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FunkinCrew/Funkin

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3,660 stars·2,517 forks·Haxe·24 viewswww.newgrounds.com/portal/view/770371↗

Funkin

Funkin is a rhythm game engine and scriptable gameplay framework designed for creating musical battle games with synchronized note charts and audio. It functions as a comprehensive toolset for rhythm game modding, allowing for the addition of custom songs, characters, and stages through external assets and metadata.

The project distinguishes itself through a dedicated modding system that supports priority-based asset overriding and a data patching utility for modifying JSON and XML configuration files via targeted merge operations. It utilizes a scriptable environment that executes external scripts at runtime to implement unique gameplay mechanics, cinematic events, and custom game logic without requiring recompilation.

The framework covers a broad range of capabilities, including rhythm chart authoring with an in-game editor, a game asset pipeline for sprite animations and stage props, and a system for managing mod dependencies and compatibility. It also supports the creation of story levels, custom note styles, and the application of visual shaders.

Features

  • Rhythm - Functions as a specialized game engine designed for synchronizing visual gameplay elements with audio tracks for rhythm battles.
  • Inter-Mod Dependency Management - Manages mandatory and optional mod dependencies to ensure correct loading order and stability.
  • Rhythm Level Authoring - Builds playable musical sequences including custom songs, characters, and note styles.
  • Mod Metadata Definitions - Specifies identity, versioning, and authorship via configuration files to ensure compatibility in the mod menu.
  • Configuration File Patching - Implements a data patching utility to modify specific values in JSON and XML configuration files without replacing entire files.
  • Asset Overrides - Resolves content conflicts by loading mod assets that override base files according to a defined load order.
  • Mod Load Order Prioritization - Implements a priority-based system to resolve asset conflicts between multiple active mods.
  • Data Patching Operations - Provides a data patching utility for modifying JSON and XML configuration files via targeted merge operations.
  • Asset Overriding - Overrides existing files by placing new assets in a matching directory structure to change visuals or audio.
  • Modular Character Definitions - Integrates new character assets and scripts using a modular system that preserves base files.
  • Custom Song Integration - Adds new playable tracks by providing metadata and audio files in specific directories.
  • Game Content Extension - Provides a framework for adding new game entities, items, and assets to extend the experience through custom content.
  • Scriptable Gameplay Frameworks - Implements a scriptable environment that executes external scripts at runtime to create unique gameplay mechanics and cinematic events.
  • Modding Toolkits - Provides a comprehensive toolkit for modifying game mechanics and assets via configuration files.
  • Chart Authoring - Designs note sequences synchronized to audio files using an in-game editor to define gameplay patterns.
  • Chart Design - Designs synchronized note sequences and musical patterns using an in-game editor and metadata files.
  • Game Logic Scripting - Runs interpreted scripts via external files to implement gameplay and animations without recompiling the project.
  • Game Modding Interfaces - Implements systems for integrating community-created content, textures, and logic modifications into the game experience.
  • Gameplay Environment Design - Defines new visual environments for gameplay and integrates them into musical sequences.
  • Mod Content Autoloading - Provides automated discovery and loading of custom mod assets and scripts from dedicated folders.
  • Mod Loading Systems - Integrates external assets and scripts via a dedicated folder to avoid overriding base files.
  • Playable Hero Character Systems - Defines new playable characters by providing required animations, icons, and selection screen assets.
  • Scripted Logic Systems - Allows developers to implement custom gameplay behaviors and event triggers via external scripts without recompiling the engine.
  • Song and Level Integration - Allows the integration of new playable musical sequences and story mode levels without overriding base game content.
  • Mod Compatibility Layers - Resolves conflicts between multiple content packs using asset overrides, dependency declarations, and data patching.
  • Rhythm Chart Authoring - Includes an in-game editor for building rhythmic note sequences synchronized to audio files.
  • Directory-Based Plugin Discovery - Automatically scans folder structures to discover and integrate custom songs, characters, and stages.
  • Music Metadata Integration - Imports musical tracks and chart data by placing metadata and audio files into specific directories.
  • Custom Note Schemas - Defines visual and auditory assets for notes, strumlines, and indicators via configuration files.
  • JSON Patching - Implements JSON patch and merge operations to update configuration files without replacing them.
  • XML Node Merging - Allows targeted modification and insertion of nodes within XML files to maintain mod compatibility.
  • Hot Reloading - Refreshes in-game data from disk and resets state in real-time to apply changes without restarting.
  • Global Event Listeners - Allows the development of global scripts that listen for and respond to events across the entire application.
  • Game State Hot-Reloading - Dumps the cache and reloads disk data in real-time to apply changes without restarting the application.
  • State-Persistent Reloading - Refreshes game data from disk and restarts the current state without closing the application to accelerate development.
  • Partial File Updates - Enables updating individual values or small chunks of data files to preserve the rest of the file content.
  • Asset Registry Systems - Introduces new files into the environment that are automatically recognized by registries for songs and stages.
  • Character Definitions - Specifies character properties, animations, and asset paths to introduce new entities into the game.
  • Custom Game Asset Design - Constructs game environments by defining camera zoom, background props, and character positions.
  • Game Asset Management - Ships a system for managing internal engine resources, including sprite animations, stage props, and style inheritance.
  • Level Design Tools - Constructs structured story sequences and visual environments by configuring stages, characters, and song orders.
  • Level Editors - Provides tools for creating structured sequences of songs and visual assets to populate menus.
  • Note Style Customization - Defines new visual and functional note types and assigns them to specific songs.
  • Note Visual Styles - Allows customization of the visual appearance and assets of rhythm notes and strumlines.
  • Playable Character Integration - Enables the integration of new playable characters into the selection menu and manages their unlock status.
  • Song Difficulty Variations - Enables the addition of new difficulties or remixes for existing musical sequences.
  • Song Variation Management - Introduces new difficulties or remixes for existing songs without replacing the original versions.
  • Stage Design - Defines the visual environment and character placements, including camera zoom and layer depth.
  • Stage Prop Configuration - Adds decorative stage elements by specifying image paths, scale, opacity, and parallax factors.
  • Story Mode Configuration - Defines game weeks via configuration files to organize songs and menu visuals into a story sequence.
  • Asset Pipelines - Manages the loading, processing, and caching of sprite animations, stage props, and audio files.
  • Character Metadata Definition - Creates player avatars by configuring metadata files for ownership, unlock status, and menu visuals.
  • Character Model Animations - Creates characters with specific animation types and positioning data via configuration files.
  • Beat-Synced Object Animations - Assigns animation types and starting sequences to stage props with triggers on fixed beat intervals.
  • Sprite Sheet Mapping - Combines animation frames into a spritesheet using metadata to map coordinates and organize sequences.
  • Visual Effect Shaders - Provides custom GLSL shader implementations for real-time graphical effects on sprites and the camera.
  • Sprite Sheet Mapping - Provides a metadata-driven system to map animation sequences to spritesheet coordinates for character visual alignment.
  • Entity Behavior Modules - Creates custom classes via script files to override or add unique logic to game entities.
  • Game Event Listeners - Implements scripted event classes that trigger specific actions during musical sequences.

