How to install fnf mods
How to install fnf mods
Friday Night Funkin’ как скачать мод?
Вы любите Friday Night Funkin’ и просто хотите еще поиграть? Моды могут стать отличным способом решить проблему с новым контентом.
В Интернете есть множество отличных вариантов, но установка модов в игру может оказаться сложной задачей, если вы не знаете, что делаете.
Где найти моды
Вы можете найти моды на сайте fnf.onl или GameBanana. Однако мы предпочитаем последний, так как он постоянно обновляется, а на вкладке features на странице Friday Night Funkin’ сайта обычно представлены лучшие из лучших. Чтобы загрузить мод, прокрутите страницу вниз и под разделом «Обновления» вы увидите ссылку на загрузку. Там должно быть написано «Manual Download» зеленым шрифтом.
Рэп на всю катушку
Перед тем как попытаться установить мод, скопируйте оригинальные файлы и создайте отдельную папку. Это позволит убедиться, что ваша оригинальная версия Friday Night Funkin’ осталась нетронутой. Просто скопируйте файл и одновременно нажмите CTRL + V, чтобы сделать копию в том же каталоге.
Затем зайдите в папку Friday Night Funkin’ и вставьте папку assets мода, чтобы заменить некоторые из существующих файлов в игре.
Мы нашли забавную версию папы из Friday Night Funkin’ с популярным актером и ведущим Терри Крюсом, который заменил эту роль. Как только мы скопировали активы и открыли игру, как обычно, Терри Крюс предстал перед нами в рэп-баттле с флаконом Old Spice в качестве микрофона под песню «Dadbattle».
Скачать моды для Friday Night Funkin — ТОП лучших модификаций ФНФ
СОДЕРЖАНИЕ:
Рассказываем о десяти самых лучших модификаций для бесплатной ритм-игры Friday Night Funkin. Главный герой игры, Бойфренд, должен победить нескольких противников в рэп-батлах, чтобы заслужить уважение и симпатии желанной девушки.
Как установить моды Friday Night Funkin
Friday Night Funkin’ Minus скачать на ПК и Андроид FNF
Monika Mod (Doki Doki Literature Club) скачать на ПК и Андроид ФНФ
Желаете увидеть Монику в музыкальной битве против Бойфренда в Friday Night Funkin? Тогда этот мод для вас. Мод включает в себя новую песню под названием High School Conflict, а также новые файлы ресурсов, чтобы включить Монику в игру и изменить скин Boyfriend, чтобы лучше соответствовать пиксельной графике, которую использует мод. Его можно скачать здесь.
Friday Night Funkin’ Silva Pack скачать на ПК и Андроид FNF
Хотите выступить против Луиджи, Daft Punk и даже Big Chungus? Мод добавит больше персонажей в игре. Также мод добавляет несколько ремиксов, новый фоновый рисунок и новые треки для сложных и легких режимов к определенным песням. Его можно скачать здесь.
Sarvente’s Mid-Fight Masses скачать на ПК и Андроид ФНФ
Будьте готовы к тому, что вас поразят стихи. В игре Sarvente Mid-Fight Masses есть особая сюжетная линия, в которой бойфренду и девушке нужно найти ванную комнату, а затем наткнуться на монахиню, которая хочет выступить с рэпом. В него вошли четыре новые песни и полные заставки. Мод можно скачать здесь.
Vs Whitty скачать на ПК и Андроид FNF
Данный мод добавляет в игру совершенно новую неделю, когда Бойфренду приходится выступать против Уитти. С совершенно новыми ассетами, новой музыкой и серьезным всплеском сложности этот мод должен подобрать любой, кто действительно хочет бросить вызов игре.
Он также добавляет новую систему ввода, напоминающую другие ритм-игры, которые могут понравиться поклонникам этого жанра. Мод можно скачать здесь.
Этот мод полностью переосмысливает Friday Night Funkin ‘в футуристическом неоновом стиле. В нем представлены новые художественные материалы, а также совершенно новые песни, в которые игроки могут играть, и в то же время увидеть уникальный взгляд на персонажей, которых они узнали и полюбили благодаря первоначальному прохождению игры. Мод все еще находится в разработке, но для тех, кто хочет раннего просмотра, его можно скачать здесь.
Rapping Mario + Princess Peach As Girlfriend + Maro Beat Over Blammed скачать на ПК и Андроид FNF
Эти два мода хороши сами по себе, но в сочетании с модом Maro Beat Over Blammed они становятся чем-то действительно особенным. Фирменная песня Slapjack со звуками, которые Марио издает в играх, идеально вписывается в мир Friday Night Funkin ‘, и игрокам она обязательно понравится.
Рэппинг Марио можно скачать здесь, принцессу Пич в роли подруги можно скачать здесь, а Маро Beat Over Blammed можно скачать здесь.
