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Friday Night Funkin' - Psych Engine Android Support

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 version 4.2.5, seriously, stop using older or newer versions, it won't work!

Follow a Friday Night Funkin' source code compilation tutorial, after this you will need to install LuaJIT.

To install LuaJIT do this: haxelib git linc_luajit https://github.com/jigsaw-4277821/linc_luajit on a CMD/PowerShell window

...Or if you don't want your mod to be able to run .lua scripts, delete the "LUA_ALLOWED" line on Project.xml

If you get an error about StatePointer when using Lua, run haxelib remove linc_luajit into CMD/PowerShell, then re-install linc_luajit.

If the compiler gives an error saying that hxCodec cannot be found read this issue to fix it: ShadowMario/FNF-PsychEngine#12770


Build Instructions For Android:

  1. Download.
  • JDK - Download version 11 of it
  • Android Studio - I recomend you to download the latest version
  • NDK - Download version r21e (This is the version recomended by Lime)
  1. Install JDK, Android Studio. Unzip the NDK (the NDK does not need to be installed because its a zip archive)

  2. We need to set up Android Studio for this go to android studio and find android sdk (in settings -> Appearance & Behavior -> system settings -> android sdk) andr andr2

  3. You Need to install extension-androidtools.

To install extension-androidtools run this: haxelib git extension-androidtools https://github.com/jigsaw-4277821/extension-androidtools on a CMD/PowerShell window

  1. Run command lime setup android in CMD/PowerShell (You need to insert the program paths)

  2. Open project in CMD/PowerShell cd (path to fnf source) Run command lime build android -final. The APK will be generated in this path: (the path is from source folder) export\release\android\bin\app\build\outputs\apk\debug.


If you want video support on your mod, simply run haxelib install hxCodec on a CMD/PowerShell window

Otherwise, you can delete the "VIDEOS_ALLOWED" Line on Project.xml

Credits:

  • Shadow Mario - Programmer
  • RiverOaken - Artist
  • Yoshubs - Assistant Programmer

Special Thanks

  • bbpanzu - Ex-Programmer
  • shubs - New Input System
  • 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
  • PolybiusProxy - .MP4 Video Loader Library (hxCodec)
  • Keoiki - Note Splash Animations
  • Smokey - Sprite Atlas Support
  • Nebula the Zorua - LUA JIT Fork and some Lua reworks

Android Support

  • Saw (M.A. Jigsaw) - All the things needed for this engine to support android

Features

Attractive animated dialogue boxes:

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:

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 does "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
  • Blammed has a cool new colors flash during that sick part of the song

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
  • 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!

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)

Options menu:

  • 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.

Other gameplay features:

  • 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.
  • 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.

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