Star history

Star history chart for funkincrew/funkinStar history chart for funkincrew/funkin

How this analysis was created: This summary and feature list were written by an AI model that read the project's README and public documentation pages. Each feature links to the documentation it came from; stars, license and language come straight from the GitHub API. The model does not read the source code, and the analysis is refreshed when the project is re-analysed. Learn more on our About page.

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Frequently asked questions

What does funkincrew/funkin do?

Funkin is a rhythm game engine and scriptable gameplay framework designed for creating musical battle games with synchronized note charts and audio. It functions as a comprehensive toolset for rhythm game modding, allowing for the addition of custom songs, characters, and stages through external assets and metadata.

What are the main features of funkincrew/funkin?

The main features of funkincrew/funkin are: Rhythm, Inter-Mod Dependency Management, Rhythm Level Authoring, Mod Metadata Definitions, Configuration File Patching, Asset Overrides, Mod Load Order Prioritization, Data Patching Operations.

What are some open-source alternatives to funkincrew/funkin?

Open-source alternatives to funkincrew/funkin include: tmodloader/tmodloader — tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It… vcmi/vcmi — vcmi is an open-source game engine for Heroes of Might and Magic III that recreates the gameplay, logic, and rendering… isadorasophia/murder — Murder is an entity component system game engine designed for 2D game development. It provides a core framework for… o3de/o3de — This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic… ppy/osu — This project is an open-source, cross-platform rhythm game engine designed to execute musical gameplay by… bloxstraplabs/bloxstrap — Bloxstrap is a custom game bootstrapper and configuration tool for Roblox. It replaces the standard launcher to enable…

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