Hatsune Miku Mod скачать на ПК и Андроид FNF
Хацунэ Мику не новичок в мире видеоигр, поэтому логично, что она хорошо вписалась бы в мир Friday Night Funkin ‘. Этот мод добавляет четыре новые песни, целую неделю, специально закодированную в игре, а также новый вокал и треки для Boyfriend, чтобы соответствовать его особой эстетике. Его можно скачать здесь.
B-Side Remixes скачать на ПК и Андроид ФНФ
Это один из лучших модов доступных в игре Friday Night Funkin. Он заменяет персонажей специальными ремиксами их музыки, чтобы игра оставалась свежей. Мод доступен для скачивания здесь.
FileDaddy is here to help!
1. Preface
This mod loader/manager is meant to simplify downloading and combining many different mods.
2. Before Starting
If your game is currently modded, please restore the game back to its original state. You can do this by manually deleting your modded files and replacing them back with the original ones. Or you can just download the game again to start off from scratch. This is important since FileDaddy uses your current assets folder of the game as its base without mods.
3. Getting Started
3.1. Unzipping
Please unzip FileDaddy.zip before use. The application will not work otherwise. If you don’t know how, simply Right Click > Extract All. then click Extract.
Make sure its extracted to a location NOT synced with the cloud such as OneDrive, Google Drive, etc.
3.2. Prerequisites.
In order to get FileDaddy to open up and run, you’ll need to install some prerequisites.
When you open FileDaddy.exe for the first time this window might appear.
This means you need to install some prerequisites. When clicking yes, it should take you to this page as shown below.
Click the Download x64 that I highlighted in red as shown above. An installer will be downloaded shortly after. Open it then click Install. After it finished installing, you should now be able to open up FileDaddy.exe without any errors. However, if you still run into errors, your operating system might be 32-bit so download and install x86 as well.
Alternatively, you can just download the installer from here and run it before opening FileDaddy.exe and seeing the error message.
3.3. Config
When finally opening FileDaddy.exe, first thing you want to do is click the Config button and set your Game Path to wherever your Friday Night Funkin executable is located. If you pick an executable that doesn’t have an assets folder in the same directory, the console will spit out an error and tell you to try again.
As of v1.2.0, you can add as many paths to different executables as you want by choosing a proper Game Path under the Add New Game Path. selection. You can then swap between whichever Game Path you’d like to choose.
3.4. Installing Mods
You can get started with installing compatible mods by looking for this button:
when exploring mods here on GameBanana.
Note that this button will only work after you opened up the FileDaddy.exe for the first time.
Once you click it, a confirmation will appear on your browser asking if you want to open the application. Hit yes. If you don’t want to continue seeing this confirmation just check off the Don’t Ask Me From This Website before hitting yes.
A window will then open up confirming if you want to download the mod from FileDaddy.exe itself. Hit yes and a progress bar will let you know when the download is complete. Afterwards, the mod should appear on your mod list if it was successful. The name it appears under at the moment is the title of the GameBanana page. You can rename it if you’d like by right-clicking.
If you want to manually install mods, click the Open Mods button on top and drag a mod folder (not zip) into the directory.
3.5. Building Your Loadout
After installing the mods you want, you can reorganize the priority of the list by simply dragging and dropping the rows in your desired position. You can also click the checkboxes to the left of the mods to enable/disable them. Mods higher up on the list will have higher priority. This means that if more than one mod modifies the same file, the highest mod’s file will be the one used.
Once you got your loadout setup, simply click the Build button and wait for it to notify you that it is finished building. After that, you can finally press the Launch button to start the game with your newly built loadout!
4. Updating Mods
As of v1.4.0, you can now check for updates by clicking the Check for Updates button. When clicking the button for the first time on old mods, it’ll add a last update time to the metadata no matter if its actually up to date or not. Any mods installed with 1-click post v1.4.0 will already have that part of the metadata. Updates are then found if it finds an update that is dated after the last update time in the metadata.
If an update is available, a window will prompt you with its description and changelog and asks if you’d like to update. Yes will update it and delete everything in the current mod folder and replace it with the update. No will not do anything. Skip Update will stop prompting the update until a new one is available.
If there’s more than one file available to download, a prompt will open to select one of them. There’ll be a short description, name of the zip, and how long ago it was uploaded.
5. Updating FileDaddy
As of v1.2.0, FileDaddy will check for updates for itself from GameBanana and prompt you to install it if it exists. This check will only happen if FileDaddy isn’t launched by clicking 1-click Install from a mod page. It will then download, extract, replace, and restart after confirmation.
If any error with the auto updates were to occur please report it to me. You can also update manually by downloading the latest release and drag, drop, and overwrite its extracted contents over your current installation.
6. Folder Structure
As of v1.1.0, folder structure no longer matters! FileDaddy will just look through the entire assets folder until it finds the matching file name instead of relying on the folder path. Do note that if the mod download has multiple variations in the same folder, that it will go by alphanumeric order by folder names. So please keep variations separated..
