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View Code? Open in Web Editor NEWOptimized rewrite of Friday Night Funkin' built on LÖVE
Home Page: https://gamejolt.com/games/funkin-rewritten/643549
License: GNU General Public License v3.0
Optimized rewrite of Friday Night Funkin' built on LÖVE
Home Page: https://gamejolt.com/games/funkin-rewritten/643549
License: GNU General Public License v3.0
I tried the lovefile out on LOVE 11.3 on a Raspberry Pi 400 but most assets seem to not load.
Week 4 BG loads, all pixela assets load, skid and pump load, week 4 bf and gf load, Christmas bg loads, Christmas bf loads
some other things that I missed probably load as well
everything else doesn't load
Add [![badge](https://github.com/Botspot/pi-apps/blob/master/icons/badge.png?raw=true)](https://github.com/Botspot/pi-apps)
to readme.md
As the title says, the input and judgement system doesn't work correctly due to the usage of pixels for judgement and miss checks instead of timing. This causes very unstable hit detection and is not how any other game ever would handle this.
It would be cool if the judgement is based on miliseconds, like almost every music game.
Platform: Nintendo Switch
weeks/week5.lua:270: in function <weeks/week5.lua:198
(tail call): ?
main.lua:145: in function ‘update’
[C]: in function ‘xpcall’
.
simpler explanation on what I think is happening: Week 5s transition to Winter horrorland is broken.
in the repo's resources folder it says this for setting up love potion Download it, extract it, and copy the LOVEPotion.elf file to .
the sentence gets cuts off where do i copy it to?
The switch port doesn’t seem to work on the latest version of SXOS.
NRO launches into a black screen and just stays that way until home button is hit.
Yup im back with another issue when my songs load the chart loads the background loads (but in the incorrect size) but the music doesnt play just the miss sounds what is the problem here?
I was playing around with the source code, I only added a custom song though, no editing of anything else, I was play a song then randomly a error occurred
modules/graphics.lua:155: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
modules/graphics.lua:155: in function 'animate'
states/weeks.lua:565: in function 'safeAnimate'
states/weeks.lua:692: in function 'updateUI'
weeks/week7.lua:116: in function 'update'
main.lua:131: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
Hi (sorry for all the issues im new to this stuff) but when building i get this error make: elf2nro: No such file or directory make: *** [Makefile:30: switch] Error 127
did i set up the dependencies wrong?
when building switch version i get this error
/bin/sh: line 1: zip: command not found make: *** [Makefile:24: lovefile-switch] Error 127
how do i fix this?
Does anyone know how to edit and or add notes/json on the source code for a mod. I got everything working (music, skins, bg, etc.) but the only problem I'm having is I don't know how to edit or put a new json in there.
cp: resources/macos/love.app/.: No such file or directory
Error
sprites/menu/girlfriend-title.lua:21: Cannot create image (OpenGL error: out of memory)
Traceback
[C]: in function 'nameimage'
sprites/menu/girlfriend-title.lua:21: in main chunk
[C]: in function 'require'
main.lua:42: in function 'load'
[C]: in function 'xpcall'
[C]: in function 'xpcall'
I've made a new one using crunch (crnlib): logo.dds
This was only necessary for the title screen logo, as no other dds graphics generated with texconv appear to have noticeable compression artifacts. When running the conversion script, I just paste this one in for the title screen.
I was seeing the bowser port of FNFR but then a error appeared
love.js:9 Uncaught ReferenceError: SharedArrayBuffer is not defined
at love.js:9:15375
at applicationLoad (index.html:102:9)
at HTMLScriptElement.onload (index.html:106:87)
This was the browser port for the gamejolt page
Hello, sorry for the inconvenience but I have the doubt if there would be the possibility of a port of your version of FNF for some other system such as psvita or even 3ds
While making my own fork of this amazing rewrite I have noticed how the way the score in week 5 is coded separately from the way it is coded in the other weeks. I have tried to recreate FPS Plus'/Kade Engine's display using this project as a base when I ran into this issue. Is there a way that the color switch can be implemented differently so the way the score looks can be easier to modify?
Make tutorials for things such as how to make full characters, how to bulid the game, make new songs, ect. It will help people that want to make mods on this engine. By the way, i like the engine itself. Really cool.
It's work p e r f e c t with emulators (ppsspp, my boy, any emulator works cool), but if i press any button, it won't work in fnf (yes, im on android)
P.S. it is not xbox gamepad
I'm just leaving this issue here for myself for later but I messed up something with the chart conversion script and all the BPMs are gone LMAO
I was wondering why some of the anims were off-beat I'm dumb
I pressed + right as the song was restarting after the game over screen, and then there was no music, the only sounds were the miss sounds, and then I game overed again and the game over screen looks normal and the music is playing but pressing A doesn't go back to the song
please add a pause menu
I have python installed, I’m not sure what the issue is
can I?
I'm on MacOS and whenever I download the Mac .zip file, i open it and it gives me an error that says as follows:
"Friday Night Funkin' Rewritten.app" is damaged and can't be opened. You should move it to the Trash.
WIth two buttons: "Cancel" and "Move to Trash"
I've tried redownloading the zip multiple times, through both the GitHub and GameBanana links, but it still won't work.
Any help is much appreciated!
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