Friday Night Funkin'
|Friday Night Funkin'|
This game has unused animations.
This game has a prototype article
This game has a prerelease article
|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!
Friday Night Funkin' is a rhythm game originally made for Ludum Dare 47, later growing into a larger-scale project.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, hiphop inspired art.
There are a lot more images to be added here. Also, add the sprites where the Boyfriend got hit by something, even though it doesn't have an animation attached.
- 1 Unused Graphics
- 2 Unused Animations
- 2.1 Boyfriend
- 2.2 Daddy Dearest
- 2.3 Girlfriend
- 2.4 Pico
- 2.5 Girlfriend (Week 5)
- 3 Unused Levels
- 4 Debug Menu
- 5 Unused Audio
- 6 Unused Text
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 the 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. It originated from this.
Chat message screenshot
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 contains two sets of icons that are unused in the game, each with a "normal" icon and a "defeated" icon. First one is a grey face likely used as a placeholder or template for icons. The second set is for Tankman, one of Newgrounds' mascots, and an upcoming playable character who is yet to be added.
In the stage selection spritesheet, a lock graphic is present. In really early versions, Week 2 was unable to be played until Week 1 was completed.
A graphic that explains how to exit a menu. It's left over, possibly because it wasn't as useful.
In assets/images/speech_bubble_talking.png are speech bubbles not used in-game. The developer 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, these graphics are yet to be used.
In assets/images/grafix.png has earlier versions of the point 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
In assets/images/screencapTierImage.png is another random screencap, this time it's a 4chan post.
Ludum Dare prototype leftovers
The old logo from the Ludum Dare prototype.
Restart? and Lose texts respectively. Also coming from the Ludum Dare prototype, where both were used in a now cut death screen. It looked like this:
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 were her hair flutters in the wind, the old Mom sheet was still in-game, completely playable via the debug menu.
assets/images/BOYFRIEND.xml contains some unused animations for the boyfriend attacking and dodging an enemy's attack.
bf pre attack
The boyfriend preparing his attack.
The boyfriend attacking using his microphone.
The boyfriend dodging an incoming attack.
A unused sprite of Daddy Dearest kicking something.
In assets/images/GF_assets.xml, the girlfriend also has her fair share of unused animations.
An animation for the girlfriend with a happy expression raising one of her arms up. This animation appears in a Newgrounds teaser trailer for the game, so it might be a leftover from that.
GF Dancing Beat Hair blowing
While technically used, this animation for the girlfriend's hair blowing left never plays fully in-game because of how fast the train passes by her.
An animation of the girlfriend ducking for cover. Was supposed to be used in week 4, where you'd have to duck down to dodge a streetlight.
GF Duck Hair Blowing
An animation of the girlfriend ducking for cover, but with her hair blowing like it does in week 4.
GF Dancing Beat Hair Landing
An animation of girlfriend dancing to the beat, but her hair falls in a way that looks like she's landed on something.
In the same teaser trailer, Pico was teased as a playable character. As of the writing of this article however, Pico only ever appears as an opponent on Week 3. As such, these animations for him missing a note input go unused, since the AI never misses. However, in the Week 5 update, these sprites can be seen in-game if the player puts their character as "pico" instead of "bf", "bf-car", "br-christmas", or "bf-pixel".
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 (Week 5)
On Week 5 Girlfriend gets dressed up in Christmas themed clothing. She has some leftover animations from the normal version, such as the note animations.
The unused cheer animation makes a return in Christmas form.
GF Dancing Beat Landing
The unused hair landing animation also makes a return.
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.
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, the boyfriend, and the opponent starting in their up position.
Video features a restoration of the level, should it be replaced with one that showcases the song as how it is present in the vanilla game?
This WIP level features a creepy-looking entity known internally as "monster". It has a black scribbly body, a wide smile, and a lemon for the head. The song is unique in that it is the only song in the game with meaningful lyrics − it goes on about how the monster plans on eating the boyfriend and girlfriend. Although the lemon monster does appear in Week 5, his sprites from monster weren't updated.
The note chart for this level is finished but bugged, as is some of the monster's animations.
Add a video for Smash, if it can be hacked in the game.
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).
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.
Having more detail is always a good thing.
Press 7 while in any level to access the debug menu. The most useful and noteworthy part of this debug menu is the ability to place and remove notes from the current song 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.
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.
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.
Copy Notes in Section
Copies notes from the last section to the current section. It doesn't replace the notes already in the current section, however.
Changes the BPM in the section. Only works in v0.2.7.1 and above.
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 (?). Ticking Has Voice Track off will disable the vocal track in-game.
If it does something, add the info.
Its purpose is currently unknown.
The first drop-down specifies who the player's character is, and the second dropdown specifies the player's opponent. Strangely enough, it can also be used to go against the Boyfriend. He hovers in place.
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.
A test song. It also has a vocal track, but it's just complete silence.
A test sound, possibly used for keeping the beat.
The girlfriend making various beep-y noises. Possibly meant to be used for the tutorial, instead of using "up", "down", "left", and "right".
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.
<vbox style="padding: 5px;"> <button text="Click Me!" onclick="this.text='Thanks!'" style="font-size: 24px;" /> </vbox>
Present in assets/data/main-view.xml. Most likely a testing button as buttons like these aren't supposed to appear in-game.
There's an options menu in the game that can be re-added to the main menu by replacing it with the donate button, that originates from a pull request on the game's Github page. The only option is for keybinds, however the feature is currently unfinished and will simple freeze player inputs if attempted to change a keybind.
This menu were used in the prototype of v0.2.7 which contains an early version of week 6 , entering this menu just brings you to a control debug menu in the prototype.
There are mod folders in the root folder and in the assets folder. Currently non-functional.
Dialogue for Tutorial and Week 1 tracks
case 'tutorial': dialogue = ["Hey you're pretty cute.", 'Use the arrow keys to keep up \nwith me singing.']; case 'bopeebo': dialogue = [ 'HEY!', "You think you can just sing\nwith my daughter like that?", "If you want to date her...", "You're going to have to go \nthrough ME first!" ]; case 'fresh': dialogue = ["Not too shabby boy.", ""]; case 'dadbattle': dialogue = [ "gah you think you're hot stuff?", "If you can beat me here...", "Only then I will even CONSIDER letting you\ndate my daughter!"
Found in the game's publicly available source code, in the file PlayState.hx is dialogue for the Tutorial and all tracks for Week 1, thought to possibly appear like Senpai's dialogue in Week 6, but in the unused textboxes left in the files.