7. Metadata
As of v1.3.0, 1-click installing will also fetch metadata stored in mod.json to be shown to the right of the grid. To fetch metadata for mods downloaded before the update, just right click the row, click Fetch Metadata, and enter the link to its page on GameBanana.
8. Extra Options
9. Mod Loading Process
10. Mod Browser
As of v1.5.0, FileDaddy no has a mod browser tab so that you can find and download mods without needing to go to gamebanana.com.
10.1. Buttons
The download button will bring up a confirmation. If there’s multiple files available, a window will show up asking you which one you want to download.
The mod page button opens up the gamebanana page for the selected mod.
Note that all executable mod download buttons will be disabled but you can still click the Mod Page button to go to the page and download them yourselves.
10.2. Filters
10.2.1. Sorting
10.2.2. Sections
10.2.3. Categories
10.2.4. Include Pending
Checking this box will show mods that haven’t been approved yet. Check it at your own risk.
10.2.5. Pages
You can traverse the pages by clicking the left/right buttons or using the box to the right for selecting a specific page. You can also choose how many mods show up per page by using the box on the bottom right.
10.3. Error Messages
11. Issues/Suggestions
If you have any issues with FileDaddy please fill out an issue on this GitHub page. Suggestions are welcomed as well. There’s probably some things I haven’t considered since I personally don’t play/mod Friday Night Funkin frequently.
12. FAQ
12.1. Is this safe? My antivirus is getting set off.
Yes this application is safe. Antivirus tends to trigger false alarms, especially due to it needing to be connected to the internet in order to be compatible with 1-click installations. You can check out the source code for yourself if your suspicious of anything as well.
12.2. Why does this mod not have a 1-click install button?
Any mods with executables should not have a 1-click installation button appear. If it somehow does, do note that the executable that comes with it will not be handled by FileDaddy.
Instead, download these executable mods manually and set them in a location not inside FileDaddy’s folder. Then add the executable path to the config to use as a base.
12.3. Why won’t FileDaddy open?
I made it so only one instance is running at a time so if it’s already running, the app won’t open. Check to see if you can end the process in task manager or even restart your pc if you don’t know how to do that.
12.4. Why doesn’t FileDaddy have permissions to copy over files?
Try running as administrator or checking to see if any antivirus is preventing the application from operating on files.
12.5. Why aren’t my mods showing up after checking them?
Please make sure you pressed build after selecting your loadout.
12.6. Are you planning to make a Mac/Linux version?
12.7. Does this work with KadeEngine and/or other exe mods?
Yes, just set them as separate Game Paths in Config since each exe mod has their own unique directory setup.
13. Future Plans
14. Click Here to Skip to Download
Click the green button right under here to download.
SOURCE CODE GUIDE
1. FNF SOURCE CODE GUIDE
Songs/Week’s/Characters/Stages/Titles/Dialogue without replacing anything.
Don’t forget to save the changes on source code files by pressing Ctrl+S or Save.
The lines on the code that I talk about in my guide aren’t 100% accurate since I added new lines and removed others. So use Ctrl+F and search for the text in the examples for easier navigation.
AFTER ALL CHANGES IN THE CODE JUST COMPILE THE GAME FOR THEM TO TAKE EFFECT!
1.1. READ THIS FIRST! Prerequisites/Compiling:
Warning: To compile the game for Windows you will need 6GB+ of space so be careful before you start this and clear up space if you need.
Recommendation: Use the setup.bat batch file to install the Haxe Libraries, Visual Community, and fix other errors. You need Haxe 4.1.5, Git and the GitHub Files first! Put the setup.bat file inside the GitHub folder that contains the README for the best results! If in doubt always press Y and I recommend Visual Code aka option 3!
How to get the GitHub Files:
Get the github files from here (Green ‘Code’ then ‘Download ZIP’ and then extract the files with WinRar or 7Zip. You need all the files not just the source code).
OR
Install git if you don’t have it installed yet, open cmd, change the directory to the one you want to have the files in with cd «location» and now do git clone https://github.com/ninjamuffin99/Funkin.git
(Note: With this your folder will be called Funkin and not Funkin-Master so when I talk about Funkin-Master you know it’s referring to the Funkin folder)
How to get the rest of the necessary stuff:
Download Haxe 4.1.5 (yes it needs to be 4.1.5) and Git, after that download this setup.bat (btw if your browser says the file may be harmful ignore it. A batch file runs cmd commands so that’s why it gives a warning but I can guarantee you it’s harmless. You can look at which commands the file runs if you edit it) and paste it on the Funkin-Master folder. After that just open it and follow what it says aka press Y every time it asks to press it and choose Visual Code when it asks which IDE since Visual Code is the best :).
