Nobody uses Kade Engine anymore, and Kade Engine was shut down a while ago.Jade Engine was a little side project to pass by time. Use Psych Engine, Austin Engine, Os engine instead
Friday Night Funkin: Jade Engine is a custom version of Kade Engine (specifically, KE-1.0) with a hell ton of more features to improve your overall experience with fnf.
- Spongey - Main Programmer
- Grets - Main Programmer
- SylveonDev - Also The Main Programmer
Links Play Jade Engine online here: https://spongeyboi.github.io/Jade-web/ Play the Ludum Dare prototype here: https://ninja-muffin24.itch.io/friday-night-funkin Play the Tankman week one here: https://www.newgrounds.com/portal/view/770371 Support the damn project on the itch.io page: https://ninja-muffin24.itch.io/funkin Bother Ninjamuffin99 to improve the input system here: https://github.com/ninjamuffin99/funkin/issues/new
Mod Page: TBD
Friday Night Funkin: Jade Engine is Kade Engine but better. Obviously
The features that Kade Engine implements are:
- New Input System
Hate the old engine because your inputs are delayed? Are inputs being dropped? Well with this input system, thats a lot less now! If you wanna see an example of what it feels like, play any 4k rhythm game like Quaver or Etterna!
- Accuracy Mod
We've modified accuracy mod to create a amazing accuracy display, which shows your accuracy and misses. While giving you a basic ranking on how you are currently doing
- FPS Increase
We always love more FPS, and this is what you'll get. We've increase the FPS cap to 120.
- DFJK Support
As standern 4k practice, the default for many rhythm games keybinds are DFJK. We've allowed you to swap from WASD to DFJK at the options menu now.
- Replays
Ever wanted to show your friend a crazy score? Well the replay system lets you do that without recording!
*please note the replay system is in a beta, and is not 100% accuract YET
- Latest FNF Github Features
Have you ever seen a feature shown in the github, and you dont know how to build the game? Well features from there get ported into here, and then we can add them into this mod and build it for you!
HUGE NOTICE
This is a MOD. This is not Vanilla and should be treated as a MODIFICATION. This will probably never be official, so dont get confused.
- Cosmic Mario = Programming
This game was made with love to Newgrounds and it's community. Extra love to Tom Fulp.
THESE INSTRUCTIONS ARE FOR COMPILING THE GAME'S SOURCE CODE!!!
IF YOU WANT TO JUST DOWNLOAD AND INSTALL AND PLAY THE GAME NORMALLY, GO TO ITCH.IO TO DOWNLOAD THE GAME FOR PC, MAC, AND LINUX!!
https://ninja-muffin24.itch.io/friday-night-funkin
IF YOU WANT TO COMPILE THE GAME YOURSELF, CONTINUE READING!!!
First you need to install Haxe and HaxeFlixel. I'm too lazy to write and keep updated with that setup (which is pretty simple).
- Install Haxe 4.1.5 (Download 4.1.5 instead of 4.2.0 because 4.2.0 is broken and is not working with gits properly...)
- Install HaxeFlixel after downloading Haxe
Other installations you'd need is the additional libraries, a fully updated list will be in Project.xml
in the project root. Currently, these are all of the things you need to install:
flixel
flixel-addons
flixel-ui
hscript
newgrounds
So for each of those type haxelib install [library]
so shit like haxelib install newgrounds
You'll also need to install polymod. To do this, you need to do a few things first.
- Download git-scm. Works for Windows, Mac, and Linux, just select your build.
- Follow instructions to install the application properly.
- Run
haxelib git polymod https://github.com/larsiusprime/polymod.git
in terminal/command-prompt after your git program is installed.
You should have everything ready for compiling the game! Follow the guide below to continue!
At the moment, you can optionally fix the transition bug in songs with zoomed out cameras.
- Run
haxelib git flixel-addons https://github.com/HaxeFlixel/flixel-addons
in the terminal/command-prompt.
I gitignore the API keys for the game, so that no one can nab them and post fake highscores on the leaderboards. But because of that the game doesn't compile without it.
Just make a file in /source
and call it APIStuff.hx
, and copy paste this into it
package;
class APIStuff
{
public static var API:String = "";
public static var EncKey:String = "";
}
and you should be good to go there.
Once you have all those installed, it's pretty easy to compile the game. You just need to run 'lime test html5 -debug' in the root of the project to build and run the HTML5 version. (command prompt navigation guide can be found here: https://ninjamuffin99.newgrounds.com/news/post/1090480)
To run it from your desktop (Windows, Mac, Linux) it can be a bit more involved. For Linux, you only need to open a terminal in the project directory and run 'lime test linux -debug' and then run the executible file in export/release/linux/bin. For Windows, you need to install Visual Studio Community 2019. While installing VSC, don't click on any of the options to install workloads. Instead, go to the individual components tab and choose the following:
- MSVC v142 - VS 2019 C++ x64/x86 build tools
- Windows SDK (10.0.17763.0)
- C++ Profiling tools
- C++ CMake tools for windows
- C++ ATL for v142 build tools (x86 & x64)
- C++ MFC for v142 build tools (x86 & x64)
- C++/CLI support for v142 build tools (14.21)
- C++ Modules for v142 build tools (x64/x86)
- Clang Compiler for Windows
- Windows 10 SDK (10.0.17134.0)
- Windows 10 SDK (10.0.16299.0)
- MSVC v141 - VS 2017 C++ x64/x86 build tools
- MSVC v140 - VS 2015 C++ build tools (v14.00)
This will install about 22GB of crap, but once that is done you can open up a command line in the project's directory and run lime test windows -debug
. Once that command finishes (it takes forever even on a higher end PC), you can run FNF from the .exe file under export\release\windows\bin
As for Mac, 'lime test mac -debug' should work, if not the internet surely has a guide on how to compile Haxe stuff for Mac.