|
1 | | -# Friday Night Funkin' - Codename Engine (WIP) |
| 1 | +# Friday Night Funkin' - Codename Engine |
2 | 2 |
|
3 | | -## PLEASE NOTE - THIS IS STILL IN A BETA STATE |
4 | | -### Mods created with beta versions of Codename may not be compatible with the release version |
5 | | -Known issues in the beta: |
6 | | -- Some options are missing |
| 3 | + |
7 | 4 |
|
8 | | -Build instructions are below. Press TAB on the main menu to switch mods. |
| 5 | +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> |
| 6 | +It is the the official successor of the previously well known [Yoshi Engine](https://github.com/CodenameCrew/YoshiCrafterEngine). |
9 | 7 |
|
10 | | -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). |
| 8 | +The engine uses [HaxeFlixel](https://haxeflixel.com/) and it mainly features: |
| 9 | +- 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)) |
| 10 | +- Uses forks of popular libraries tailored specifically for the engine for the goal of better optimization. |
| 11 | +- Modding system and softcoding is as capable as source coding. |
| 12 | +- Focuses heavily on optimization, and encourages its users to also take on optimization practices. |
| 13 | +- Many modding tools without changing the core gameplay and the base to mod on. |
| 14 | +- Allows modularity using addons and mods that apply on top of the core mod. |
| 15 | +- Advanced editors which allows for possibly better experience and easiness when creating the mod. |
| 16 | +- Much more, more can be read [HERE](FEATURES.md) |
11 | 17 |
|
12 | | -## Codename Engine |
| 18 | +> [!NOTE] |
| 19 | +> Please keep in mind that, despite these differences, we do not consider our engine to be any better than the others. |
13 | 20 |
|
14 | | -Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br> |
15 | | -### 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)!!! |
16 | | -#### The Engine includes many new features, as seen [here](FEATURES.md)<br> |
17 | | -#### Wanna see the new features added in the most recent update? Click [here](PATCHNOTES.md)<br> |
| 21 | +--- |
18 | 22 |
|
19 | | -## How to download |
| 23 | +> [!CAUTION] |
| 24 | +> 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> |
| 25 | +> We love open source but we also love proper credits for having respect of all the people who worked hard on this project!! |
20 | 26 |
|
21 | | -Latest builds for the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab.<br> |
22 | | -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! |
| 27 | +> [!WARNING] |
| 28 | +> Before making issues or if you need help with something, check our website [HERE](https://codename-engine.com/).<br> |
| 29 | +> It contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more! |
23 | 30 |
|
24 | | -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. |
| 31 | +> [!TIP] |
| 32 | +> Want to stay updated with this project?<br> |
| 33 | +> Check out our [patch notes](PATCHNOTES.md)! |
25 | 34 |
|
26 | | -<details> |
27 | | - <summary><h2>How to build</h2></summary> |
| 35 | +--- |
| 36 | + |
| 37 | +<img width="1080" height="146" alt="immagine" src="https://github.com/user-attachments/assets/93604082-6bac-4ffc-99b0-5393b1e340a4" /> |
| 38 | + |
| 39 | +<br><br> |
| 40 | + |
| 41 | +<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4106f77a-40f8-4159-9f4e-b601cc79e1d0" /> |
| 42 | +<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/2c06f5ea-3462-459b-982e-bf4eddf3d099" /> |
| 43 | +<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4979e256-6b99-4857-8a2a-96abd94f9c4e" /> |
| 44 | +<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/55a5a710-55b9-4988-bdcc-0977ba1de97a" /> |
| 45 | +<img width="1280" height="720" alt="immagine" src="https://github.com/user-attachments/assets/4676b035-bec7-445b-a303-78e66f11c479" /> |
| 46 | + |
| 47 | +--- |
| 48 | + |
| 49 | +> [!NOTE] |
| 50 | +> Codename Engine as for now supports **Windows x64**, **Mac OS x64** and **Linux x64**.<br> |
| 51 | +> More platforms will soon come, stay tuned!<br> |
| 52 | +> - [ ] **Web (HTML5) Support** |
| 53 | +> - [ ] **Mobile Support** |
28 | 54 |
|
29 | | -> **Open the instructions for your platform** |
30 | 55 | <details> |
31 | | - <summary>Windows</summary> |
32 | | -
|
33 | | -##### Tested on Windows 10 21H2 |
34 | | -1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/). |
35 | | -2. Download and install [`git-scm`](https://git-scm.com/download/win). |
36 | | - - Leave all installation options as default. |
37 | | -3. Run `update.bat` using cmd or double-clicking it, and wait for the libraries to install. |
