Skip to content

Abrakadabra1996/Bloxxin-XFunkin-

Repository files navigation

Bloxxin'XFunkin' - built on Psych Engine

Psych Engine originally was used on Mind Games Mod, intended to be a fix for the vanilla version's many issues while keeping the casual play aspect of it. Also aiming to be an easier alternative to newbie coders.

Bloxxin'XFunkin' has moved to Psych Engine to follow up on the simplistic modding style (maybe).

Installation:

  1. You must have the most up-to-date version of Haxe, seriously, stop using 4.1.5, it misses some stuff.

  2. After installing Haxe, Install HaxeFlixel.

  3. Install git.

    • Windows: install from the git-scm website.
    • Linux: install the git package: sudo apt install git (ubuntu), sudo pacman -S git (arch), etc... (you probably already have it)
  4. Install and set up the necessary libraries:

    • haxelib install lime 7.9.0
    • haxelib install openfl
    • haxelib install flixel
    • haxelib install flixel-tools
    • haxelib install flixel-ui
    • haxelib install hscript
    • haxelib install flixel-addons
    • haxelib install actuate
    • haxelib run lime setup
    • haxelib run lime setup flixel
    • haxelib run flixel-tools setup
    • haxelib git linc_luajit https://github.com/nebulazorua/linc_luajit.git
    • haxelib git hxvm-luajit https://github.com/nebulazorua/hxvm-luajit
    • haxelib git faxe https://github.com/uhrobots/faxe
    • haxelib git polymod https://github.com/MasterEric/polymod.git
    • haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc
    • haxelib git extension-webm https://github.com/KadeDev/extension-webm
    • lime rebuild extension-webm <ie. windows, macos, linux>
      • Note: for Linux, you need to install the g++-multilib and gcc-multilib packages respectively. (use apt to install them.)

If you don't want your mod to be able to run .lua scripts, delete the "LUA_ALLOWED" line on Project.xml

Windows-only dependencies (only for building to Windows. Building html5 on Windows does not require this)

If you are planning to build for Windows, you also need to install Visual Studio 2019. While installing it, don't click on any of the options to install workloads. Instead, go to the individual components tab and choose the following:

  • MSVC v142 - VS 2019 C++ x64/x86 build tools
  • Windows SDK (10.0.17763.0)

This will install about 4 GB of files, but is necessary to build for Windows.

macOS-only dependencies (these are required for building on macOS at all, including html5.)

If you are running macOS, you'll need to install Xcode. You can download it from the macOS App Store or from the Xcode website.

If you get an error telling you that you need a newer macOS version, you need to download an older version of Xcode from the More Software Downloads section of the Apple Developer website. (You can check which version of Xcode you need for your macOS version on Wikipedia's comparison table (in the min macOS to run column).)

Cloning the repository

Since you already installed git in a previous step, we'll use it to clone the repository.

  1. cd to where you want to store the source code (i.e. C:\Users\username\Desktop or ~/Desktop)
  2. git clone https://github.com/KadeDev/Kade-Engine.git
  3. cd into the source code: cd Kade-Engine
  4. (optional) If you want to build a specific version of Kade Engine, you can use git checkout to switch to it (i.e. git checkout 1.4-KE) (remember that versions 1.4 and older cannot build to Linux or HTML5)
  • You should not do this if you are planning to contribute, as you should always be developing on the latest version.

Building

Finally, we are ready to build.

  • Run lime build <target>, replacing <target> with the platform you want to build to (windows, mac, linux, html5) (i.e. lime build windows)
  • The build will be in Kade-Engine/export/release/<target>/bin, with <target> being the target you built to in the previous step. (i.e. Kade-Engine/export/release/windows/bin)
  • Incase you added the -debug flag the files will be inside Kade-Engine/export/debug/<target>/bin
  • Only the bin folder is necessary to run the game. The other ones in export/release/<target> are not.

Troubleshooting

Check the Troubleshooting documentation if you have problems with these instructions.


Modders under the Bloxxin'XFunkin' Mod:

  • AbraX - Coding, Arts, Animations, Music, Charting, etc.

Credits to the Psych Engine:

  • Shadow Mario - Coding
  • RiverOaken - Arts and Animations
  • bbpanzu - Assistant Coding

Contributors of the Psych Engine

  • shubs - New Input System
  • SqirraRNG - Chart Editor's Sound Waveform base code
  • iFlicky - Delay/Combo Menu Song Composer + Dialogue Sounds
  • PolybiusProxy - .MP4 Loader Extension
  • Keoiki - Note Splash Animations

Origins of ROBLOX:

  • David Baszucki - CEO
  • Erik Cassel - CEO

Features

Mod Support

  • Probably one of the main points of this engine, you can code in .lua files outside of the source code, making your own weeks without even messing with the source!
  • Comes with a Mod Organizing/Disabling Menu.

Each song has a different character!:

Not a Noob:

  • Remastered Noob sprite!
  • New Funky Friday Background!

Concerning Control:

  • Remastered Guest 666 sprite!
  • New Bloxburg Background!

Ro Bond:

  • Remastered Bacon sprite!
  • New Livetopia Background!

Funky Shedsky:

  • NEW Character: Shedletsky!
  • NEW Work at a Pizza Place Background!

Cool new Chart Editor changes and countless bug fixes

  • You can now chart "Event" notes, which are bookmarks that trigger specific actions that usually were hardcoded on the vanilla version of the game.
  • Your song's BPM can now have decimal values
  • You can manually adjust a Note's strum time if you're really going for milisecond precision
  • You can change a note's type on the Editor, it comes with two example types:
    • Alt Animation: Forces an alt animation to play, useful for songs like Ugh/Stress
    • Hey: Forces a "Hey" animation instead of the base Sing animation, if Boyfriend hits this note, Girlfriend will do a "Hey!" too.

Multiple editors to assist you in making your own Mod

Screenshot_3

  • Working both for Source code modding and Downloaded builds!

Ultimate MENU UI REWORK!

Home rework:

Home_Image

  • There are a good amount of buttons here, but some do not have any functions yet.

Free Play rework:

Freeplay_Image

  • Songs are now formatted to look like games, or in ROBLOX's case, Experiences.

Credits menu

Credits_Image

  • People involved in the creation of said mod or engine now appear in a somewhat grid-like arrangement, hover over an icon to see their contributions!

Awards/Achievements

Awards_Image

  • 3 old badges and 4 new ones for a total of 7 badges to obtain! (Check Achievements.hx and search for "checkForAchievement" on PlayState.hx)

Options menu:

  • You can change Note colors, Delay and Combo Offset, Controls and Preferences there.
  • On Preferences you can toggle Downscroll, Middlescroll, Anti-Aliasing, Framerate, Low Quality, Note Splashes, Flashing Lights, etc.

Other gameplay features:

  • When the enemy hits a note, their strum note also glows.
  • Lag doesn't impact the camera movement and player icon scaling anymore.
  • Depending on the camera's character focus, Girlfriend will also look at the character!
  • Your controls are listed below your set of arrows now!
  • New Note Assets!
  • Loading Screen simulates how ROBLOX games would load! Loading_Image
  • Pause Menu simulates the ROBLOX menu in a game! Pause_Image

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published