Hi, I worked on a lot of stuff for this, including:
Weekend 1 gameplay (cans, fighting, Nene's anims)
HScript-based scripting system
Chart editor rebuilt from scratch
Input system revamp
New chart format with support for song events
Scoring system rework
...
@jane_trademark
No, you were right, the joke IS that it's not funny.
It's an anti-joke. It derives humor from the reversal of expectations.
It's less of a joke in and of itself and more like a prank. "Ha ha, you thought there was going to be a punchline!"
@jane_trademark
Something like this:
"Why did the pirate go to the kitchen? To make a salad."
The first line sets up an expectation. The listener, based on their cultural and societal context, understands that this is the setup to a joke, probably a corny pun of some kind.
A HUGE collaboration is coming the Roblox game, Doors.
Recently several assets were spotted inside of the group for Doors, in which several references to the game “Friday Night Funkin” were made.
This collaboration is huge and quite an accomplishment for Doors. Exited to see
This tank from the background of Week 7 isn't programmed to return to the starting position, it just continues moving in a massive circle until it naturally comes back around.
Oh yeah I made it so you can just drop this in your "mods" folder and play it in Freeplay
No scripts required you don't even need to unzip, great to use as a template mod.
@jane_trademark
The last line is a rug pull, the "too slow" of a high five. Their expectation is unsatisfied; the listener, themselves, becomes the subject.
The chicken joke in particular has sadly become so ubiquitous that most individuals are presented with it outside the proper context.
hey guys i think something's up with my copy of the game, it says v0.3.2 in the corner and it's automatically querying the mods folder for custom story weeks and displaying them in the story menu with no additional setup required how do i fix it
It's been great to see the amazing responses that my recent article received!
Question: What features would you most want to see added to the official chart editor in the future?
So yeah, this is what I've been developing lately. It's a lot of work, but my hope is that the scripting will be at least on par with Psych in terms of power and flexibility.
work is being done by
@EliteMasterEric
and he's been cookin up a lotta tasty code, full cred to him 🙏🙏🙏🙏
jus wanted to talk about it because i am very excited about it hehe (also shoutouts
@emmnyaa
who is also doing additional code stuff here and there helping clean up)
@Anthony54013223
@PhantomArcade3K
it has been going well, very soon we are likely to show off one of our cool features, our brand new charting editor, in a blog post, which will hopefully also get us out of our blog slump and back to regular blogs/progress sharing
Another Funkin' blog post is up! Much smaller than this week but Cam got in a bunch of info for BACKERS!
I wanted to get us back in the swing of WEEKLY blogs so expect another one next weekend!
We're looking for someone who can build a web server backed by a database, if your only programming experience is Haxe/game dev and you apply for this you will be annihilated by a space laser.
LOOKING FOR BACKEND PROGRAMMER PEOPLE WHO KNOW THEIR SHIT!!!
now hiring: fullstack-ish programmer to help us develop backend help for managing our kickstarter addons and stuff
apply through this google form!
(art by
@evilsk8r
)
Okay, NOW we're gaming.
FlxRuntimeShader is now functional and fully compatible with Polymod.
You can now include shaders without having to compile the game. Below is done via a mod folder with no source code changes, same as the one from the other day.
I'm fully expecting a big explosion of mods that aren't just new levels
Things like quality of life fixes or custom HUDs will be great
And all mods that use the modding system should work pretty well together, at least for the most part!
To those saying "they need to just optimize it," that shit ain't easy, I know that all too well.
Texture handling is probably Flixel's biggest weakness, the game has absolutely ZERO multi-threading. That's why the game freezes on loading screens.
Hot take apparently but making an FNF song that lasts longer than about 3 minutes or so is just horrendously bad game design. Imagine playing a platformer with a level that lasts 10 minutes or more with no saving or checkpoints and if you fall you have to start all over.
Reposting what I said in a reply but
With the Weekend 1 update there's now a system for version numbers
The major version will only change to v1.0.0 when we launch on Steam.
The minor version will only change when there is new content, for example v0.4.0 has a new song in it.