No Exe/Errors in the command line:
Questions on how to compile ask in the FNF Modding Server or DM me. If compiling the game doesn’t open the game automatically it means you have an error in the cmd. For these errors go to the FNF Modding Server or DM me and ask for help with a screenshot of the cmd.
How to code/compile efficiently:
Install Visual Code (it’s different from Visual Studio that you needed to install for compiling the game on windows), install the Lime extension here or by pressing the square symbol on the left bar in Visual Code and searching for it, open cmd, change the directory to the Funkin-Master folder by copying the location of the folder and typing this command to cmd without the quotation marks.
cd «location of the Funkin Master folder»
And type these commands by order:
If you downloaded the github files with the ‘Download ZIP’ method do this command too and follow the instructions given (Skip this if you used the clone method from the start):
git clone https://github.com/ninjamuffin99/Funkin.git
(Checking the File name extensions will help you getting through the guide as well but it’s not necessary).
If you used the git clone method from the start continue here (Go back if you used the Download ZIP method):
Now just press F5 and Visual Code will compile the game and show errors, and overall be way faster to work with.
The code will have an autocomplete feature, a hover feature, show errors on the spot and more!
1.2. Custom Songs:
Warning: With the new file system you need to use week 1 duplicates of jsons or change the jsons player1, player2 and the song name so it can be accessible through the corresponding week folder or shared folder. Basically if the json needs assets from a different week folder than the new song’s week, it will break.
Create a new folder in ‘assets/preload/data’ for your song with the name of the song (lowercase and no spaces). Copy a json from a different song and add it to your new folder or add an already made json. Rename the jsons to the same name as the folder you created (the name of the new song | Doesn’t need to be lowercase) and add ‘-hard’ or ‘-easy’ for the hard and easy difficulties respectively.
Go to ‘assets/songs and create a new folder again. Add your new music to the folder with ‘Inst’ for the instruments and ‘Voices’ to the vocals (.ogg).
(Optional: You don’t need to do this if you add it with the week on FreeplayState.hx)
To add it to Freeplay open freeplaySonglist.txt in ‘assets/preload/data’ and add the name of your song in whatever order you want.
Now compile the game and open the song and press ‘7’ and go to the ‘Song’ tab and change the name of the song to your new one. Press ‘Save’ to save the changes in the json file and replace the old json in your songs folder in ‘assets/preload/data’ with the new one you saved.
1.3. Custom Characters:
Add the png and xml files of your character in ‘assets/shared/images’ before this will work. (You can put them inside a folder if you want) OR you need to create a new week folder ‘assets’ and add the png and xml files.
Go to characterList.txt in ‘assets/preload/data’ and add your new characters name (lowercase).
If the character is meant to be player1 (boyfriend) it needs to start with bf or change the code in Character.hx to include your character.
Open source/Character.hx and copy a character’s case statement, change it to your new character’s name and change the location to your sprite sheet and xml file name. Example:
Change the animation names accordingly to your xml file. The animation’s name is the one in the second space inside the brackets like “Dad idle dance”. Or vice versa and make the xml animations names the same as the ones in Character.hx.
Change the offset if your character is jiggling around the first values is the x axis and the second is the y axis.
Go to HealthIcon.hx and add a new line for your new character. Example:
1.4. Custom Weeks:
Open StoryMenuState.hx and add a new line to weekData with the songs you want and don’t forget to put a comma after last week line if you added the week after it because only the last line shouldn’t have a comma. Example:
Add another true to weekUnlocked and don’t forget the comma again.
Add the character on the left, right, middle respectively and again don’t forget the comma. (You must have created your character first before adding it to the week if you’re using a custom character and all the names lowercase).
Add a week description that appears in story mode in the top right corner in weekNames. The comma again.
Go to “assets\preload\images\storymenu” and add your png for your week with the week’s order name. Example:
Go to MenuCharacter.hx and add a line for your character’s black line animation in the story mode menu screen.
The name of your character is the first part, the name of the black line animation is the second and the frames is the third.
To create new black lines animations go to ‘art/flashFiles’ folder and open ‘campain_menu_UI_assets’. From there you can create the new animation and export it as a sprite sheet along with all the other character animations needed and done. You could also draw on the already made sprite sheet and add lines to the xml file by hand.
Then replace the new sprite sheet and xml to ‘assets\preload\images’
If you added a new girlfriend you need to add another thing. Go to PlayState.hx, Ctrl+F var gfVersion:String = ‘gf’; and in the switch below add a new case for your new girlfriend. This switch depends on the stage name so you probably will want to create the stage first.
But you can change the girlfriend depending on the song too with an if below the switch.
1.5. Custom Stages:
First add the stage assets to ‘assets\shared\images’. Keep in mind to keep dimensions similar to a stage you want to ‘replicate’ and not add assets that are too big or too small in dimensions. Example of the ‘stage’ dimensions:
1.6. Custom Title Logo/Text/Etc:
1.7. Custom Dialogue:
Open ‘assets/week6/images’ and copy the weeb folder to ‘assets\shared\images’. This will reduce the number of errors.
