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.github/workflows/linux.yml

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- name: Setting up Haxe
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uses: krdlab/setup-haxe@v1
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with:
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haxe-version: 4.2.5
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haxe-version: 4.3.7
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- name: Restore existing build cache for faster compilation
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uses: actions/cache@v3
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with:

.github/workflows/macos.yml

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- name: Setting up Haxe
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uses: krdlab/setup-haxe@v1
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with:
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haxe-version: 4.2.5
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haxe-version: 4.3.7
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- name: Restore existing build cache for faster compilation
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uses: actions/cache@v3
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with:

.github/workflows/windows.yml

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- name: Setting up Haxe
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uses: krdlab/setup-haxe@v1
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with:
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haxe-version: 4.2.5
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haxe-version: 4.3.7
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- name: Restore existing build cache for faster compilation
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uses: actions/cache@v3
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with:

README.md

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# Friday Night Funkin' - Codename Engine (WIP)
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# Friday Night Funkin' - Codename Engine
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## PLEASE NOTE - THIS IS STILL IN A BETA STATE
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### Mods created with beta versions of Codename may not be compatible with the release version
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Known issues in the beta:
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- Some options are missing
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![Animated-Banner](https://github.com/user-attachments/assets/5830221d-d954-4be3-afe8-caae364a5881)
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Build instructions are below. Press TAB on the main menu to switch mods.
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Codename Engine is a cross platform [Friday Night Funkin'](https://github.com/FunkinCrew/Funkin) Engine aimed at simplifying modding focusing on softcoding, along with extensiblity and ease of use.<br>
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It is the the official successor of the previously well known [Yoshi Engine](https://github.com/CodenameCrew/YoshiCrafterEngine).
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Also, the command `.\cne test` uses the source assets folder instead of the export one for easier development (Although you can still use `lime test windows` normally).
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The engine uses [HaxeFlixel](https://haxeflixel.com/) and it mainly features:
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- A full scripting system with an optimized fork of [Hscript](https://lib.haxe.org/p/hscript/) (its name is [Hscript Improved](https://github.com/CodenameCrew/hscript-improved))
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- Uses forks of popular libraries tailored specifically for the engine for the goal of better optimization.
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- Modding system and softcoding is as capable as source coding.
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- Focuses heavily on optimization, and encourages its users to also take on optimization practices.
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- Many modding tools without changing the core gameplay and the base to mod on.
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- Allows modularity using addons and mods that apply on top of the core mod.
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- Advanced editors which allows for possibly better experience and easiness when creating the mod.
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- Much more, more can be read [HERE](FEATURES.md)
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## Codename Engine
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> [!NOTE]
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> Please keep in mind that, despite these differences, we do not consider our engine to be any better than the others.
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Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br>
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### Before making issues or need help with something, check our website [HERE](https://codename-engine.com/) (it contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more)!!!
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#### The Engine includes many new features, as seen [here](FEATURES.md)<br>
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#### Wanna see the new features added in the most recent update? Click [here](PATCHNOTES.md)<br>
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---
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## How to download
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> [!CAUTION]
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> Want to use this project's code for different purposes or something similar? Check out the ***Usage Info*** part below first, it basically explains what you can do or not do!<br>
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> We love open source but we also love proper credits for having respect of all the people who worked hard on this project!!
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Latest builds for the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab.<br>
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In the future (when the engine won't be a WIP anymore) we're gonna also publish the engine on platforms like Gamebanana; stay tuned!
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> [!WARNING]
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> Before making issues or if you need help with something, check our website [HERE](https://codename-engine.com/).<br>
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> It contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more!
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If you don't have a github account please go onto https://codename-engine.com/ and click the download button for the respective operating system.
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> [!TIP]
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> Want to stay updated with this project?<br>
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> Check out our [patch notes](PATCHNOTES.md)!
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<details>
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<summary><h2>How to build</h2></summary>
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---
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<img width="1080" height="146" alt="immagine" src="https://github.com/user-attachments/assets/93604082-6bac-4ffc-99b0-5393b1e340a4" />
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<br><br>
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<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4106f77a-40f8-4159-9f4e-b601cc79e1d0" />
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<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/2c06f5ea-3462-459b-982e-bf4eddf3d099" />
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<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4979e256-6b99-4857-8a2a-96abd94f9c4e" />
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<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/55a5a710-55b9-4988-bdcc-0977ba1de97a" />
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<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4676b035-bec7-445b-a303-78e66f11c479" />
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---
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> [!NOTE]
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> Codename Engine as for now supports **Windows x64**, **Mac OS x64** and **Linux x64**.<br>
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> More platforms will soon come, stay tuned!<br>
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> - [ ] **Web (HTML5) Support**
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> - [ ] **Mobile Support**
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> **Open the instructions for your platform**
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<details>
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<summary>Windows</summary>
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##### Tested on Windows 10 21H2
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1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
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2. Download and install [`git-scm`](https://git-scm.com/download/win).
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- Leave all installation options as default.
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3. Run `update.bat` using cmd or double-clicking it, and wait for the libraries to install.
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4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
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<summary><h2>How to download</h2></summary>
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- Stable builds of the engine can be found on our [GameBanana](https://gamebanana.com/mods/598553) or our [itch.io](https://nex-isdumb.itch.io/codename-engine) pages.
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- Latest *EXPERIMENTAL* builds of the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab. **REQUIRES A GITHUB ACCOUNT!!**
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If you don't have a GitHub account to download experimental builds, you can also go onto our [official website](https://codename-engine.com/) and click the download button for the respective operating system under the **Experimental** section.
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</details>
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<details>
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<summary>Linux</summary>
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##### Requires testing
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1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
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2. Install `g++`, if not present already.
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3. Download and install [`git-scm`](https://git-scm.com/download/linux).
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4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
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5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
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<summary><h2>How to mod</h2></summary>
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Check out our wiki [HERE](https://codename-engine.com/wiki/)
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</details>
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<details>
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<summary>MacOS</summary>
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##### Requires testing
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1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
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2. Install `Xcode` to allow C++ app building.
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3. Download and install [`git-scm`](https://git-scm.com/download/mac).
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4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
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5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
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</details>
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<summary><h2>How to setup and build</h2></summary>
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Check out our guide [HERE](building/BUILDING.md)
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</details>
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<details>
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<summary><h2>What can you do or not do</h2></summary>
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<summary><h2>Usage Info</h2></summary>
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### You can:
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- Download and play the engine with its mods and modpacks
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- Mod and fork the engine (without using it for illicit purposes)
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- Contribute to the engine (for example through *Pull Requests*, *Issues*, etc)
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- Contribute to the engine (for example through *Pull Requests*, *Issues*, etc.)
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- Create a sub engine with Codename Engine as **TEMPLATE** with **CREDITS** (for example leaving the *credits menu submenu with the GitHub contributors* and putting the *[main devs](https://github.com/CodenameCrew)* in a *README* specifying that it's a *sub engine from Codename Engine*)
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- Release excutable mods that use Codename Engine as source (Specifing that uses Codename Engine by for example the same way written above this)
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- Release modpacks
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- Release excutable mods that use Codename Engine as source (specifing that uses Codename Engine by for example the same way written above this)
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- Release Codename Engine modpacks
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### You can't:
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- Create a *side/new/etc* engine (or mod that doesn't use Codename Engine) using Codename Engine's code
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- Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting
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- Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better)
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- Release the entirety of Codename Engine on platforms (mods that use Codename Engine as source are fine)
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#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord (linked on the website)!*
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#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our [discord server](https://discord.com/servers/codename-engine-860561967383445535)!*
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</details>
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<details>
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<summary><h2>Credits</h2></summary>
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- All main Credits can be seen inside the Engine and specifically [HERE](https://github.com/CodenameCrew/CodenameEngine/graphs/contributors)
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- Credits to the [FlxAnimate](https://github.com/Dot-Stuff/flxanimate) team for the Animate Atlas support
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- Credits to Smokey555 for the backup Animate Atlas to spritesheet code
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- Credits to MAJigsaw77 for [hxvlc](https://github.com/MAJigsaw77/hxvlc) (video cutscene/mp4 support) and [hxdiscord_rpc](https://github.com/MAJigsaw77/hxdiscord_rpc) (discord rpc integration)
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- Credits to [TheoDev](https://github.com/TheoDevelops) for [FunkinModchart](https://lib.haxe.org/p/funkin-modchart/). ***(library used for modcharting features)***
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</details>
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- Credits to [Ninjamuffin99](https://github.com/ninjamuffin99) and the [Funkin Crew](https://github.com/FunkinCrew) for the base game Friday Night Funkin'
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</details>