ALSO
Your custom song can reference a custom character or custom stage and as long as they're valid that should Just Work ™️
I expect you folks to have some fully playable custom weeks ported over and up on GameBanana by the end of tomorrow chop chop
Oh yeah I made it so you can just drop this in your "mods" folder and play it in Freeplay
No scripts required you don't even need to unzip, great to use as a template mod.
Fun fact: I deleted an old teaser video I posted because it included a detail I didn't want to show yet, that's visible in this new video. First person to name it wins.
The video I posted to demonstrate Dad's vocals are separated from BF's, only to quickly realize I accidentally leaked a bunch of HUD changes including the new scoring system and delete it.
Thankfully the only recording that got saved was too blurry to see the score, LOL.
I was going to add ghost tapping then people kept nagging me about it so I made it where if you press a key while no notes are on screen you instantly die
Cam forgot to post this but here's the weekly blog
This one introduces Ravy, who has been working on INTERNAL TOOLS for us to work with (to clarify, the launcher is for developers only and won't be used for any or steam releases)
I've been on a self-imposed crunch over yesterday and early today trying to get tweaks and fixes in for mods.
I'm going to try to take it easy. If Cam gets v0.3.2 up tonight then that's great otherwise it's not that big of a deal.
Just watched an FNF mod gameplay video that had Discord notification sounds in it
How do you even succeed in making that happen, Discord automatically turns on Streamer Mode and mutes notifs whenever you turn on OBS
And if you're not using OBS then what are you even doing
Reminder that if you backed the Kickstarter, you should check in on our dedicated backer portal at , and if you have issues with THAT you can email support
@funkin
.me (multiple people have access to that mailbox so you should get a response quick!)
@funnyluigiman
@TASNoContext
There are many tricks in speed runs which, to be performed optimally or even at all, require incredibly precise timing for certain inputs. Depending on the circumstance you may need to be frame perfect (within 1/60 or a second) and one frame too early/late may fail
This is the first of many future patches to contain public contributions provided via GitHub! Thanks to everyone who pitched in, and to those whose changes are still pending, stay tuned.
A reminder: every day we are making progress. I'm making improvements every day, Cam is making improvements every day. A bad release is always bad, especially when it's this much of a refactor and this highly anticipated.
Stay tuned at the blog:
It's surreal watching a YouTube video on unused content in video games and seeing the image that I made in Photoshop in two minutes while trying to resolve a bug with input handling.
@nasadotexe
It really depends on how much of the original game code is still there
This looks like they just added an extra state to the base game so still a mod
If the original code is all gone it becomes a fangame
Started tinkering with this a little and it really impressed me. Character and song porting are one thing but the stage porter is cool (it would probably work better if I used a less dynamic stage!) and automatic vocal splitter is awesome.
Hope to see more improvements soon!
A fix for the null object reference bug* has been pushed to our private repo, so the next release build you see will have a fix.
Going to work more on getting the repo ready for public release hopefully that happens ASAP.
@Lendon_KsKs
Base game mods should be able to add these to their characters no problem, I made the code for it pretty straightforward.
Also it simply never triggers on characters that don't have an animation for it, so RIP to anyone who made attempts on Week 5/6.
Finally, after a bunch of fixes to Polymod, ScriptedFlxState for HScript is now up and running.
The below example makes zero source code changes, just drop the mod into your mods folder.
You can meticulously animate characters and draw beautiful backgrounds but your mod will be forgotten immediately if your music sounds like Fun House - Spider-Man: The Animated Series (Genesis)
Looking for really unpopular
What FNF opinion will get you like this?
For me, people don’t care about your OC mods as much as you do, you have to BUILD that interest to get somewhere
Love OC mods tho
( art by
@Loose_Will45
)
#fnf
#fridaynightfunkin
#fridaynightfunkinmod
I've been using the new chart editor for so long that I forgot the old one literally doesn't even have SELECTING where's the copy-paste where's the dragging uuuagh
Hot take, sprays peaked with TF2 and have driven themselves into the dumpster ever since games made them unlockable cosmetics instead of user-submitted PNGs.