Go to DialogueBox.hx and CTRL+F switch (PlayState.SONG.song.toLowerCase()) there’s a switch case where the dialogue boxes are located. Copy the senpai case statement since it’s the simplest one and paste it. Now change the name of the case to your song’s name. Example:
You can change the location of the dialogue box to a different one if you want OR replace the dialogue box if you want (If you do this it will replace the dialogue box in week 6 too).
To change the portrait and not replace it in week 6 too put the week 6 portrait inside
Then make a copy of the whole thing and change the name of the song in the if to the song you want to have dialogue. Here you can change the location of the portrait of the left character in Paths.getSparrowAtlas(‘weeb/senpaiPortrait’); and below it in Senpai Portrait Enter’ you can change the name of the animation to match the xml file of the portrait OR change the name of the animation in the xml file/animate file to match the one on the code. Example:
If the portrait is not aligned correctly change the FlxSprite(-20, 40); values to your needs. The first value is the x axis and the second is the y axis. All of this can be applied to the portrait on the right.
Go to Playstate.hx and in line 150 there’s a switch statement where it will choose which dialogue text will play. Make a copy of an already made case statement from week 6 and change the name of the song to the song you want the dialogue in.
Change the name of the folder and text file to match yours’s. Example:
Finally go to lines 727 and in this switch statement it will determine if the song has dialogue or not. So make a copy of senpai’s or thorns case statement and change it to the song you want the dialogue in. Example:
1.8. Custom Cutscenes:
Now inside the <> add the FlxSprites. You will probably want to add animations so read below the Cheat Sheet. In my case I just added a simple sprite animation. Then you need to add inCutscene =true; so you can’t press any keys before the cutscene ends.
If you want to hide the HUD sprites do camHUD.visible = false; and to change the camera position you should use camFollow.x += number; and camFollow.y += number; (Keep in mind y is technically inverted so if you want the camera to go up you need to subtract not add. The same happens with the y in sprites).
(I played the animation here, but you can play it anywhere you want keep in mind all of this is just an example of a cutscene, you can use FlxTimer’s to only play the animations or do other things after a set amount of time giving you more control.)
If you change the camera position with camFollow and you want the camera to be in that position instantly use FlxG.camera.focusOn(camFollow.getPosition()); (Use this after changing the camFollow position). Also to change the camera zoom use FlxG.camera.zoom = 1.2; with 1.2 being the zoom.
Finally use a FlxTimer (you can use anything that has onComplete stuff really) to remove the animation sprites, making the HUD sprites visible again if they were hidden, reset the camera zoom if it was used to the stage zoom.
If you want the cutscene and no dialogue afterwards, use the startCountdown function (starting the song). If you want dialogue after the cutscene then instead of using the startCountdown(); use add(dialogueBox);
If you don’t want the camera to instantly zoom in or out use FlxTweens (Cheat Sheet). You can tween the camera zoom so it’s smooth.
(In this case it’s the same as FlxG.camera.zoom = 1.2; but it smooth’s it. The length from start to finish of the tween is 1.5 seconds in the example. If you want the zoom to reset to the stage zoom after zooming in change the zoom: 1.2 to zoom: defaultCamZoom )
Full example of the cutscene:
This is how my simple cutscene looks like. Again this is just an example and not the only way to make the cutscene.
In this example it tweens the black screen to alpha: 0 (100% transparency), the tween takes 2.5 seconds from start to finish and when in finishes the code inside the onComplete function runs. Also I changed the location the camera location code and the camera.focusOn line (instantly changes the camera location) to be above the tween since I want the camera to be in position before the tween finishes.
Full example of the cutscene with comments:
Finally to actually make the code run the new function you created aka the cutscene, Ctrl+F schoolIntro(doof); and below the last schoolIntro(doof); add a new case for your song with the name of the new function you created and doof inside the ().
1.9. Mid Song Events:
beatShit = curBeat and stepShit = curStep on the code. If you want more precession with the effect use the curStep but I’m going to use curBeat for this tutorial.
Now play the song until the part you want the event in and take note of which curStep/curBeat matches the time you want the event in and follow the rest of the guide below.
Go to PlayState.hx, CTRL+F super.beatHit(); and start writing the code below it. If you want only one event to happen on the song use and replace number with the curBeat you noted.
If you want multiple events to happen in the same song use and replace number1 for the first curBeat you noted, replace the number2 with the second curBeat you noted and you can keep adding new cases if you need.
In the code block’s you can play animations specific to that curBeat/curStep, change the sprites to new ones, you named it. Keep in mind if you want to play animations you might want to force them (Look at the Cheat Sheet below).
