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The legacy version of Project Funkin' (running on FNF 0.2.7.1)

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Project Funkin'

A Friday Night Funkin' Engine, idk what else to put here lol

Won't be worked on a lot cuz I'm starting back development on FX Engine

ADDITIONS

  • Restored the original Preloader! (and fixed it a bit!)
  • Recreated the Results from FNF v0.3.2
  • Setup for easy compiling
  • Added folders to sort shit out in source
  • Polymod!
  • ASKL over WASD
  • Custom Song Support
  • KE Input/Ghost Tapping!

CREDS - (I'LL BE CREDITING ALMOST EVERYTHING I ADD)

  • Ty (me!) - Project Funkin' Engine, FX Engine (I'm pulling some stuff from it), Results Screen Recreation, Custom Song Support (pulled from my w.i.p project YA4KRG), and HScript support

  • HiroNG - Modified BG for Results screen

  • LinkstormZ - Pixel bf results anim

  • Funkin' Crew - Original Game, Results BF & GF Assets and Offsets, Speaker thing in Results BG, Preloader

  • KadeDev - Kade Engine (pulled the input from it lol!)

Friday Night Funkin

This is the repository for Friday Night Funkin, a game originally made for Ludum Dare 47 "Stuck In a Loop".

Play the Ludum Dare prototype here: https://ninja-muffin24.itch.io/friday-night-funkin Play the Newgrounds one here: https://www.newgrounds.com/portal/view/770371 Support the project on the itch.io page: https://ninja-muffin24.itch.io/funkin

Credits / shoutouts

This game was made with love to Newgrounds and it's community. Extra love to Tom Fulp.

Build instructions

THESE INSTRUCTIONS ARE FOR COMPILING THE GAME'S SOURCE CODE!!!

IF YOU WANT TO JUST DOWNLOAD AND INSTALL AND PLAY THE GAME NORMALLY, GO TO ITCH.IO TO DOWNLOAD THE GAME FOR PC, MAC, AND LINUX!!

https://ninja-muffin24.itch.io/friday-night-funkin

IF YOU WANT TO COMPILE THE GAME YOURSELF, CONTINUE READING!!!

Installing shit

First you need to install Haxe and HaxeFlixel. I'm too lazy to write and keep updated with that setup (which is pretty simple). The link to that is on the HaxeFlixel website

Other installations you'd need is the additional libraries, a fully updated list will be in Project.xml in the project root, but here are the one's I'm using as of writing.

hscript
flixel-ui
newgrounds

So for each of those type haxelib install [library] so shit like haxelib install newgrounds

You'll also need to install polymod. Do this with

haxelib git polymod https://github.com/larsiusprime/polymod.git

Ignored files

I gitignore the API keys for the game, so that no one can nab them and post fake highscores on the leaderboards. But because of that the game doesn't compile without it.

Just make a file in /source and call it APIStuff.hx, and copy paste this into it

package;

class APIStuff
{
	public static var API:String = "";
	public static var EncKey:String = "";
}

and you should be good to go there.

Compiling game

Once you have all those installed, it's pretty easy to compile the game. You just need to run 'lime test html5 -debug' in the root of the project to build and run the HTML5 version. (command prompt navigation guide can be found here: https://ninjamuffin99.newgrounds.com/news/post/1090480)

To run it from your desktop (Windows, Mac, Linux) it can be a bit more involved. For Linux, you only need to open a terminal in the project directory and run 'lime test linux -debug' and then run the executible file in export/release/linux/bin. For Windows, you need to install Visual Studio Community 2019. While installing VSC, don't click on any of the options to install workloads. Instead, go to the individual components tab and choose the following:

  • MSVC v142 - VS 2019 C++ x64/x86 build tools
  • Windows SDK (10.0.17763.0)
  • C++ Profiling tools
  • C++ CMake tools for windows
  • C++ ATL for v142 build tools (x86 & x64)
  • C++ MFC for v142 build tools (x86 & x64)
  • C++/CLI support for v142 build tools (14.21)
  • C++ Modules for v142 build tools (x64/x86)
  • Clang Compiler for Windows
  • Windows 10 SDK (10.0.17134.0)
  • Windows 10 SDK (10.0.16299.0)
  • MSVC v141 - VS 2017 C++ x64/x86 build tools
  • MSVC v140 - VS 2015 C++ build tools (v14.00)

This will install about 22GB of crap, but once that is done you can open up a command line in the project's directory and run lime test windows -debug. Once that command finishes (it takes forever even on a higher end PC), you can run FNF from the .exe file under export\release\windows\bin As for Mac, 'lime test mac -debug' should work, if not the internet surely has a guide on how to compile Haxe stuff for Mac.

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