38 | | -4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time) |
39 | | - - ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly. |
| 56 | + <summary><h2>How to download</h2></summary> |
| 57 | + |
| 58 | + - 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. |
| 59 | + - Latest *EXPERIMENTAL* builds of the engine can be found in the [Actions](https://github.com/CodenameCrew/CodenameEngine/actions) tab. **REQUIRES A GITHUB ACCOUNT!!** |
| 60 | + |
| 61 | + 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. |
40 | 62 | </details> |
| 63 | + |
41 | 64 | <details> |
42 | | - <summary>Linux</summary> |
43 | | - |
44 | | -##### Requires testing |
45 | | -1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/). |
46 | | -2. Install `g++`, if not present already. |
47 | | -3. Download and install [`git-scm`](https://git-scm.com/download/linux). |
48 | | -4. Open a terminal in the Codename Engine source folder, and run `update.sh`. |
49 | | -5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time) |
50 | | - - ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly. |
| 65 | + <summary><h2>How to mod</h2></summary> |
| 66 | + |
| 67 | + Check out our wiki [HERE](https://codename-engine.com/wiki/) |
51 | 68 | </details> |
| 69 | + |
52 | 70 | <details> |
53 | | - <summary>MacOS</summary> |
54 | | - |
55 | | -##### Requires testing |
56 | | -1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/). |
57 | | -2. Install `Xcode` to allow C++ app building. |
58 | | -3. Download and install [`git-scm`](https://git-scm.com/download/mac). |
59 | | -4. Open a terminal in the Codename Engine source folder, and run `update.sh`. |
60 | | -5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time) |
61 | | - - ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly. |
62 | | -</details> |
| 71 | + <summary><h2>How to setup and build</h2></summary> |
| 72 | + |
| 73 | + Check out our guide [HERE](building/BUILDING.md) |
63 | 74 | </details> |
64 | 75 |
|
65 | 76 | <details> |
66 | | - <summary><h2>What can you do or not do</h2></summary> |
| 77 | + <summary><h2>Usage Info</h2></summary> |
67 | 78 |
|
68 | 79 | ### You can: |
69 | 80 | - Download and play the engine with its mods and modpacks |
70 | 81 | - Mod and fork the engine (without using it for illicit purposes) |
71 | | - - Contribute to the engine (for example through *Pull Requests*, *Issues*, etc) |
| 82 | + - Contribute to the engine (for example through *Pull Requests*, *Issues*, etc.) |
72 | 83 | - 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*) |
73 | | - - Release excutable mods that use Codename Engine as source (Specifing that uses Codename Engine by for example the same way written above this) |
74 | | - - Release modpacks |
| 84 | + - Release excutable mods that use Codename Engine as source (specifing that uses Codename Engine by for example the same way written above this) |
| 85 | + - Release Codename Engine modpacks |
75 | 86 |
|
76 | 87 | ### You can't: |
77 | 88 | - Create a *side/new/etc* engine (or mod that doesn't use Codename Engine) using Codename Engine's code |
78 | 89 | - Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting |
79 | | - - Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better) |
| 90 | + - Release the entirety of Codename Engine on platforms (mods that use Codename Engine as source are fine) |
80 | 91 |
|
81 | | - #### *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)!* |
| 92 | + #### *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)!* |
82 | 93 | </details> |
83 | 94 |
|
84 | 95 | <details> |
85 | 96 | <summary><h2>Credits</h2></summary> |
86 | 97 |
|
| 98 | +- All main Credits can be seen inside the Engine and specifically [HERE](https://github.com/CodenameCrew/CodenameEngine/graphs/contributors) |
87 | 99 | - Credits to the [FlxAnimate](https://github.com/Dot-Stuff/flxanimate) team for the Animate Atlas support |
88 | 100 | - Credits to Smokey555 for the backup Animate Atlas to spritesheet code |
89 | 101 | - 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) |
90 | 102 | - Credits to [TheoDev](https://github.com/TheoDevelops) for [FunkinModchart](https://lib.haxe.org/p/funkin-modchart/). ***(library used for modcharting features)*** |
91 | | -</details> |
| 103 | +- Credits to [Ninjamuffin99](https://github.com/ninjamuffin99) and the [Funkin Crew](https://github.com/FunkinCrew) for the base game Friday Night Funkin' |
| 104 | +</details> |
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