If you want the enemy to change sprite sheet you probably want to make two characters and when the curBeat/curStep event runs it changes the character. For example you start with pico but you want to change it to mom when the curBeat/curStep hits. Just add the code below to the event and replace the name of the character with mom. Boyfriend is a little bit different just change new Character to new Boyfriend.
The same can be done with girlfriend and different FlxSprites like backgrounds. Just make sure you declared the variable outside an if/switch and/or a function like create(). Be creative!
(Example above: If the song is Blammed and the curBeat is 25, the dad(opponent) character changes to dad, and when the curBeat is 50 the player(boyfriend) changes to bf-christmas.)
Make sure that for the characters the assets are accessible. This means the assets for the characters they are changing into must be in shared or in the song’s week folder. If they aren’t it will break!
1.10. Add/Remove Difficulties:
Open CoolUtil.hx and add/remove the difficulty you want to the array. Don’t forget to add a comma only the last thing in the array doesn’t need a comma after it.
Below there should be a switch so just add a new case if you want to add or remove the ones you don’t want
(Optional/Discord Stuff) CTRL+F switch (storyDifficulty) and add/remove a case for your difficulty (Do the same as above).
Go to StoryMenuState.hx and CTRL+F var diffic = «»; below there’s a switch so just add/remove a difficulty (This is for the json extension too so it must match the previous one/Do the same as above).
Finally CTRL+F curDifficulty += change; and below there should be two if’s and a switch. For the if’s do the same as last time and for the switch it’s where the animation for the difficulties play so first add the new animation to the sprite sheet/xml of the difficulties (campaing_menu_assets).
If you didn’t add the animation yet CTRL+F sprDifficulty.animation.addByPrefix(‘hard’, ‘HARD’); and add below the same ctrl+f line but with the new animation.
CTRL+F curDifficulty += change; again after adding the animation and in the switch below add/remove a case for your difficulty. Make sure it’s playing the new animation you added! You can change the offset of the animation here too.
Don’t forget to add the new jsons to the data folder of the song’s with the new extension you gave them or it will break when you select it!
1.11. New Week Folder:
To add a new week folder for your assets first create a folder in ‘assets’ with the name you want and add subfolders inside the newly created folder called ‘images’ for assets and ‘music’ if you want to use new sound effects.
Then on LoadingState.hx and around line 67, add above the checkLibrary(«week + PlayState.storyWeek); this code.
The 7 can be changed to match the new week folder number. At this time it’s week 7 but when it updates just change the 7 to 8.
After that go to the getNextState function and add above the checkLibrary(«week + PlayState.storyWeek); this code.
The 7 can be changed to match the new week folder number. At this time it’s week 7 but when it updates just change the 7 to 8.
Then go to Project.xml in the Funkin-Master folder, in line 59 and 72 add your new week’s line after week6 that matches with the new folder name. Example:
And finally add two new lines after line 93 add two new lines for your new week. Just make a duplicate of the two lines from week6 and change the name to match your new week’s folder.
1.12. Common Problems:
Always check the command prompt for errors. It shows the line of missing brackets, commas, etc.
Go to the character position you want to change and modify the dad.y value if the character is the enemy. The same can be done to change the x axis if you want.
Adding to the number will make the character go lower and subtracting from it will make the character go higher.
1.13. Troubleshooting:
This is to help with finding where the errors are located in the code! This helps everyone involved when it comes to help someone so I recommend using this tool! The Haxe debug menu can help too sometimes but not most of the times.
First install Visual Code if you don’t have it already. Then install the HXCPP Debugger Extension.
After installing the extension, make sure you have the GitHub files folder (contains the readme file) opened on Visual Code (press File and Open Folder OR CTRL+K+O to open a folder in Visual Code), press F1 in Visual Code, search for HXCPP Debugger: Setup and press it. Example:
Now open Project.xml that’s on the GitHub Files and add this new line around polymod and discord_rpc libraries. Example:
Now just open the Run and Debug tab on the left OR press Ctrl+Shift+D and on the top left, right next to the green triangle choose HXCPP and click on the green triangle. Example:
You need the game to be compiled at least once. It will open the exe on debug mode and then just replicate what you did to cause the error. It will stop the game when the error occurs showing where it happens in the code and with logic it’s way easier to figure out what’s the problem. Also you can use breakpoints to stop the code and check out what’s happening there and why some parts aren’t working which is also super useful.
Also always show a screenshot of where the error is appearing on the code with this debugger if you ask for help!
1.14. Cheat Sheet:
Declaring a variable:
To declare a variable just write var name-of-the-variable. It can’t use spaces so be careful. Variables are like containers they are used to store numbers, text and other important stuff.
In Haxe you need either say which type of variable it is with :Type
Basic Types are:
These are just Basic Types there are multiple different ones you can use from HaxeFlixel which is the game engine. You can see here some of the stuff you can use like sprites. Just copy the name of the class when declaring the type of variable.
