diff --git a/BUILDING.md b/BUILDING.md index 6b4c446..a4c6814 100644 --- a/BUILDING.md +++ b/BUILDING.md @@ -1,6 +1,6 @@ # Building Friday Night Funkin': Kade Engine -**Please note**: these instructions are for compiling/building the game. If you just want to play Kade Engine, **play in your browser or download a build instead**: **[play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/daniel11420/kade-engine-linux/build/artifacts)**. If you want to build the game yourself, continue reading. +**Please note** that these instructions are for compiling/building the game. If you just want to play Kade Engine, **play in your browser or download a build instead**: **[play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/daniel11420/kade-engine-linux/build/artifacts)**. If you want to build the game yourself, continue reading. **Also note**: you should be familiar with the commandline. If not, read this [quick guide by ninjamuffin](https://ninjamuffin99.newgrounds.com/news/post/1090480). diff --git a/Error b/Error deleted file mode 100644 index e69de29..0000000 diff --git a/KadeEngineWitBackground.png b/KadeEngineWithBackground.png similarity index 100% rename from KadeEngineWitBackground.png rename to KadeEngineWithBackground.png diff --git a/ModCharts.md b/ModCharts.md index c0cb350..efd8bf6 100644 --- a/ModCharts.md +++ b/ModCharts.md @@ -1,6 +1,6 @@ # Kade Engine Lua Mod Chart Documentation -In the latest version of Kade Engine we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values, this is achieved by using the Lua Scripting language to create script files that run during runtime. +In the 1.4.2 release of Kade Engine, we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values. This is achieved by using the Lua Scripting language to create script files that run during runtime. All files **are located in** `assets/data/song/` @@ -197,7 +197,7 @@ Set's the current camera's zoom Set's the hud's zoom -### Actor's +### Actors ##### getRenderedNotes() diff --git a/README.md b/README.md index 3f6cc27..f39d709 100644 --- a/README.md +++ b/README.md @@ -16,8 +16,6 @@ Links: **[itch.io page](https://ninja-muffin24.itch.io/funkin) ⋅ [Newgrounds]( Links: **[GameBanana mod page](https://gamebanana.com/gamefiles/16761) ⋅ [play in browser](https://funkin.puyo.xyz) ⋅ [latest stable release](https://github.com/KadeDev/Kade-Engine/releases/latest) ⋅ [latest development build (windows)](https://ci.appveyor.com/project/KadeDev/kade-engine-windows/build/artifacts) ⋅ [latest development build (linux)](https://ci.appveyor.com/project/KadeDev/kade-engine-linux/build/artifacts)** -**Please note**: as of right now, linux CI has not been set up yet (the "latest developemnt build (linux)" link does not work). you can download a linux build [here](https://ci.appveyor.com/project/daniel11420/kade-engine-linux/build/artifacts) (temporary link) - **REMEMBER**: This is a **mod**. This is not the vanilla game and should be treated as a **modification**. This is not and probably will never be official, so don't get confused. # Screenshots ([skip](#Features)) diff --git a/source/TitleState.hx b/source/TitleState.hx index 0097aaa..657ff1f 100644 --- a/source/TitleState.hx +++ b/source/TitleState.hx @@ -24,11 +24,8 @@ import io.newgrounds.NG; import lime.app.Application; import openfl.Assets; -#if windows +#if cpp import Discord.DiscordClient; -#end - -#if desktop import sys.thread.Thread; #end @@ -66,7 +63,7 @@ class TitleState extends MusicBeatState PlayerSettings.init(); - #if desktop + #if cpp DiscordClient.initialize(); Application.current.onExit.add (function (exitCode) {