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This repository was archived by the owner on Oct 5, 2021. It is now read-only.

Releases: aflacc/ProjectFNF

Version 0.2-c Prototype

08 Jun 18:08
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Pre-release

This is a very small addon release for v0.2-c which isn't confirmed to be stable and is not supported. Use this version if you want to but bugs will occur

Added

  • Added some modchart stuff
  • Test now is a modchart testing thing

Version 0.2-d

15 Jun 16:04
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Hello!! This update is a little more aimed towards the players experience instead of the mod makers stuff. There aren't too many things the player gets to control before this update so we decided to fix that.

Added

  • Options Menu (WIP)
  • New Inputs
  • Lots more Modchart features
  • Test is a modchart

Changed

  • Added Descriptions to the functions of PlayState.hx.

Fixed

  • Infinite death loop caused from a stupid thing I did
  • Autoscroll feature thing
  • ModCharts hold arrow being offset

Known Bugs

  • no

Thank you for all the support on the engines development lately, this has been such a good year so far. You guys are the greatest! Thanks for using my engine and giving me feedback on it, I'm still learning and I am glad to know I'm doing stuff correctly!

Also the test vocals are not created by me. I left a comment in the code crediting the original creator, If you are that person and you would like me to remove the vocals, I will.

Also v0.3 is next, and some BIG plans are coming.

Version 0.2-c

31 May 05:45
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trying out a different update log format

Added

  • Modcharts again (WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO)
  • Accuraccy & Rating system (waew)

Changed

  • modcharts
  • DiscordRPC looks really really nice now and unique
  • Tweaked a few things related to the Camera FX

Fixed

  • modcharts

Removed

  • KE modcharts

Plans

The Next update will include a few more ModChart features, along with completely revamping the debug menu and basically softcoding a lot of stuff. By this, I mean you will be able to select the GF Version, and Background from the debug menu. I also hope we can get the input system in too but thats a maybe.

also magnus is cool

Version 0.2-b

02 May 21:18
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v0.2-b

Hello! This is a smaller QOL update for ProjectFNF that backs up and improves features in v0.2-a. This update also adds a lot of stuff to the code to make it easier to read and makes the code much more customizable without understanding what anything means. This Update mostly just polishes a lot of stuff, and sets up the engine for some huge features in the future!

Added

  • Miss counter next to score
  • A few easter eggs
  • Modcharts (WIP)
  • In-Game config has a single option called "Debug Mode" (Mostly for testing, probably doesn't work)
  • Added MISSFX, MISSIntensity, MISSDir and CACHE config options.
  • Missing notes will cause the screen to shake a little bit (highly configurable)
  • Notes that you fail to hit will trigger the miss animations and sounds, also resets the combo.
  • Added a small outline to the score text to make it visible in Week 5 or just really bright enviroments
  • Changed Bopeebo to use the original music and voices (seriously I like them a lot better than the new one)
  • Prototype failsafe for attempting to load a song that doesn't exist
  • Some more Icons to the DiscordRPC

Changed

  • Revamped the DiscordRPC design
  • Completely revamped the console outputs. (Way less cluttered and is much more specific about what its doing)
  • Animations for the characters re-designed to use the official neo stuff (tysm moisty)
  • Added "Bookmark" comments (Makes finding parts of the code a LOT easier, just search for the bookmark)

Fixes

  • Limo GF animations re-done
  • Fixed the Story Mode menu assets having terrible cropping (re-exported the week assets and added padding to the difficulties)
  • Week tracks is now yellow (It actually looks really nice)
  • That last part of high being incorrect (it was flipped)
  • Updated the itch.io build to use v0.2-b (the itch wont recieve updates too often)

Removed

  • Freeplay Caching (configurable, but false by default)
  • "Neo" difficulty asset (was never supposed to even be in the assets)
  • die function (I couldn't get it to work. Will likely return at some time in the future)

fun fact: I'm never able to spell dialouge correctly... oh my god

Release 0.2-a

23 Apr 20:52
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About

This is the first release of v0.2, so not everything planned in this release is finished or even implemented. I'm super happy that we finally have gotten out of the v0.1 stages and I'm still learning haxe coding but I know a lot more than when I originally started making ProjectFNF

Changes

  • Miss Sprites for week 6
  • Mod name on main menu
  • New Input System (its very subtle but its improved I swear)
  • Config File support
  • VFX for certain things to show that its actually doing a thing
  • On death the camera zooms in on the boyfriend
  • Improved the official charts a little bit to make them more accurate and more fun to play
  • Credits menu

Known issues

  • Not all config options work yet
  • Cache songs won't stay if you re-build the game
  • It is impossible to have the failsafe work

Fixed Issues

  • #11 #16 Danger icons are triggered instead of winning icons.

Version 0.1-d

08 Apr 16:26
ba2acfd
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Hey! This update for ProjectFNF includes:

  • Some new Cutscenes
  • A few more config options!
  • A bunch of other stuff (I'm too lazy to write it all here)

Version 0.1-c

03 Apr 19:39
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  • New animations for sprites to make them more clean.
  • New Sprites for Thorns
  • More Pose triggers
  • Small cutscene fixes
  • More assets to use
  • Fixes to the Player2s arrows
  • Girlfriend cheers on certain combo milestones
  • Fixes to the Options menu (Still WIP)
  • Adjusted sprite XMLs to make them look nicer
  • Debug Menu is a little nicer

Please note this is a pre-release of v0.1-c, and some of these features aren't fully pushed.

Version 0.1-b

31 Mar 18:07
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This update includes a few minor improvements along with some extra stuff. This is the first stable build of ProjectFNF