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Releases: DragShot/fnf-vs-selever-mod

Update 2.2.0

24 Sep 06:21
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This minor update includes the following changes:

  • Added a brand new dialogue system, built with Lua. It can be used in other 0.5.x Psych Engine mods as well.
  • Added Italian localization for the dialogues, provided by Ako.
  • Imported many Lua callbacks from Psych 0.5.2, except clearUnusedMemory, objectsOverlap, initSaveData, flushSaveData, getDataFromSave and setDataFromSave.
  • makeAnimatedLuaSprite has been updated but with limited functionality, supporting only packer and sparrow atlas. It is still an improvement over its previous state.
  • Disabled a few Lua functions that could compromise the app's security.
  • Reworked require so Lua libraries can be loaded from a libs/ folder inside mods or the mod folder in use.
  • The autoloader in story mode will no longer try to load a dialogue if a Lua script requests a stop of the countdown or end sequence. When this happens, it is assumed the script will handle these kind of events on its own.
  • Fixed a crash when selecting "BACK" in the difficulty change menu.
  • Fixed the background being left empty when the game has no Alt image in the main menu.
  • Minor asset changes.

Update 2.1.0

03 Apr 00:11
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This minor update includes the following changes:

  • Added a new song: Agitated (Remix)
  • Added a correction for the desync between vocals and soundtrack that happens the first time a song is loaded.
  • Increased the default opacity of the Ghost Trail (Crossfade) from 25% to 30%.
  • The Ghost Trail will now update itself after a Change Character event.
  • More dialogue languages can now be added externally, through the file data/langs.txt. These languages will be picked up by the options menu so the player can choose one of them.

Update 2.0.1

11 Jan 21:29
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This second major release consists in a port from Kade to Psych Engine, and the following changes as well:

  • Ported existing custom features like ghost trails and auto dialogues from version 1.0.
  • Added a new song: Crimsong.
  • Added a new set of sprites for Selever, more fitting with the art style of Friday Night Funkin', made by AmazeinG.
  • Added native support for dialogue localization. Languages are hardcoded for the time being.
  • Added a Normal difficulty for all songs, except Crimsong.
  • Adjusted the charts for Hard difficulty.
  • Minor input bug fixes.

Update 1.0.1

30 Sep 22:31
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This minor update of the mod includes the following changes:

  • Updated dialogues in order to improve clarity and reduce the need for censorship.
  • Updated localization files.

Public Release 1.0

27 Sep 07:17
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This first release of the mod includes the following changes from base Kade Engine:

  • Removed stock weeks/songs. Some assets may be left over.
  • Added a new week: Week Selever, including the new songs Demonila and Attack.
  • Imported the song Casanova from the Mid-Fight Masses mod into Week Selever, with a tailor-made chart.
  • Added the new song Attacklovania to free play.
  • Rewired the dialogue system to support more options from the dialogue scripts: character illustrations can now be displayed at the left or right, with their illustrations mirrored accordingly, and may include different expressions defined in their texture atlas. Illustration sprites are expected to be 480x480 pixels at all times, which gives plenty of space for either small or big illustrations. Custom sounds can be used per characters, loaded dynamically from a dedicated folder, with a fallback to the one used in Week 6.
  • Now dialogue scripts are loaded dynamically in Story Mode, so any song may include dialogues before or after the playable section if there are dialogue scripts defined for it in the song data folder. No source tampering is required to add/remove dialogues.
  • Added a credits section. Its contents can be customized via a script in the data folder, including a section header and elements with a title, player icon and subtext.
  • Added a 10% random chance to have a different background image on display in the main menu.
  • Temporarily softlocked the difficulty settings to Hard. Further attempts to untangle the spaghetti code responsible for loading difficulties are pending, with the goal of supporting different sets of difficulties between songs/weeks via dynamic load.