Friday Night Funkin': Codename Engine (2024)

Build Updates: Show[]

Codename Engine Update - Build 1448[]

  • won't say what changed

Codename Engine Update - Build 1411[]

  • Added zoom factors for more depth effects on stages

Codename Engine Update - Build 1377[]

  • INIs has been added to menu music which allows you to set its bpm.
    • Also works for game over music, and usable via CoolUtil.playMusic

Codename Engine Update - Build 1355[]

  • You can now replace EVERY assets, including the flixel ones.

Codename Engine Update - Build 1326[]

  • Added custom states

Codename Engine Update - Build 1311[]

  • Static assets can now be replaced by animated ones
  • Sparrow atlases sprites can now be replaced by animate atlases or texture packer sprites.

Codename Engine Update - Build 1309[]

  • The engine now supports multiple spritesheets for characters

Codename Engine Update - Build 1291[]

  • Every state is now scriptable individually (data/states/StateName.hx, press F3 to get state name)

Codename Engine Update - Build 1289[]

  • New volume slider! (no more ear breaking beep when you wanna lower the volume, also customizable)

Codename Engine Update - build 1247[]

  • Fixed camera rotation black bars (can be turned off by setting camera.angleFix to false)

Update News - Beta Testing[]

Time to give yall an update

The engine is almost ready to enter public beta testingTheres only a few things left to do which is:

  • Week 6 dialogue
  • Week 5 cutscenes
  • Week 7 stuff
  • Mod switching
  • Some other stuff

Update News - XML support[]

"Opinions on the XML support on Codename? (rt so that we can reach more people, poll in thread)"

  • In the result, 91,2% votes goes for "Good/Useful".

Codename Engine Update - Build 1211[]

  • Added scripted cutscenes

Codename Engine Build - 1155[]

  • Pixel Perfect Week 6 (with new pause menu!!)

Codename Engine Update - Build 1108[]

  • Character offsets now works when rotated (along when playing as the other character)

Codename Engine update - build 1105[]

  • Also introducing static variables, which are shared between ALL scripts of your mod (cleared on mod switch or game restart)
  • Introducing public variables, which allows you to share variables between scripts in modcharts (or any script pack)

Codename Engine Update - Build 1093[]

  • Having a small syntax error in a shader doesnt CRASH THE ENTIRE f*ckING GAME anymore.

Codename Engine Update - Build 1025[]

  • Introducing Global Script, a script that runs everywhere everytime on your mod (F5 to reload)

Codename Engine update - build 1001[]

  • Added in-game script hot reloading (press F5)

HAPPY CODENAME ENGINE 1000TH BUILD[]

As usual, imma do a list of everything that i changed since build 500th

codename engine update - build 996[]

  • new logging system!!

codename engine update - build 984[]

  • weeks.xml preview (may change)

engine update - build 971[]

  • shader simplicity

codename engine update - build 938[]

  • zip mod loading is now supported

engine update - build 821[]

codename engine update - build 773[]

  • note type creation

codename engine update - build 732[]

  • added theming support (for example: windows xp luna theme)

codename engine update - build 711[]

codename engine update - build 692[]

  • added sprite anchering in windows using a very cool way to allow you to resize editors

codename engine update - build 687[]

codename engine fun fact[]

this is how events are handled in source

codename engine update - build 523[]

  • removed unspawnNotes - Ghost (vs Camellia) now runs at 110-120fps compared to 70-80fps before on my school laptop

little update about codename[]

Codename will NOT include anything that allows you to badly mess with the Windows API (ex: create 532 windows, call MessageBox 350 times, etc...)
Codename will only include the basics which allows you to hide minimize and maximize buttons, and do stuff that wouldn't mess with the computer
Transparent windows are also fine, but anything that could leave semi-persistent effect on the computer (ex: changing wallpaper, changing cursor, etc) WON'T be added.
FNF is just a game, and using it to do this kind of stuff would just turn it into malware
Yeah, i agree. WinAPI stuff is cool, i did experiment with it and it can lead to some pretty cool effects. But doing so without any warnings or any choice at all could kill your mod. No one wants a FNF mod that literally kills your pc if you DARE miss one note without warning.

HAPPY CODENAME ENGINE 500TH BUILD (almost)[]

To celebrate, imma do a list of everything that i added/modified.

  • Sorted source code (look at this its so sexy)
  • Removed Boyfriend class (combined Character and Boyfriend for ease of use)
  • Added build number counter (lol)
  • Modified the charts locations
  • Added mods folder support with assets replacing (that was easy actually)
  • Added XML characters (not for the spritesheets, for actual animations)
  • Added a fix that allows you to play as any character as player with fixed offsets
  • Removed shared and preload folder to allow easier source modding (also removed LoadingState since it was useless)
  • Added hot reloading of source assets when using "lime test windows"
  • Added scripting interface that not only added HScript, but also would make adding other languages an easy task
  • Converted all stages and characters to XML and adapted the charts (except week 6)
  • Added XML stages with easy stage scripting
  • Added scripts
  • Fixed Tankman's offsets (it auto fixed itself lol)
  • Updated the Freeplay Menu for it to look like Week 7
  • Added auto-generated documentation (generateDoc.bat)
  • Added Character scripts
  • Added alphabet.xml (in data) for easier implementation of new letters and symbols
  • Added Week 7 keybind settings (rebindable in pause menu)
  • Added support for decimal BPMs
  • Fixed the bug that required you to restart the game after you plugged your headphones in to change the game audio device (beta)
  • Added titlescreen.xml (not done yet)

codename engine update - build 492[]

  • pressing F3 will show advanced stats on your game (like in minecraft)

codename engine update - build 479[]

  • when you plug in your headphones, the game will auto switch to it on next state switch (beta).
  • in other words, fixed that bug when you had to restart the game to get your headphones working

codename engine update - build 416[]

  • you can now change keybinds directly in the pause menu

codename engine update - build 370[]

engine update - build 328[]

  • updated score bar (no accuracy yet)

Fun fact about FNF[]

The reason Tankman's offsets appears broken on Week 7 is because of it being player offsets (game auto converts them to opponent offsets)

This is how the Tankman offsets looks like with the Codename Engine fix

engine update - build 318[]

  • added character scripts

engine update - build 306[]

  • the power of onPlayerHit

engine update - build 300[]

  • added auto-generated documentation

engine update - build 277[]

engine update - build 267[]

engine update - build 265[]

engine update - build 229[]

  • no comment

engine update - build 189[]

  • stage xmls (give me your thoughts)

engine update - build 182[]

  • when using "lime test windows", the engine will use assets from the source folder (instead of the bin one) and automatically reload modified ones.
  • (only affects "lime test windows". starting the build normally will make it use the build's assets folder)

engine update - build 135[]

  • offsets now works as player and opponent

round 2. choose one[]

Choose a format (poll in thread, not final)[]

  • The choices is to choose if use JSON or XML for the freeplay scripts format, the 71% of the people voted for JSON Format.
Friday Night Funkin': Codename Engine (2024)

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