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Friday Night Funkin' - Alleyway Engine

Not a Psych fork again...

Yeah, Alleyway Engine, your average Psych fork, but sometimes, it's that and not a fork at the same time, to us, it's such an experience to get this worked on, and like I said, a lot of help would get me appericated as much as you would, oh and the engine was, right now, originally designed for Vs. Foxa, but it will still need several changes to be used for other mods. Anyways, see you there when it's finally done!

And useless shit has been added here too, not to mention that. Ha!

License Summary

Permitted Actions

You are permitted to perform the following actions:

  • Download and install/play this modification.

Required Actions

You must obtain permission to perform the following actions:

  • Redistribute the unmodified engine on a website other than GameBanana, GameJolt, or GitHub.
  • Use parts of this modification in another engine or mod and provide credit. (Though, there are things I just took from other engines so you may have to credit for those too.)

Permitted Actions with Conditions

You are permitted to perform the following actions under the following conditions:

  • Modify this engine and redistribute the modified engine on GameBanana, GameJolt, or GitHub, provided that you offer the same rights to others.

Prohibited Actions

You are not allowed to perform the following actions under any circumstances:

  • Use this modification or parts of this modification for commercial purposes.
  • Use parts of this modification in another engine or mod without providing credit.
  • Publicly distribute malicious or potentially harmful scripts that utilize this engine.

Additional Conditions

You agree to the following additional conditions:

  • You will not modify this modification in any way that violates the license agreement.
  • You will not distribute any modified versions of this mod that do not comply with the terms of this license agreement.

This license agreement is subject to change at any time, and continued use of the mod constitutes acceptance of any such changes.

REMEMBER: This is a mod. This is not the vanilla game and should be treated as a modification. This is not and probably will never be official, so don't get confused.

Do not look at the MainMenuState file, worst mistake of my life.

Oh and right now, HTML5 ports have no guarantee of working, we are not responible for them, nor do we maintain them at all.

Anyway, back to the original Psych README...

Friday Night Funkin' - Psych Engine

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.

Installation:'

You must have Haxe 4.3.x, installed in order to move on to these next steps.


Go into your setup folder located in the root directory of the source code, and execute the respective script for your operating system.

setup-unix.sh was designed for Linux and Mac, setup-windows.bat was designed for (duh) Windows

For Windows users, double click the setup-windows.bat file, and wait until the process of installing the libraries is finished.


For Linux and Mac users, often double clicking on setup-unix.sh is the solution, but if not, open up a terminal on the script's folder location, and execute the following command:

sh setup-unix.sh


Compiling the Mod

Now that you finished setting this up, you're now ready to compile the mod!

Desktop Building:

Desktop building can be a bit tedious. Each different version requires a different setup.

Linux/Mac Building:

  1. Open your machine's command prompt/terminal and navigate to your root folder of the mod. An easy guide can be found here!
  2. Type lime build mac to build the Mac version of the mod.
  3. Type lime run mac to run the Mac version of the mod from the command prompt/terminal. (You can also run the mod from funkin/export/release/mac/bin)

For Linux users, replace mac with linux.

Windows Building:

  1. Install Visual Studio Community.
  2. Open the installer and go to the individual workloads tab and download the following:
* C++ CMake tools for windows 
* C++ Profiling tools 
* 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
* MSVC v140 - VS 2015 C++ build tools (v14.00) 
* MSVC v141 - VS 2017 C++ x64/x86 build tools
* MSVC v142 - VS 2019 C++ x64/x86 build tools
* Windows 10 SDK (10.0.16299.0)
* Windows 10 SDK (10.0.17134.0)
* Windows SDK (10.0.17763.0)
  1. Wait for the install to finish, which might take a while, this shit is 22 gigabytes so you gotta save some space if you need to.
  2. Open your machine's command prompt/terminal and navigate to your root folder of the mod. An easy guide can be found here!
  3. Once everything is installed, type lime build windows to build the Windows version of the mod.
  4. Type lime run windows after the mod is compiled to run the Windows version of the mod. (You can also run the mod from funkin/export/release/windows/bin, or type test instead of build.)

