cde7d46572 Improve documentation generation scripts and guide (#814)
* Improve documentation generation scripts

There is now a UNIX documentation generation script in the form of a
shell script. The Windows shell script has also been improved, and some
of the output of that script has been improved to match the UNIX one.

Because the scripts still use Lime to generate the documentation, the
shell script checks the kernel name using uname, and change the
documentation generation command ever so slightly. The reason for this
is that Lime only supports building to one platform at a time. This
makes manual intervention necessary, so the UNIX script checks for the
kernel ahead of time.

* Allow Linux-compatible kernels to work with UNIX doc generation script

Considering the variety of kernels available alongside ELF compatibility,
the UNIX documentation generation script has been modified to only check
for the Darwin kernel and assume every other kernel as Linux-compatible.

* Small consistency change in UNIX doc script when echoing pre-check message

* moving and small change

* cooler readme + docs generation guide

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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
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Friday Night Funkin' - Codename Engine

Animated-Banner

Codename Engine is a cross platform Friday Night Funkin' Engine aimed at simplifying modding focusing on softcoding, along with extensiblity and ease of use.
It is the the official successor of the previously well known Yoshi Engine.

The engine uses HaxeFlixel and it mainly features:

  • A full scripting system with an optimized fork of Hscript (its name is Hscript Improved)
  • Uses forks of popular libraries tailored specifically for the engine for the goal of better optimization.
  • Modding system and softcoding is as capable as source coding.
  • Focuses heavily on optimization, and encourages its users to also take on optimization practices.
  • Many modding tools without changing the core gameplay and the base to mod on.
  • Allows modularity using addons and mods that apply on top of the core mod.
  • Advanced editors which allows for possibly better experience and easiness when creating the mod.
  • Much more can be read HERE

Note

Please keep in mind that, despite these differences, we do not consider our engine to be any better or worse than the others.


Caution

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!
We love open source but we also love proper credits for having respect of all the people who worked hard on this project!!

Warning

Before making issues or if you need help with something, check our website HERE.
It contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more!

Tip

Want to stay updated with this project?
Check out our patch notes!


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Note

Codename Engine as for now supports Windows x64, Mac OS x64 and Linux x64.
More platforms will soon come, stay tuned!

  • Web (HTML5) Support
  • Mobile Support

How to download

  • Stable builds of the engine can be found on our GameBanana or our itch.io pages.
  • Latest EXPERIMENTAL builds of the engine can be found in the Actions tab. REQUIRES A GITHUB ACCOUNT!!

If you don't have a GitHub account to download experimental builds, you can also go onto our official website and click the download button for the respective operating system under the Experimental section.

How to mod

Check out our wiki HERE

How to setup and build

Check out our guide HERE

Usage Info

Feel free to:

  • 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 Codename Engine modpacks

Please do not:

  • 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 entirety of Codename Engine on platforms (mods that use Codename Engine as source are fine)

If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord server!

Credits

  • All main Credits can be seen inside the Engine and specifically HERE
  • 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)
  • Credits to TheoDev for FunkinModchart. (library used for modcharting features)
  • Credits to Ninjamuffin99 and the Funkin Crew for the base game Friday Night Funkin'
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