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View Code? Open in Web Editor NEWawesome fnf engine :D
License: Apache License 2.0
awesome fnf engine :D
License: Apache License 2.0
[x] Windows
[ ] Linux
[ ] Mac
As shown in this video, girlfriend isn't synchronized to the song tempo correctly (probably because it's using textured atlas)
Every time I run lime build windows, "source/funkin/system/CoolUtil.hx:242: characters 10-14 : Unmatched patterns: NONE" pops up. This just started happening, and it might be related to a recent commit but I'm not too sure. Does this happen for any of you?
How do I resolve this issue? After I use lime test windows, it displays this error, I am 99% I have everything I need to be installed but I don't know
source/funkin/system/CoolUtil.hx:242: characters 10-14 : Unmatched patterns: NONE
In the latest Beta Actions Build it tries to update it to a older version.
(CHANGE [ ] TO [x] IN FRONT OF YOUR TARGET!)
[x] Windows
[ ] Linux
[ ] Mac
Will YCE charts work with codename? I been very concerned about that and if so then cool
i dont want to compile this lmao
[ ] Windows
[ ] Linux
[X] Mac
None of the f keys (ex, f1, f2, and f3) don't work in the funny menu that pops up when 7 is pressed. Seems to only happen to me on macOS though. Selecting "Debug Options" in the options menu still crashes the game, and you can highlight stuff in the FPS counter.
[x] Windows
[ ] Linux
[ ] Mac
When trying to make a week with 2 difficulties (Hard & Hard Old in my case), it will only use the default difficulties (Easy, Normal & Hard)
The XML of said Week looks like this:
<week name="WEEK NAME" chars="dad,bf,gf" sprite="week1" difficulties="Hard, Hard Old">
I'm not sure if I'm doing something wrong, however.
source/funkin/system/CoolUtil.hx:242: characters 10-14 : Unmatched patterns: NONE
This seems to happen at random and this also happens in psych engine in some situations
[x] Windows
[ ] Linux
[ ] Mac
After playing Ugh on Story Mode, the game starts playing Ugh cutscene again, and soft-locks you later.
(had to use a third-party video service cuz of the video size) https://streamable.com/e89s4q
source/funkin/cutscenes/MP4Handler.hx:4: characters 8-28 : Type not found : vlc.bitmap.VlcBitmap
source/funkin/cutscenes/MP4Handler.hx:17: characters 20-29 : Type not found : VlcBitmap
source/funkin/game/PlayState.hx:66: lines 66-1453 : ... Defined in this class
source/funkin/cutscenes/VideoCutscene.hx:31: characters 17-33 : funkin.cutscenes.MP4Handler does not have a constructor
source/funkin/cutscenes/VideoCutscene.hx:33: characters 15-26 : funkin.cutscenes.MP4Handler has no field canvasWidth
source/funkin/cutscenes/VideoCutscene.hx:34: characters 15-27 : funkin.cutscenes.MP4Handler has no field canvasHeight
source/funkin/cutscenes/VideoCutscene.hx:41: characters 15-22 : funkin.cutscenes.MP4Handler has no field playMP4
this appears when i try to compile the engine
i ran update.bat, and previous builds work fine
how to make sonic.exe UI?
[ ] Windows
[ ] Linux
[x] Mac
When finishing a song, mainly modded in songs, the game shows a miniature-countdown and then freezes the game. You can only escape via the editors or by closing the game since you cannot pause. Not sure if this happens for Windows or Linux users though. Mainly happens for me in Freeplay but has happened once in Story Mode. No crashes.
update.bat
. It'll install the required libraries for compilation.update.bat
again. Since it's still in development, some libraries might be outdated.I have tried to add a character and stage but it has failed each time
I dont know if you need to do it in mods folder (Which if you do please explain how it works or add an example somewhere because it is not clear how to do it.)
[X] Windows
[ ] Linux
[ ] Mac
Build #2502
When connecting a Dualshock controller, the game in the beginning will work fine (except when binding buttons, I'm pretty aware Codename Engine may not support controllers yet), however when loading into a song, attempting to pause will pause for a split second before going back into the game.
Disconnecting the controller will not do anything as the game is glitched already (ex: pausing the song).
Recreate issue steps:
Connect a controller (mine was a DualShock 4)
Load Codename Engine (loading Codename first and then the controller may not recreate the issue)
Go to any song (I used Freeplay>Test)
Load the song
Attempt to pause the song using the key ENTER or in controller,, it will not work out well.
The game will also freeze if you spam any button in the beginning of the game using a controller.
