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Releases: GamingInfinite/Void-Engine

Release #6 Void Engine 1.2.1

24 Dec 05:17
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Ok I overlooked a piece of code that enabled custom dancers, should be fixed now.
Also you can assign character positions now.

1.2 was on me I should've playtested it.

Release #5 Void Engine 1.2.0

24 Dec 03:50
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Hey Guys, I'm back with a new release.

The Main Attraction of this update is... Drumrooooollllll, CUSTOM STAGES!!!!

Man, that was a monster to code. It isn't even fully done, I haven't even started to implement Philly (Pico Stage) for the primary reason of, that god damn fucking train. I hate that train so god damn much. So I just skipped it for this update. There are 2 other stages that have extra components that aren't implemented, namely Limo and Halloween, and that's because they have events that A. happen at a 10% chance, and B. those events have a specific order that I'm not sure about how I would code. Well that's not true, I know precisely how I'd code fastCar, even the event is fully coded, I just haven't and debugging it right when I'm ready to release at least the preliminary build so people can start developing their own stages in the game isn't exactly optimal. All other vanilla stages are completely on JSON files now though, and as I stated previously, any stage that you can dream (that doesn't have random events or a god damn fucking train) can literally be created using a single JSON file. Check the vanilla JSON files for the format. Once I draft up the actual tutorial series for my YouTube I'll post a transcript of each episode on the Wiki here along with images, and follow along there. You can also join my discord through the main GitHub Page, and ask me questions there as well.

Oh yeah and also character icons are required to be specified in the character jsons, which allows for multiple "characters" sharing the same icon. For instance, different variations of bf (except pixel-bf) all have the bf icon.

I would like to bring this up as well, there was a bug that someone I was helping earlier with mod creation was crashing on the Story Menu Screen, with or without mods that added additional weeks. If anyone else encounters this please post about it in the Issues tab as it would help a lot. I'll include more debug log commands in the next release so that information can be gathered on where it broke. I'd like to note I do not encounter this bug on my end, which is why I need your help.

Release #4 Void Engine 1.1.2

22 Dec 03:07
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Update number 2 today. Fixed 2 bugs, one leftover from KE, and one created from unhardcoding weeks. First, songs would just end as soon as there were no more notes to hit. That's fixed now, now the song plays to completion. Second, your previous saves are fucked. I, rearranged some of the save file code to fix the second bug that I mentioned, and well Badda bing Badda boom all your save files created for Void Engine are screwed. On a happier note, I future-proofed the save files! I shouldn't have to change the way it saves again. Happy Funkin!

P.S: I'll slow down on updates now. At least for small bug fixes like this. In the future if there is like a game-breaking bug with a feature I implemented that I didn't catch I'll patch it immediately but for small stuff like the save functionality not working I'll save it until I have a bunch of bugs fixes to consider patching.

Release #3 Void Engine 1.1.1

21 Dec 18:14
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Woah Release Number 3 in less than a day?
Yeah, there were a couple of bugs pertaining not really to Difficulties or anything game-breaking as far as Void-Engine is concerned, but more related to mod features that I wanted to include because I've been working on ports for some mods to be playable on Void Engine. I might add changelog here, but honestly, you should be updating anyway soooooo.

P.S. I added the actual binary wow I'm dumb.

Void Engine 1.1

20 Dec 22:35
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YOOOOO!! 2nd release of this engine, and we got a couple of new features. Actually, that's not true, it's mostly just custom Diffs but the amount of work that was needed to do that felt like fucking multiple features.

But yeah, we have Custom Difficulties now, and they can be implemented without any coding! Just add diffs.txt to the _append folder of your mod, add the {songname}-{diffname} to the thing and away you go! For it to work in Story though you will need to add the image. I'll edit this with changelog soon

Void Forge first release

11 Dec 15:16
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Contains several fixes that were made by Kade to the master branch (I checked for bugs, I didn't find any), and several additions were made by me.

  • Sustains no longer condense in a weird way on downscroll (upscroll works too but I think that always worked). (Done By Kade)
  • The counter for the number of sick ratings you got in a song now resets after the song as it should. (Done By Kade)
  • Adding more stuff to the character thing, and unhardcoding literally all of the character data (done by Kade)
  • Unhardcoded Weeks, allowing you to add more for your ModCore Mod by simply adding the correct lines in the correct places (My Contribution)

I would like to note that Kade, other than making KadeEngine, has no association with this mod. I simply took master branch and added a bunch of things, called it good and posted it to my own repo. This will NOT become its own true engine. And beyond this first release you will probably not see Kade's name on it anywhere.

Note # 2:
There was a bug that I found before creating the binary to release where the memory address for the weeks wouldn't clear and therefore duplicated the week entries in the StoryMenu. It's fixed, but I did not find it deserving of it's own release. I would also like to note that I don't have access to a mac, or linux machine at the moment and therefor will not have mac or linux releases. You can however clone the repo to your mac and linux machine and it should compile fine. If you find more bugs, on any platform, make sure to leave a bug report in Issues. I will refactor the Issue templates in a bit but this is an experimental Engine, so any bug reporting done I can look into. Also make sure to include exactly what you were doing when the bug, or crash, happened, and include the latest log from the .exe.

Note # 3:
Wow this is getting longer than I really wanted to. I wanted to say that I will replace the icon on the exe eventually. And any art in the mod directly referencing Kade Engine will eventually get replaced with Void Engine.