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Friday Night Funkin': SB (StefanBETA) Engine

sbEngineLogo Star History Chart

GitHub Releases Discord GitHub stars Supported platforms

Used and coded on: Psych Engine.

Credits

SB Engine Credits:

Avatar Username Involvement
Stefan2008 Main Programmer of SB Engine.
Hutaro Main Artist of SB Engine
IsThePlusOpd Second Artist of SB Engine
MaysLastPlay Second Programmer of SB Engine.
Fearester2008 Third Programmer of SB Engine.
SunBurn'tTails First SB Engine Beta tester.
Ali Alafandy Second SB Engine Beta tester.

Special credits:

Avatar Username Involvement
JustXale Main Programmer of Grafex Engine.
CoreCat Used a lot of stuff from CDEV Engine. Thank you CoreCat.
GatoMago Gem note asset creator.
MarioMaster Created hitbox selector and virtual pad opacity.
NF Beihu Created hitbox space for dodge mechanic system on NF Engine.
M.A. Jigsaw77 Main Programmer of Psych Engine with Android Support.
Sector Old Hitbox and Virtual Pad Artist.
mcgabe19 Head Porter of Psych Engine Mobile.
Karim Akra Assistant Porter/Helper #1 of Psych Engine Mobile

Psych Engine Credits:

Avatar Username Involvement
Shadow Mario Main Psych Engine Programmer.
RiverOaken Main Artist of Psych Engine.

Former Engine members:

Avatar Username Involvement
bb-panzu Ex-Programmer of Psych Engine.

Engine Contributors:

Avatar Username Involvement
iFlicky Composer of Psync and Tea Time. Made the Dialogue Sounds.
EliteMasterEric Runtime Shaders support.
PolybiusProxy .MP4 Video Loader Library (hxCodec).
SqirraRNG Crash Handler and Base code for Chart Editor's Waveform.
Kade Dev Fixed some cool stuff on Chart Editor and other PRs.
Keoiki Note Splash Animations.
Superpowers04 LUA JIT Fork.

Engine features

Click on 2 tabs to open it

SB Engine Features

1000038352 1000038350 1000038351 1000038352

Psych Engine 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
  • Dad Battle has a spotlight effect for the breakdown

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 five 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.
    • Hurt Notes: If Boyfriend hits this note, he plays a miss animation and loses some health.
    • GF Sing: Rather than the character hitting the note and singing, Girlfriend sings instead.
    • No Animation: Character just hits the note, no animation plays.

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.
  • You can enable "Combo Stacking" in Gameplay Options. This causes the combo sprites to just be one sprite with an animation rather than sprites spawning each note hit.

Wanna compile my Psych fork?

Click on 3 tabs to open it

Linux
  1. Install the latest Haxe version. Follow the instructions for different distribution
  2. Download and install git-scm.
  3. Install g++, if not present already.
  4. Once the important libraries are installed, run haxelib run lime test mac to compile and launch the game (may take a long time because that depends what specs do you have)
    • ℹ If you want to use lime instead of haxelib, run haxelib run lime setup to make the lime command global, allowing you to execute lime test windmacows directly. You can use after platform -32 and -64 for CPU architectures
MacOS
  1. Install the latest Haxe version.
  2. Download and install git-scm.
    • Leave all installation options as default.
  3. Install Xcode to allow C++ app building
  4. Once the important libraries are installed, run haxelib run lime test mac to compile and launch the game (may take a long time because that depends what specs do you have)
    • ℹ If you want to use lime instead of haxelib, run haxelib run lime setup to make the lime command global, allowing you to execute lime test windmacows directly. You can use after platform -32 and -64 for CPU architectures
Windows
  1. Install the latest Haxe version.
  2. Download and install git-scm.
    • Leave all installation options as default.
  3. Download Visual Studio 2019/2022 and download Windows 10/11 SDK and MSVC and make sure is your SSD storage enough to download this components before installing it. The minimum requiremented storage for VS2019 is 4GB and for VS2022 is 8GB!
  4. Once the important libraries are installed, run haxelib run lime test windows to compile and launch the game (may take a long time because that depends what specs do you have)
    • ℹ If you want to use lime instead of haxelib, run haxelib run lime setup to make the lime command global, allowing you to execute lime test windows directly. You can use after platform -32 and -64 for CPU architectures