[x ] Windows
[ ] Linux
[ ] Mac
idk how to fix
[x] Windows
[ ] Linux
[ ] Mac
FunkinSprites with zoomFactor 0 for some reason disappear when you zoom in the camera long enough
Document state scripts, note type scripts, and the other things that aren't documented in the wiki.
source/funkin/system/XMLSprite.hx:41: characters 15-38 : flixel.FlxSprite has no field doAdditionalMatrixStuff
source/funkin/system/XMLSprite.hx:40: characters 30-53 : Field doAdditionalMatrixStuff is declared 'override' but doesn't override any field
source/funkin/system/Main.hx:104: characters 53-57 : Float should be Int
source/funkin/system/Main.hx:104: characters 53-57 : ... For optional function argument 'UpdateFramerate'
source/funkin/system/Main.hx:104: characters 53-57 : ... For function argument 'child'
[ ] Windows
[ ] Linux
[x] Mac
I can't open the action build :/
[ x] Windows
[ ] Linux
[ ] Mac
so i was gonna go and compile the game, until it said 2 errors.
source/funkin/system/MusicBeatState.hx:86: characters 43-45 : Expected )
source/funkin/system/MusicBeatState.hx:143: characters 27-29 : Expected )
idk how this shit happened so i'm confused
L engine, he keeps on fixing memory leaks
Title Of The Issue Should Explain It.
During the songs starting countdown, the spooky kids and Girlfriend should alternate between their right and left idle dance animation for each countdown number.
Currently, they both play their dance right animation for each number.
In any Actions build, it just updates it to a older version, aka version 1586.
[x] Windows
[ ] Linux
[ ] Mac
Useful if you need or want to code an event on a specific beat (ex. Among Us Sabotage flash).
[x ] Windows
[ ] Linux
[ ] Mac
when I try to compile the game whit the lime test windows I got something like
"Error: VlcBitmap.cpp
./src/vlc/bitmap/VlcBitmap.cpp(5): fatal error C1083: Impossible d'ouvrir le fichier include : 'LibVLC.h' : No such file or directory"
Kinda new to this github stuff, so I'll just write the issue
So I installed the latest build, compiled the thing and everything went well. I ran the engine for the first time and did the update thing.
After the update though, game opened and crashed with "can't delete codenameengine.bak" or something like that.
I opened it again and it opened with beta build 1586, and always pops up the update thing. I press update, and wait for it to finish, and when it finishes it just closes and opens the same build again and then rinse and repeat.
Here'a video of my issue:
I don't know if this is an actual bug or if I'm just dumb lol
When you minimize the game (unfocus it) and come back (focus it) the Instrumental of the song stops playing, but the voices still play. The chart also freezes. If one of the characters where hitting a note at the moment you left, when you come back they still play the animation, but in loop. For some reason, when you pause the game and unpause it the bug fixes itself.
like not just red and green icon bar
I dont want to sound like a psych engine stan but i must ask this: will lua for modcharting be implemented or will this engine stay on hscript and that kind of thing
Just wanted to let you know that
Change the comment of MusicBeatState.stateScript
from "Current injected script attached to the state. To add one, create a file at path "scripts/stateName" (ex: "scripts/")"
to "Current injected script attached to the state. To add one, create a file at path "data/states/stateName""
So we can play around with the health more without editing source.
My suggestion is to have a text file in a song path that automatically imports the parsed scripts from the file. its hard for me to explain it so i'll just show an example.
Lets say your files look like this:
data/scripts/
randomScript.hx
anotherScript.hx
and you want to import both of these into a song. rather than making a script in the songs/your-song-here/scripts/
folder, you would just be able to have a txt file to automatically add the scripts to Playstate
the songs/your-song-here/autoImport.txt file would look like this
data/scripts/randomScript
data/scripts/anotherScript
and these scripts would be imported around here in playstate:
switch(SONG.song) {
// case "":
// ADD YOUR HARDCODED SCRIPTS HERE!
default:
for(content in [
Paths.getFolderContent('songs/${SONG.song.toLowerCase()}/scripts', true, fromMods ? MODS : SOURCE),
Paths.getFolderContent('data/charts/', true, fromMods ? MODS : SOURCE)]) {
for(file in content) {
var ext = Path.extension(file).toLowerCase();
if (Script.scriptExtensions.contains(ext))
scripts.add(Script.create(file));
}
}
}
i dunno something like this maybe
[X] Windows
[ ] Linux
[ ] Mac
The sound for changing selections in menus seems to get louder and quieter depending on which menu you are in.
It is louder in the main menu, story menu, and any of the options categories than it is in the free play menu, options menu, or controls menu.
Which target are you using?
[X] Windows
[ ] Linux
[ ] Mac
Build #2052
The first issue is when pausing a song in Week 6 or Test (or whatever utilizes the Pixel Pause menu, the pause text may have some distortion or glitch. There is no errors or warnings in Console Log.