TODO.md

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building/BUILDING.md

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Here's the full guide on how to setup and compile Codename Engine!<br>
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> **Open the instructions for your platform**
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<details>
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<summary>Windows</summary>
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1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
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2. Download and install [`git-scm`](https://git-scm.com/download/win).
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- Leave all installation options as default.
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3. Run `setup-windows.bat` using cmd or double-clicking it and wait for the libraries to install.
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4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
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</details>
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<details>
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<summary>Linux</summary>
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1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
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2. Install `g++`, if not present already.
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3. Download and install [`git-scm`](https://git-scm.com/download/linux) if not present already.
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4. Run `setup-unix.sh` using the terminal or double-clicking it and wait for the libraries to install.
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5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
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</details>
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<details>
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<summary>MacOS</summary>
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1. Install [version 4.3.7 of Haxe](https://haxe.org/download/version/4.3.7/).
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2. Install `Xcode` to allow C++ app building.
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3. Download and install [`git-scm`](https://git-scm.com/download/mac).
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4. Run `setup-unix.sh` using the terminal and wait for the libraries to install.
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5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
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- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
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</details>
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> [!TIP]
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> You can also run `.\cne-windows.bat -help` or `./cne-unix.sh -help` (depending on your platform) to check out more useful commands!<br>
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> For example `.\cne-windows test` or `./cne-unix.sh test` builds the game and uses the source assets folder instead of the export one for easier development (although you can still use `lime test` normally).
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> - If you're running the terminal from the project's main folder, use instead `.\building\cne-windows.bat -COMMAND HERE` or `./building/cne-unix.sh -COMMAND HERE` depending on your platform.
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cd "$(dirname "$(cd "$(dirname "$0")" && pwd)")"
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haxe -cp commandline -D analyzer-optimize --run Main $@
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cd /d "%~dp0.."
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@haxe -cp commandline -D analyzer-optimize --run Main %*
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