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Until GitHub actions for android is fixed you don't have action builds for android, you can only build the game on pc

Friday Night Funkin' - Psych Engine With Android Support

Engine originally 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.

Installation:

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

Follow a Friday Night Funkin' source code compilation tutorial, after this you will need to install LuaJIT.

To install LuaJIT do this: haxelib git linc_luajit https://github.com/jigsaw-4277821/linc_luajit on a Command prompt/PowerShell

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

If you get an error about StatePointer when using Lua, run haxelib remove linc_luajit into Command Prompt/PowerShell, then re-install linc_luajit.


Build Instructions For Android:

  1. Download
  • JDK - Download the version 11 of it
  • Android Studio - I recomand to download the latest version
  • NDK - Download the version r21e (This is the version recomanded by Lime)
  1. Install JDK, Android Studio Unzip NDK (NDK does not need to be installed because is a zip archive)

  2. We need to set up Android Studio for this go to android studio and find android sdk (in settings -> Appearance & Behavior -> system settings -> android sdk) andr andr2

  3. You Need to install extension-androidtools and extension-videoview

To install extension-androidtools do this: haxelib git extension-androidtools https://github.com/jigsaw-4277821/extension-androidtools on a Command prompt/PowerShell

To install extension-videoview do this: haxelib git extension-androidtools https://github.com/jigsaw-4277821/extension-videoview on a Command prompt/PowerShell

  1. And run command lime setup android in power shell / cmd (You need to insert the program paths)

  2. Open project in Command prompt/PowerShell cd (path to fnf source) And run command lime build android -final Apk will be generated in this path (path to source)\export\release\android\bin\app\build\outputs\apk\debug


Credits:

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

Special Thanks

  • 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
  • Smokey - Spritemap Texture Atlas support
  • Cary - OG Resolution code
  • Nebula_Zorua - VCR Shader code

Android Support

  • Saw (M.A. Jigsaw) - All the stuff for this engine to have android support

Features

Attractive animated dialogue boxes:

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.

Atleast one change to every week:

Week 1:

  • New Dad Left sing sprite
  • Unused stage lights are now used

Week 2:

  • Both BF and Skid & Pump does "Hey!" animations
  • Thunders does a quick light flash and zooms the camera in slightly
  • Added a quick transition/cutscene to Monster

Week 3:

  • BF does "Hey!" during Philly Nice
  • Blammed has a cool new colors flash during that sick part of the song

Week 4:

  • Better hair physics for Mom/Boyfriend (Maybe even slightly better than Week 7's 👀)
  • Henchmen die during all songs. Yeah :(

Week 5:

  • Bottom Boppers and GF does "Hey!" animations during Cocoa and Eggnog
  • On Winter Horrorland, GF bops her head slower in some parts of the song.

Week 6:

  • On Thorns, the HUD is hidden during the cutscene
  • Also there's the Background girls being spooky during the "Hey!" parts of the Instrumental

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!

Story mode menu rework:

  • Added a different BG to every song (less Tutorial)
  • All menu characters are now in individual spritesheets, makes modding it easier.

Credits menu

Screenshot_1

  • You can add a head icon, name, description and a Redirect link for when the player presses Enter while the item is currently selected.

Awards/Achievements

  • The engine comes with 16 example achievements that you can mess with and learn how it works (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.
  • Some stuff based on Week 7's changes has been put in (Background colors on Freeplay, Note splashes)
  • You can reset your Score on Freeplay/Story Mode by pressing Reset button.
  • You can listen to a song or adjust Scroll Speed/Damage taken/etc. on Freeplay by pressing Space.