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Friday Night Funkin'
| Friday Night Funkin' |
|---|
|
Developer:
Ninjamuffin99
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| This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
To do:
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Friday Night Funkin' is a rhythm game originally made for Ludum Dare 47, later growing into a larger-scale project. It's basically a mix of PaRappa The Rapper and Dance Dance Revolution with funky, hip hop inspired art. Thanks to over 58,000 backers funding $2,247,641 towards the game's kickstarter, this game will soon evolve into a bigger project, come 2022.
Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 2.1 zzzzzzzz.png
- 2.2 lol.png
- 2.3 iconGrid.png
- 2.4 Unused Lock
- 2.5 Backspace Graphic
- 2.6 Speech Bubbles
- 2.7 grafix.png
- 2.8 4chan Post Screencap
- 2.9 Another 4chan post screencap
- 2.10 Ludum Dare prototype leftovers
- 2.11 Ludum Dare Game Over
- 2.12 Leftover Mom Sprites
- 2.13 dumb.png
- 2.14 Week 54 Prototype
- 2.15 Unused Loading Screen Assets
- 2.16 Cutscene Spritesheets
- 2.17 Trollface
- 3 Unused Animations
- 4 Unused Levels
- 5 Charting Menu
- 6 Unused Audio
- 7 Unused Text
Sub-Pages
| Prototype Info |
| Prerelease Info |
Unused Graphics
zzzzzzzz.png
assets/images/zzzzzzzz.png is a screenshot of a YouTube video showcasing an "OC" known as "Joshua", which is really just a recolored image of Boyfriend's peace sign pose with no hat. Evidently, it was left in as a joke, judging by both its filename and the general nature of the image. The screenshot originates from this video.
lol.png
assets/images/lol.png is a screenshot of a chat message from one of Ninjamuffin99's streams, featuring a user saying "ADD ME IN THE GAME PLEASE". Obviously a tongue-in-cheek joke from the developer.
iconGrid.png
iconGrid.png contains icons for a grey face, likely used as a placeholder or template for icons. The character is known as "Face" in the files. The old Boyfriend icons are also present in the files. This icon can still be seen in-game by pressing '9'.
Unused Lock
In the stage selection sprite sheet, a lock graphic is present. In really early versions, Week 2 was unable to be played until Week 1 was completed.
Backspace Graphic
A graphic that explains how to exit a menu. It's possibly left over because it wasn't very useful.
Speech Bubbles
In assets/images/speech_bubble_talking.png are speech bubbles left unused in-game. ninja_muffin99 has stated he wants to provide more story to the game, and such has been the case in Week 6. Since that week has a unique art style, and since fully animated cutscenes with voice acting are set to be produced, these likely aren't going to be used anytime soon. You can see how the speech bubbles would function in the game here.
grafix.png
assets/images/grafix.png has earlier versions of the score and ranking graphics, along with early icons for Boyfriend and Daddy Dearest. This file is also present in the Ludum Dare prototype, but is also unused.
4chan Post Screencap
assets/images/screencapTierImage.png is another random screencap. This time, it's a 4chan post.
Another 4chan post screencap
A screencap of a conversation on 4chan about ninjamuffin99's decision to keep the game open source.
Ludum Dare prototype leftovers
The old logo from the Ludum Dare prototype.
Ludum Dare Game Over
These RESTART? and LOSE... texts originate from the Ludum Dare prototype, where both were used in a now cut death screen.
Leftover Mom Sprites
When the Week 4 update was released, the Mom used this sprite sheet, named Mom Assets.png. Even when the Week 5 update brought along a new sprite sheet where her hair flutters in the wind, the old Mom sheet was still in-game, completely playable via the debug menu.
dumb.png
dumb.png is an image one of the Henchmen seen in Week 4, but with little to no shading and a slightly different design.
Week 54 Prototype
assets/shared/images/week54prototype.png is an image of a 3D Boyfriend model. With the Kickstarter maxing out at 45 weeks in total, Week 54 is definitely not in the cards anytime soon. So, this is likely just a joke by the developers. This model is used for the Boyfriend figure listed in the Kickstarter, though.
