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Friday Night Funkin' - Wednesday's Infidelity

NOTE: This is forked from lunarcleint, and will only be used for my personal changes, big or small.

For info on usage rights, please read the license!

Documenation

Building Instructions:

Follow the Friday Night Funkin' source code building guide.

IMPORTANT W.I SPECIFIC BUILDING INSTRUCTIONS:

Run these commands:

haxelib install hxp
haxelib git flxanimate https://github.com/Dot-Stuff/flxanimate
haxelib set flxanimate 1.2.0
haxelib install hscript
haxelib install hxCodec
haxelib set hxCodec 2.5.1

Or run the setup bat. (Decoded version available here).

These libraries are needed and your game will NOT build without them!

Debug Features

With the tag <define name="PRIVATE_BUILD"/> in the Project.xml, you unlock these debug features...

  • Press 3 to pause the game no matter what
  • Press T on the main menu to 100% the game
  • Always allowed to delete your progress even if you just reset
  • Able to skip ANY cutscene/video playing
  • Automatticly hides Discord RPC
  • Able to toggle botplay
  • Able to skip the intro

Data Formats

W.I Supports four built in data types:

  • Genric Xmls (Commonly Supported in game engines)
  • Sparrow V1-2 (Default FNF Format)
  • Packer (Week 6 TXT Format)
  • Json Format (HASH and Array Supported)

Paths has a easy function to get frames based on a Data Type value. getAtlasFromData(key:String, data:DataType, ?library:String).

Also Character.hx has a data type paramter that can easily be edited.

NOTE: You have to click reload image for the data type to update Sometimes it will crash when you do that so you should just add to to the Json

Scaling Sprite Sheets

Download Free Texture Packer and Install it.

Now you want to export your adobe animate animations as a PNG Sequence, make sure your DPI is 72.

Then put all of it into Free Texture Packer with these settings (you can change these to your liking):

After you've made the sprite sheet look good, export the sprite sheet.

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The GitHub repository for Wednesday's Infidelity Part 2.

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