90 lines
4.9 KiB
Markdown
90 lines
4.9 KiB
Markdown
# Friday Night Funkin' - Codename Engine (WIP)
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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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Build instructions are below. Press TAB on the main menu to switch mods.
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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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## Codename Engine
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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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Make sure to read the wiki and join the Discord server linked there!<br>
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#### It 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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## How to download
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Latest builds for the engine can be found in the [Actions](https://github.com/YoshiCrafter29/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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<details>
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<summary><h2>How to build</h2></summary>
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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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</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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</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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</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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### 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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- 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/FNF-CNE-Devs)* 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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### 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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#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord (linked in the wiki)!*
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</details>
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<details>
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<summary><h2>Credits</h2></summary>
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- Credits to [Ne_Eo](https://twitter.com/Ne_Eo_Twitch) and the [3D-HaxeFlixel](https://github.com/lunarcleint/3D-HaxeFlixel) repository for Away3D Flixel support
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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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</details>
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