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Optimized rewrite of Friday Night Funkin' built on LÖVE

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Friday Night Funkin' Rewritten

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Friday Night Funkin' Rewritten is a rewrite of Friday Night Funkin' built on LÖVE for Windows, macOS, Linux, and Web platforms, as well as previously unsupported platforms, like the Nintendo Switch.

Friday Night Funkin' Rewritten features:

  • A rewritten engine focused on performance and playability
  • Much less memory usage than the original game
  • Controller support
  • Other cool features, like downscroll

Controls

If using a controller on a PC, a controller with an Xbox button layout is recommended. Controller buttons will be remappable in a future update.

Menus

  • Keyboard
    • Arrow Keys - Select
    • Enter - Confirm
    • Escape - Back
  • Controller
    • Left Stick/D-Pad - Select
    • A - Confirm
    • B - Back

Game

  • Keyboard
    • WASD/Arrow Keys - Arrows
    • Enter - Confirm (Game Over)
    • Escape - Exit
  • Controller
    • Left Stick/Right Stick/Shoulder Buttons/D-Pad/ABXY - Arrows
    • A - Confirm (Game Over)
    • Start - Exit

Debug

  • Keyboard
    • 6 - Take screenshot
      • Screenshot directory:
        • Windows - %APPDATA%\funkin-rewritten\screenshots
        • macOS - ~/Library/Application Support/funkin-rewritten/screenshots
        • Linux - ~/.local/share/love/funkin-rewritten/screenshots
        • Nintendo Switch - ./funkin-rewritten/screenshots
    • 7 - Open debug menu

Settings

The settings file can be found in the following places on the following systems:

  • Windows - %APPDATA%\funkin-rewritten\settings.ini
  • macOS - ~/Library/Application Support/funkin-rewritten/settings.ini
  • Linux - ~/.local/share/love/funkin-rewritten/settings.ini
  • Nintendo Switch - ./funkin-rewritten/settings.ini

To-Do

Menus

  • A proper menu has not been implemented yet. For now, a placeholder menu has been implemented.

Game Engine

  • No pause menu yet.

Weeks

  • Week 3's train is not added yet.
  • Week 4's passing car is not added yet.
  • Week 6 is a WIP.

Building

Unix-like (macOS, Linux, etc.)

After running a build method, its release ZIP will be located at ./build/release.

  • ".love-file"
    • Run make lovefile
  • Windows (64-bit)
    • Set up dependencies shown in ./resources/win64/dependencies.txt
    • Run make win64
  • Windows (32-bit)
    • Set up dependencies shown in ./resources/win32/dependencies.txt
    • Run make win32
  • macOS
    • Set up dependencies shown in ./resources/macos/dependencies.txt
    • Run make macos
  • Nintendo Switch
    • Set up devkitPro
      • Install the switch-dev package
    • Set up dependencies shown in ./resources/switch/dependencies.txt
    • Run make switch
  • Web
    • The current method for building the web version is not portable, so I've decided to omit the instructions for doing so in the meantime.

Other

Follow the official instructions for LÖVE game distribution for your platform: https://love2d.org/wiki/Game_Distribution

License

Friday Night Funkin' and its logo are trademarked. Its images, music, and sounds are under a proprietary license.

Anything that is not derived from the assets of Friday Night Funkin' is licensed under the terms of the GNU General Public License v3. This mainly includes the source code (Lua files).

As of writing, I (HTV04) have no affiliation with Funkin' Crew Inc. Please contact me for any inquries: [email protected]

Special Thanks

  • KadeDev for FNFDataAPI, which was referenced while developing the chart-reading system
  • The developers of BeatFever Mania for their music time interpolation code
  • The developers of the LÖVE framework, for making Funkin' Rewritten possible
  • p-sam for developing love-nx, used for the Nintendo Switch version of the game
  • Davidobot for developing love.js, used for the Web version of the game
  • TurtleP for developing LÖVE Potion, originally used for the Nintendo Switch version of the game
  • Funkin' Crew, for making such an awesome game