If you want to just play the mod and not compile, just use the action builds (either through just Github's Actions tab, which requires a Github account, or use nightly.link).

Customization:

if you wish to disable things like Lua Scripts or Video Cutscenes, you can read over to Project.xml

inside Project.xml, you will find several variables to customize Alleyway Engine to your liking

to start you off, disabling Videos should be simple, simply Delete the line "VIDEOS_ALLOWED" or comment it out by wrapping the line in XML-like comments, like this <!-- YOUR_LINE_HERE -->

same goes for Lua & Haxe Scripts, comment out or delete the line with LUA_ALLOWED and HSCRIPT_ALLOWED, this and other customization options are all available within the Project.xml file

Credits:

  • Shadow Mario - Programmer
  • RiverOaken - Artist

Special Thanks

  • bbpanzu - Ex-Programmer
  • Yoshubs - Ex-Programmer, we don't support them anymore.
  • SqirraRNG - Crash Handler and Base code for Chart Editor's Waveform
  • KadeDev - Fixed some cool stuff on Chart Editor and other PRs
  • iFlicky - Composer of Psync and Tea Time, also made the Dialogue Sounds
  • Keoiki - Note Splash Animations
  • Smokey - Sprite Atlas Support
  • SuperPowers04 - LUA JIT Fork and some Lua reworks

Features

Attractive animated dialogue boxes:

(They were planned for the vanilla version once but was scrapped, by the way.)

Mod 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.

Atleast one change to every week (less Week 7):

Week 1:

  • New Dad Left sing sprite
  • Unused stage lights are now used
  • Dad Battle has a spotlight effect for the breakdown

Week 2:

  • Both BF and Skid & Pump do "Hey!" animations
  • Thunders does a quick light flash and zooms the camera in slightly
  • Added a quick transition/cutscene to Monster

Week 3:

  • BF does "Hey!" during Philly Nice + that one part glows!

Week 4:

  • Better hair physics for Mom/Boyfriend (Maybe even slightly better than Week 7's 👀)
  • Henchmen die during all songs. Yeah :(

Week 5:

  • 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.

Week 6:

  • On Thorns, the HUD is hidden during the cutscene
  • Also there's the Background girls being spooky during the "Hey!" parts of the Instrumental

Cool new Chart Editor changes and countless bug fixes

  • 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 (Like in vanilla Week 7)
  • 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 five 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.
    • Hurt Notes: If Boyfriend hits this note, he plays a miss animation and loses some health.
    • GF Sing: Rather than the character hitting the note and singing, Girlfriend sings instead.
    • No Animation: Character just hits the note, no animation plays.

Multiple editors to assist you in making your own Mod

Screenshot_3

  • Working both for Source code modding and Downloaded builds!

Built-in script editor

  • You can now create or edit your Lua/HScript scripts inside the Chart Editor and Character Editor.

Story mode menu rework:

  • Added a different BG to every song (less Tutorial)
  • All menu characters are now in individual spritesheets, makes modding it easier.

Credits menu

Screenshot_1

  • You can add a head icon, name, description and a Redirect link for when the player presses Enter while the item is currently selected.

Awards/Achievements

  • 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).
  • Supports custom awards without the need of using source code!

Options menu:

  • You can change Note colors, Rating & Audio Offset, Controls and Preferences there.
  • On Preferences, you can toggle Downscroll, Middlescroll, Anti-Aliasing, Framerate, Low Quality, Note Splashes, Flashing Lights, etc.

Other gameplay features:

  • When the enemy hits a note, their strum note also glows. (Like in Vanilla Week 7!)
  • 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 by pressing Space or adjust Scroll Speed/Damage taken/etc. on Freeplay by pressing Control.
  • You can enable "Combo Stacking" in Gameplay Options. This causes the combo sprites to just be one sprite with an animation rather than sprites spawning each note hit.