(In this case it’s a sprite.)
But you don’t need to declare which type of variable it is if you store what you want right away.
Just a warning if the variable is only meant to be used by a specific song/week don’t store stuff outside the corresponding stage if/switch case. In short just declare it with the type outside the if/switch case if you want to use it in multiple parts of the code and store the values inside the if/switch case. Because if you don’t do that it will store values that aren’t going to be used if you play other song’s and waste resources/time.
To change sprites that are loaded in variables, the variables themselves need to be declared outside of functions so they can be used by multiple functions. Most commonly with stage sprites you should declare the variables outside the create() function, declaring the type too since you don’t want to store sprites if they aren’t used by all song’s outside of the corresponding switch case.
If’s and Switches are used as logical conditions to run code only if a condition is met.
Here are the conditions that exist.
Switch statements are used to select one block of code to be executed. It uses an expression and goes directly to the code block that matches the expression. For example if the expression is the song name, in case x the x is songname1 and in case y the y is songname2. If you play with songname1 only the code block inside the case songname1 will run, same if you play songname2. Default is when none of the cases match the switch expression.
Switch expression are better than multiple if’s because they instantly go to the right code block instead of checking all if’s before finding the right one. But you can’t use conditions above for switches so take that into consideration.
The purpose of a function is to help you organize your code and to avoid writing the same code twice. You can you define a function once, and then call the function a number of times.
You can add a function put the code block inside and call it whenever you want.
Calling the function to run the code works like this name-of-function();
Just make sure you add it outside of other functions <> or else you won’t be able to call it everywhere.
new FlxSprite(x, y) Creates a new sprite at a specified position.
.loadGraphic(Paths.image(‘folder/png-name’)) Loads/stores an image to the sprite. Attention this is only for png’s. If none are provided the sprite loads a 16×16 HaxeFlixel logo. The folder isn’t necessary so if you don’t want it just delete the folder/ part.
.makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK); Creates an image. FlxG.width * 2 is the width, FlxG.height * 2 is the height and FlxColor.BLACK is the color of the image.
.frames = Paths.getSparrowAtlas(‘folder/name-of-sprite-sheet’); Stores an sprite sheet to the sprite. Attention this is only for animations. The folder isn’t necessary so if you don’t want it just delete the folder/ part. The name of the sprite sheet needs to match with the corresponding xml.
.animation.addByPrefix(‘idle’, ‘name of animation in xml’, 24, false); Add/stores an animation by prefix. This means it adds an animation from the xml. ‘idle’ is the new name of the animation that is used to play it and other stuff. «name of animation in xml» is the name of the animation in the xml that is being added. 24 is the framerate and false is if it’s being looped or not. You can as many animations as you want as long as you have them in the xml.
Not a character:
.animation.play(‘idle’); Plays the animation that was added. Just change ‘idle’ if you gave it another name. Also you might want to think about which place in the code will play this animation.
The rest of FlxSprite:
.antialiasing Controls whether the object is smoothed when rotated, affects performance.
.scrollfactor.set(x, y) Controls how much this object is affected by camera scrolling. 0 = no movement (e.g. a background layer), 1 = same movement speed as the foreground.
.active Controls whether update() is automatically called.
.setGraphicSize(Std.int(bg.width * 0.8)) Set the graphic’s dimensions by using scale, allowing you to keep the current aspect ratio. Change 0.8 to the number. It might make sense to call updateHitbox() afterwards!
.screenCenter(); Center the sprite in the center of the screen.
add(FlxSprite); Adds the sprite to the front of the «layers» so if you want to alter the layer order just add them by order.
remove(FlxSprite); Removes the sprite that was added before.
FlxTimer is used to start a timer. It can be used to run code after the timer finishes so you can have more control.
.start(5, function(tmr:FlxTimer)<>); Starts the timer. 5 is the seconds the timer takes to complete (in this case is 5 seconds). function(tmr:FlxTimer)<>); is the what is used when the timer completes, just put the code inside the <> like in the example above.
Used to tween FlxObjects like FlxSprites. Check this demo to try the tween and ease options that suit you.
For example this will tween the boyfriend sprite to x = 500, y = 500, it will rotate it 40 degrees, the opacity/transparency (alpha) to 50% (0.5) and the width of the sprite to 500. 1 is the seconds the tween takes from start to finish in this case it takes 1 second.
Then it will use the ease option that was chosen (use the demo above to pick one) and when the tween completes it will run that code block inside the <> in this case it will change the boyfriend width to 250 when the tween finishes.
FlxTrail is used to make trails. You can see them in the demo for FlxTweens above.
dad is the target which the trail will be created so if you want a trail on boyfriend or another FlxSprite change that. null is the image to use for the trailsprites, optional, uses the sprite’s graphic if null. 4 is the amount of trailsprites to create. 24 is how often to update the trail (0 updates every frame). 0.3 is the alpha value for the very first trailsprite. 0.069 is how much lower the alpha of the next trailsprite is.