Unused Loading Screen Assets
assets/images/loadingFunkers.png is an image of the characters from the loading screen. This goes unused due to the characters and the loading text being part of the same image instead of being separate. (now used in week 7)
assets/images/loadingLoader.png is an image of text reading "Loading..." and goes unused for the same reasons as assets/images/loadingFunkers.png (now used in week 7)
Cutscene Spritesheets
| gfDemonNoSkew | gfDemon | picoKill | picoShoot |
|---|---|---|---|
assets/images/gfDemonNoSkew/spritemap1.png is an extended version of assets/images/gfDemon/spritemap1.png, with some sprites in assets/images/gfDemon/spritemap1.png removed. assets/images/picoKill/spritemap1.png and assets/images/picoShoot/spritemap1.png are the same as assets/images/gfDemonNoSkew/spritemap1.png, with sprites being re-arranged or removed entirely. All of these are currently unused as the cutscenes for Week 7 are all in the MP4 video format, but this is likely to change in the near future. assets/images/gfDemon/spritemap1.png has a clone, named assets/images/money.png.
Trollface
For no peculiar reason, there is a troll face image in the Guitaroo Pause menu.
Unused Animations
Boyfriend's Unused Attack Animations
assets/images/BOYFRIEND.xml contains some unused animations for Boyfriend attacking and dodging an enemy's attack. These are planned to be used in the Full-Ass Game.
Boyfriend Pre-Attack
Boyfriend preparing his attack.
Boyfriend Attack
Boyfriend attacking using his microphone.
Boyfriend Dodge
Boyfriend dodging an incoming attack.
Boyfriend Hit
Boyfriend being hit by an attack.
Girlfriend's Unused Animations
In assets/images/GF_assets.xml, Girlfriend also has her fair share of unused animations.
Girlfriend Dancing Beat Hair Blowing
While technically used, this animation for Girlfriend's hair blowing left never plays fully in-game because of how fast the train passes by her.
Girlfriend Duck
An animation of Girlfriend ducking for cover. This animation supposed to be used in week 4, where you'd have to duck down to dodge a streetlamp.
Girlfriend Duck Hair Blowing
An animation of Girlfriend ducking for cover, but with her hair blowing as it does in week 4.
Pico's Miss Animations
In the teaser trailer for the game, Pico was teased as a playable character. As of the writing of this article, however, Pico only ever appears in Week 3 (as an opponent), and in Week 7 (as an NPC). As such, these animations for him missing note inputs go unused, since the AI never misses notes. However, these sprites can be seen in-game via the debug mode, if the player puts their character as "pico" instead of "Boyfriend", "Boyfriend-car", "Boyfriend-christmas", "Boyfriend-pixel", or "Boyfriend-holding-gf". Like Boyfriend's attacking animations above, these are also planned to be used in the Full-Ass Game.
Amusingly, the filename for his spritesheet has a typo in it (assets/images/Pico_FNF_assetss.xml, "assetss" rather than "assets").
Pico Up Note Miss
Pico Note Right Miss
Pico Note Left Miss
Pico Down Note Miss
Girlfriend's Unused Week 5 Variants
In Week 5, Girlfriend gets dressed up in Christmas-themed clothing. She has some leftover animations from the normal version, such as the note animations.
Girlfriend Cheer
The cheer animation that plays in the tutorial exists in Christmas form.
Girlfriend Dancing Beat Landing
The hair landing animation from week 2 makes a return.
Girlfriend Fear
The fear animation that is used when lightning strikes in Week 2 makes an appearance. The legs and arms in this aren't changed for Christmas.
GF Notes
The note animations from the Tutorial can be found. The hands not being changed for Christmas is recurring for the note sprites.
The up note was technically used; however, it was only via a small bug which resulted in her, Boyfriend, and the opponent starting in their up position.
Unused Levels
Smash
A really short level, probably used for testing. It appears to be broken. According to one of the developers, the music was supposed to be Break the Targets from Super Smash Bros. Melee, hence the name. When loaded into, an error appears saying something is invalid. The attached video shows what it looked like. According to NinjaMuffin, it was made before the in-game chart editor even had a save function, which is why the level is so broken.
