DISCLAIMER - THIS IS A SUB-ENGINE OF CODENAME ENGINE
Originally used on FNF Vs SC. This custom engine includes the following features
-
Modchart aggregates
- Skewable notes
-
Full Lua Script support (non-Psych)
- Gameplay Scripting
- Customizable States
- Custom States
- NDLL management (WIP)
NOTE: Due to the limited Lua flexibility, do not consider it as a Scripting replacement, but as a complement. Remember that the main scripting system of this engine is HScript.
Known issues in the beta:
- Some options are missing
Build instructions are below. Press TAB on the main menu to switch mods.
Also, the command .\bird test
uses the source assets folder instead of the export one for easier development (Although you can still use lime test windows
normally).
Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.
Before making issues or need help with something, check the official website HERE (it contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more)!!!
The Base Engine includes many new features, as seen here
Wanna see the new features added in the most recent update? Click here
Latest builds for the engine can be found in the Actions tab.
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!
Open the instructions for your platform
Windows
- Install version 4.2.5 of Haxe.
- Download and install
git-scm
.- Leave all installation options as default.
- Run
update.bat
using cmd or double-clicking it, and wait for the libraries to install. - Once the libraries are installed, run
haxelib run lime test windows
to compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setup
to make the lime command global, allowing you to executelime test windows
directly.
- ℹ You can run
Linux
- Install version 4.2.5 of Haxe.
- Install
g++
, if not present already. - Download and install
git-scm
. - Open a terminal in the Codename Engine source folder, and run
update.sh
. - Once the libraries are installed, run
haxelib run lime test linux
to compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setup
to make the lime command global, allowing you to executelime test linux
directly.
- ℹ You can run
MacOS
- Install version 4.2.5 of Haxe.
- Install
Xcode
to allow C++ app building. - Download and install
git-scm
. - Open a terminal in the Codename Engine source folder, and run
update.sh
. - Once the libraries are installed, run
haxelib run lime test mac
to compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setup
to make the lime command global, allowing you to executelime test mac
directly.
- ℹ You can run
- Download and play the engine with its mods and modpacks
- Mod and fork the engine (without using it for illicit purposes)
- Contribute to the engine (for example through Pull Requests, Issues, etc)
- 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 in a README specifying that it's a sub engine from Codename Engine)
- Release excutable mods that use Codename Engine as source (Specifing that uses Codename Engine by for example the same way written above this)
- Release modpacks
- Create a side/new/etc engine (or mod that doesn't use Codename Engine) using Codename Engine's code
- Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting
- Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better)
- Credits to Ne_Eo and the 3D-HaxeFlixel repository for Away3D Flixel support
- Credits to the FlxAnimate team for the Animate Atlas support
- Credits to Smokey555 for the backup Animate Atlas to spritesheet code
- Credits to MAJigsaw77 for hxvlc (video cutscene/mp4 support) and hxdiscord_rpc (discord rpc integration)