Tell me if I forgot something or you want something added to this guide.
If you have questions just ask in here or DM me Tuxsuper#5287
Appreciate it to the people who credit me!
Топ-5 лучших модов на Friday Night Funkin: Whitty, Tricky, Hex, Neo, Multiplayer
Ниже вы можете скачать моды на Friday Night Funkin из числа самых популярных и узнать как их установить на ПК.
Игра Friday Night Funkin, выпущенная Кэмероном Тайлером, распространяется бесплатно. Более того, у неё открытый исходный код, то есть модифицировать файлы приложения и выкладывать их в свободный доступ может каждый желающий (лицензия Apache). Благодаря этому для неё и появилось множество модов, преобразовывающих или дополняющих игровой процесс. Какие из них являются самыми популярными?
1. Whitty mod
Дополнительные изменения в моде:
Мод Whitty является дополнением к основной игре, то есть после его установки можно сыграть и в оригинальную FNF только с измененной цветовой гаммой и фонами (по желанию). Нажмите на кнопку, чтобы скачать Friday Night Funkin Whitty mod:
2. Мод Tricky
Мод по функционалу схож с Whitty. Ключевое нововведение — это добавление новой недели, где бойфренд (BF — главный герой игры) придется сразиться в музыкальном батле с клоуном Tricky, известному по игре Madness Combat. Для мода также написано 2 новые композиции. Игровой процесс в бонусной неделе становится сверхсложным, поэтому мод подойдет тем, для кого оригинальная игра показалась излишне упрощенной.
Дополнительные изменения:
Нажмите на кнопку ниже, чтобы скачать Friday Night Funkin Tricky mod:
3. Hex
Условно считается продолжением для мода Whitty, так как в самом начале новой игры (Week X) между BF и GF завязывается разговор, где и будет упоминаться сражение с Whitty. После — появляется незнакомец-робот (позже указывается, что его зовут Hex), предлагающий Boyfriend сыграть в баскетбол. Главный герой отказывается, но вместо этого сражение проходит в музыкальном батле.
Мод примечателен качественным исполнением как графики, так и дополнительной музыки. Если ранее не знать, что это именно неофициальное дополнение для Friday Night Funkin, то его даже можно воспринять за продолжение оригинальной игры.
Основные новшества:
HEX — один из самых популярных, но в то же время — тяжелых модов. Его пройти будет сложнее, чем тот же Whitty. Кликните по ссылке, чтобы скачать Friday Night Funkin Hex mod:
4. Neo
Главное отличие данного мода — он ориентирован только на графические изменения в «нео-стилистике». Изображение изначально может показаться не таким красочным, как в оригинальной игре, но за счет этого отслеживать стрелки становится гораздо удобней.
Что еще появляется:
И это один из немногих модов, которые изначально созданы также для Android-версии Фрайдей Найт Фанкин. Естественно, версия для ПК тоже предусмотрена. Жмите по кнопке, чтобы скачать Friday Night Funkin Neo mod:
5. Multiplayer mod
Главное нововведение — это добавление мультиплеерного режима для игры в сингле (на одном экране) и мультиплеер через интернет в режиме online (с использованием сервера Ngrok или подобные по функционалу сервисы).
Если играть вдвоем на одном экране, то управление будет следующим:
Перед запуском батла на двоих можно выбрать и первого персонажа, и композицию, и фон. Дополнительных графических изменений в моде не предусмотрено. Настроить управление можно только через конфигурационный файл, создатель мода в будущем обещает выпустить его обновленную версию, где это можно будет сделать уже через встроенное меню Friday Night Funkin. Также появятся дополнительные возможности для онлайн battle.
Кликните кнопку, чтобы скачать Friday Night Funkin Multiplayer mod через торрент:
Как устанавливать моды для игры?
Алгоритм установки модификаций на любую версию Friday Night Funkin идентичный. Игроку потребуется:
Внимание! Если в моде есть exe-файл, заменяющий оригинальный для игры, то устанавливать дополнительные моды поверх текущего нельзя — они будут несовместимыми.
В остальных ситуациях можно ставить любое их количество, они не будут конфликтовать друг с другом.
Некоторые же моды, включая Tricky, выпущены в форме установщика, в которой уже интегрированы все необходимые файлы оригинальной игры. Для них установка выполняется через запуск exe-установщика.
Итого, Friday Night Funkin — одна из самых удачных казуальных игр 2020 года. А самое главное — она бесплатная, обладает огромной фан-базой. Для неё ежедневно выпускаются десятки разнообразных модов, совместимыми с любой версией игры (даже для веб-браузера). А в будущем Тайлер планирует начать продавать Friday Night Funkin через Steam, что ещё больше упростит создание и установку модов (через интерфейс самого Steam).
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