Ridge
A level with no music and only a note chart. However, it is supposed to have music, which from the note chart was figured out to be "Kouta Takahashi - Urban Fragments" from the Ridge Racer Type 4 OST (which explains the level name). It appears to use Daddy Dearest as the testing character. In a tweet from November, PhantomArcade, the main FNF artist posted a video of the song in action, confirming that it was indeed a test song.
Test
A level meant for testing inputs, sung by both Boyfriend and his pixel variant. Before Week 7, this song did not have a chart or any vocals. The additional vocals and chart were done by MtH, one of the staff members of SiIvaGunner. [1]
Charting Menu
| Please elaborate. Having more detail is always a good thing. |
Press 7 while in any level to access the charting menu. The most useful and noteworthy part of this debug menu is the ability to place and remove notes from the current song chart and play them. The four left-most columns of the editor belong to the AI and the four right-most ones belong to the player. Just like in-game, the column order is left, down, up, right.
Controls
W / Up arrow and S / Down arrow scroll the note chart up and down. This can also be controlled with the scroll wheel. A / Left arrow and D / Right arrow will change the section of the song being edited. Holding down CTRL while placing a note will copy the note to the other side of the chart. Q and E change the most recently placed note’s sustain length. Spacebar plays a preview of the song on the editor, to help with timing notes. Enter will play the current note chart in-game, with any edits done. Tab and Shift+Tab will switch between the three tabs that are present.
Note
Allows changing the sustain length of the most recently placed note. Attempting to change the length without placing a note in the current section will cause the game to crash.
Section
Section Length
The slider at the top is the length of the section in the 16th note. This setting does nothing when changed.
Must Hit Section
When ticked, swaps the Player's and AI's columns around in the editor. Whoever is on the left side is who the camera focuses on in-game. This does not swap the notes.
Copy Last
Copies notes from the last section to the current section. It doesn't replace the notes already in the current section, however.
Clear
Does exactly what it says on the tin; clears all notes in the current section.
Swap Section
Swaps the Player's and AI's notes around.
Change BPM
Sets the BPM to a new value, starting with the selected section. This setting is very buggy and can cause odd glitches. Furthermore, it only works in v0.2.7.1 and above.
Song
The text is the name of the song it will try to load. Save will save the current note chart into a JSON file, Reload Audio reloads the audio, and Reload JSON resets the settings of the song to what was previously saved. Ticking Has Voice Track off will disable the vocal track in-game.
Song Sliders
These are settings for the current song chart. The slider on the top sets the starting BPM for the chart (A.k.a. How quickly Girlfriend bops her head back and forth and how fast the chart progresses), while the slider on the bottom changes how fast the notes scroll. To clarify, BPM changes how fast the chart progresses, scroll speed changes how fast the notes fly towards the markers.
Characters
The first drop-down specifies who the player's character is, and the second drop-down specifies the player's opponent. Strangely enough, it can also be used to go against Boyfriend.
Alt Animation
Not in a tab, but instead at the bottom of the menu. When ticked, this causes whoever is singing to use an alternate animation (If they have one). The Week 5 songs "Cocoa" and "Eggnog" are currently the only official charts to make use of this setting. Week 7 songs "Ugh" and "Stress" use a different method of alt animations, where it's applied to the note instead of the section.
Controls
W and S will scroll between animations. Arrow keys will move the selected animation to the direction pressed by 1. Holding Shift down while pressing any arrow key will move it into the direction by 10. I, K, J and L will move the camera up, down, left and right respectively. Q and E will zoom the camera out and in respectively.
Unused Audio
title.ogg
titleShoot.ogg
title.ogg is a funky song leftover from the Ludum Dare prototype, while titleShoot.ogg is the game start/title confirm sound effect also leftover from the Ludum Dare prototype.
Test Song
A test song. Before Week 7, the vocal track was completely silent. It can be loaded as a song using the name 'test'.
Test Sound
A test sound, possibly used for keeping the beat.
GF_1-4.ogg
Girlfriend making various beeps noises. According to a video by Taily on YouTube, the sounds were meant to be used in a cutscene from an earlier version of the game.
Unused Text
template
template
Present in assets/images/custom_chars/charlist.txt. The folder name suggests it is going to be used in the future for adding custom characters to the game. The folder, alongside the text itself, was later removed, but the template icons are still there.
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