both BF and Skid & Pump does "Hey!" animations
- Thunders does a quick light flash and zooms the camera in slightly
- Added a quick transition/cutscene to Monster
- BF does "Hey!" during Philly Nice
- Blammed has a cool new colors flash during that sick part of the song
- Better hair physics for Mom/Boyfriend (Maybe even slightly better than Week 7's 👀)
- Henchmen die during all songs. Yeah :(
- Bottom Boppers and GF does "Hey!" animations during Cocoa and Eggnog
- On Winter Horrorland, GF bops her head slower in some parts of the song.
- On Thorns, the HUD is hidden during the cutscene
- Also there's the Background girls being spooky during the "Hey!" parts of the Instrumental
- You can now chart "Event" notes, which are bookmarks that trigger specific actions that usually were hardcoded on the vanilla version of the game.
- Your song's BPM can now have decimal values
- You can manually adjust a Note's strum time if you're really going for milisecond precision
- You can change a note's type on the Editor, it comes with two example types:
- Alt Animation: Forces an alt animation to play, useful for songs like Ugh/Stress
- Hey: Forces a "Hey" animation instead of the base Sing animation, if Boyfriend hits this note, Girlfriend will do a "Hey!" too.
- Working both for Source code modding and Downloaded builds!
- Added a different BG to every song (less Tutorial)
- All menu characters are now in individual spritesheets, makes modding it easier.
- You can add a head icon, name, description and a Redirect link for when the player presses Enter while the item is currently selected.
- The engine comes with 16 example achievements that you can mess with and learn how it works (Check Achievements.hx and search for "checkForAchievement" on PlayState.hx)
- You can change Note colors, Delay and Combo Offset, Controls and Preferences there.
- On Preferences you can toggle Downscroll, Middlescroll, Anti-Aliasing, Framerate, Low Quality, Note Splashes, Flashing Lights, etc.
- When the enemy hits a note, their strum note also glows.
- Lag doesn't impact the camera movement and player icon scaling anymore.
- Some stuff based on Week 7's changes has been put in (Background colors on Freeplay, Note splashes)
- You can reset your Score on Freeplay/Story Mode by pressing Reset button.
- You can listen to a song or adjust Scroll Speed/Damage taken/etc. on Freeplay by pressing Space.
MODIFIED STUFF PLANNED: Modified Ratings More Advanced Rating System