To recreate this glitch, enter Test or any song that uses that pause menu and simply click Enter or a keybind that pauses the song.
Display Resolution: 1920x1080
The second issue is GF's sad note miss appears to be positioned wrong in the Test song. I'm not too sure if this applies to other songs in the game but I've noticed that GF moves to a different spot in the game instead of sticking into one spot.
To recreate this glitch, simply miss notes to trigger GF's sad animation.
You can see both GF not positioned correctly and the pause menu glitch in the same image.
Error message output while compiling:
source/funkin/cutscenes/MP4Handler.hx:4: characters 8-28 : Type not found : vlc.bitmap.VlcBitmap
source/funkin/cutscenes/MP4Handler.hx:17: characters 20-29 : Type not found : VlcBitmap
source/funkin/game/PlayState.hx:66: lines 66-1452 : ... Defined in this class
source/funkin/cutscenes/VideoCutscene.hx:31: characters 17-33 : funkin.cutscenes.MP4Handler does not have a constructor
source/funkin/cutscenes/VideoCutscene.hx:33: characters 15-26 : funkin.cutscenes.MP4Handler has no field canvasWidth
source/funkin/cutscenes/VideoCutscene.hx:34: characters 15-27 : funkin.cutscenes.MP4Handler has no field canvasHeight
source/funkin/cutscenes/VideoCutscene.hx:41: characters 15-22 : funkin.cutscenes.MP4Handler has no field playMP4
VlcBitmap type might need to be added or MP4Handler fixed.
[x] Windows
[ ] Linux
[ ] Mac
If i try to replace gf not using texture-atlas it won't replace gf
But if i use texture-atlas it will replace gf
Which is annoying if i tried to add shading using photoshop or stuff like that
I have everything installed from the original source code for FNF, ran the update.bat and then tried to compile in debug, "Dbeta" and normal compile and all of them gave the below error
source/funkin/system/MusicBeatState.hx:89: characters 43-45 : Expected )
[EDIT]: I tried running the code on windows powershell and the command prompt and CMD crashes instead of giving me the above error, powershell is the one which gives me the error
its will be cool
source/funkin/system/Paths.hx:190: characters 15-17 : Expected )
My Haxe Version : 4.2.5
could it be due to my haxe version?
loading into a game just kills you immediately
[ 15:02:00 | TRACE ] source/funkin/system/Main.hx:167: Used lime test windows. Switching into source assets.
[ 15:02:00 | TRACE ] source/funkin/system/Discord.hx:63: Discord Client initialized
[ 15:02:00 | TRACE ] source/funkin/system/Discord.hx:12: Discord Client starting...
[ 15:02:00 | TRACE ] source/funkin/system/Discord.hx:20: Discord Client started.
[ 15:02:01 | ERROR ] [FLIXEL] Could not find a BitmapData asset with ID 'assets/images/newgrounds_logo.png'.
[ 15:02:01 | TRACE ] source/funkin/ui/Alphabet.hx:60: Needs refresh!!
[ 15:02:05 | ERROR ] [FLIXEL] Could not find a BitmapData asset with ID 'assets/images/titlescreen/newgrounds_logo.png'.
[ 15:04:13 | TRACE ] source/funkin/updating/UpdateUtil.hx:27: v0.1.0
[ 15:04:14 | TRACE ] source/funkin/updating/UpdateUtil.hx:86: v0.1.2
[ 15:04:14 | TRACE ] source/funkin/updating/UpdateUtil.hx:86: v0.1.0
[ 15:04:22 | TRACE ] source/funkin/menus/MainMenuState.hx:186: Credits Menu Selected
[ 15:04:37 | TRACE ] source/funkin/menus/MainMenuState.hx:182: Freeplay Menu Selected
[ 15:04:43 | ERROR ] [FLIXEL] Could not find a BitmapData asset with ID 'assets/images/stages/tank/tankBg.png'.
[ 15:04:43 | WARNING ] Failed to apply XML property: Invalid field:velocity.x on funkin.system.XMLSprite
[ 15:04:53 | ERROR ] [FLIXEL] Could not find a BitmapData asset with ID 'assets/images/stages/tank/tankBg.png'.
[ 15:04:53 | WARNING ] Failed to apply XML property: Invalid field:velocity.x on funkin.system.XMLSprite
[ 15:05:01 | ERROR ] [FLIXEL] Could not find a BitmapData asset with ID 'assets/images/stages/tank/tankBg.png'.
[ 15:05:01 | WARNING ] Failed to apply XML property: Invalid field:velocity.x on funkin.system.XMLSprite
During the ugh song i've noticed that there is no alt animation for the ugh note.
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