Friday Night Funkin': Kade Engine (2024)

in:Discontinued, Engines, Mods that run on Kade Engine

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Notices: Discontinued Mod, Unfinished Page, Outdated Page.

Friday Night Funkin': Kade Engine (1)

Discontinued

We never forget the fallen, but we move on. - Mori Calliope

The development or possible updates of this mod have been canceled, so a release of its new content is not expected. The reasons for this vary, such as: controversies, lack or loss of interest, the disappearance or lack of passion for the mod, or simply a lack of ideas.

Reason: KadeDev announced on the official GitHub page, it has been discontinued.[1] But it has been discontinued since October 30th, 2021.

Friday Night Funkin': Kade Engine (2)

Unfinished Page

I’m surprised someone as small as you didn’t break anything! - A.G.O.T.I.

This article lacks content, whether it be lacking Assets, Trivia, Music, or something else. You can help Funkipedia Mods Wiki by expanding it with more info! Thank you!

Friday Night Funkin': Kade Engine (3)

Outdated Page

WELCOME BACK! - Lord X

This page is out of date, which means the mod has either released or received the long-awaited update. Remove this template only when at least more than half of the new content is present on the page. Don't forget to always check social media in case more trivia has been posted.

Reason: New versions of KE have been coming out rapidly until 1.8, and have made this page outdated since the 1.6 update, and there are so many outdated stuff in this page.

Kade Engine is a engine made by KadeDev for Friday Night Funkin'. It takes the original engine and improves/adjusts it in many ways.

Contents

  • 1 New Additions
  • 2 Music
  • 3 Gallery
  • 4 Ratings
  • 5 Issues
  • 6 Trivia
  • 7 Download Links
  • 8 References

New Additions

Kade Engine overhauls Friday Night Funkin's input system. Updated versions of the Kade Engine ensure the least input drops, unlike the vanilla pre-week 7 FnF game. Unfortunately, vanilla week 6's input system has major flaws, resulting in many input drops usually occurring in fast sections due to being unable to rapidly handle many notes in a short time. During that time, when week 7 wasn't open source,fan-developed engines such as Kade's are requirements for many new mods. mods that don't often become very hard to play.

Kade Engine's inputs do not check if an input is pressed every frame, but instead acts when a key is pressed directly. This prevents input drops caused by skipped frames, which is a benefit for good players.

  • A "slide-in" effect for the menu buttons.
  • An options menu.
  • Offset (Change how early or late the notes will be, can be changed numerically. Available throughout the options menu if nothing or something that is changed by pressing enter is selected.)
  • Changeable playback speed on Freeplay
  • Gameplay Section
    • Key Bindings (A way to change key binds.)
      • Keyboard/Gamepad Control (A way to change the type of controller. It can be found inside the Key Bindings menu.)
    • Upscroll/Downscroll (A way to change how the arrows scroll to the arrow receptors.)
    • Ghost Tapping (An option to turn on/off damage when hitting a note if it's not there.)
    • Safe Frames (Can be changed numerically, min 1, max 20. A way to change the number of milliseconds it takes to get a rating.
    • FPS Cap (Can be changed numerically, min 60, max 300. A way to change the FPS cap in the game.)
    • Scroll Speed (Can be changed numerically, max 10. A way to change the scroll speed of songs without being chart dependent. If set to 1, the scroll speed will be chart dependent.)
    • Accuracy Mode Complex/Accurate (An option to change what the accuracy is dependent on. Complex is millisecond based while Accurate is rating based.)
    • Instant Respawn Off/On (When enabled, skips the death animation and quickly restarts the song.)
    • Reset Button Off/On (An option to change whether the R key will cause a game over or not.)
    • Customize Gameplay (A way to change the position ratings will be.)
  • Appearance Section
    • Distractions and Effects (A way to toggle any stage distractions.)
    • Camera Zoom (A way to change how much the camera zooms in when it zooms in.)
    • StepMania Arrows (A way to change the colors of notes based on quantization, not direction.)
    • Accuracy Visibility (A way to change if the accuracy is shown on the info bar or not.)
    • Song Position (An option to change if there is a bar accurately showing the length of the song or not.)
    • Notes Per Second Display (An option to turn on/off the visibility of NPS. NPS only goes up when hitting notes.)
    • Rainbow FPS (An option to make the FPS counter flicker with rainbow colors or not. It cannot be enabled if the FPS counter is hidden. [See Misc. Section])
    • CPU Strums Stay Static/Light Up (An option to change if the CPU's strums light when hitting a note or not.)
  • Miscellaneous (Misc.) Section
    • Better fps font
    • FPS Visibility (An option to change if it is possible to see the FPS or not.)
    • Toggle Flashing Lights (An option to on/off flashing lights. May cause epileptic seizures if on.)
    • Toggle Watermarks (An option to toggle watermarks of the Kade Engine.)
    • Antialiasing (An option to toggle antialiasing, can improve graphics quality but performance will drop slightly.)
    • Toggle Miss Sounds (An option to toggle the miss sounds when not hitting a note.)
    • Toggle Score Screen (An option to toggle the score screen at the end of a song/week. This score screen shows accuracy in a chart-like form, final rating [if the player has MFC, GFC, FC, or SDCB and if the player has AAAAA, AAAA:, AAAA., all the way down to D], etc.)
    • Show All Inputs (An option to toggle if every input is on the accuracy chart.)
    • Optimization (A way to toggle characters, backgrounds, and everything else but notes, to make it feel like a normal rhythm game.) (This has been somewhat disabled in 1.8)
    • Preload Characters (A way to toggle character loading on engine startup. Requires high memory.)
    • Botplay (A way to toggle botplay to showcase charts. It's basically a built-in FNFBot.)
  • Saves and Data Section
    • Replay (A way to view saved replays.)
    • Reset All Score (A way to reset all scores on all tracks and weeks. This is an irreversible option.)
    • Lock Weeks (A way to reset all story mode progress without losing all score. This is an irreversible option.)
    • Reset All Settings (A way to reset all settings. This is an irreversible option.)
  • Files Section (not in-game, must be changed in files)
    • Modcharts (Modcharts originate from NotITG [Not In The Groove], Taro4012, the NotITG dev, helped in adding modchart support to the Kade Engine. The player can change how the strums and arrows move. This requires naming the modchart file "modchart.lua" exactly and coding what the player wants the arrows to do. Modchart tutorials are found at the github here.)
  • Misc Section
  • New Menu Remix
  • Good Chart Editor

Music

Friday Night Funkin': Kade Engine (4)

Getting Freaky (Kade Engine Remix)

Gallery

Logo

The Kade Engine Logo with background. Found in the source files.

Old logo

The custom default Kade Engine Boppin' Logo spritesheet.

Ratings

Image
Sick!!
  • Normal

  • Week 6

  • Old

  • Old Week 6

Friday Night Funkin': Kade Engine (9)

Friday Night Funkin': Kade Engine (10)

Friday Night Funkin': Kade Engine (11)

Friday Night Funkin': Kade Engine (12)

Good!
  • Normal

  • Week 6

  • Old

  • Old Week 6

Friday Night Funkin': Kade Engine (13)

Friday Night Funkin': Kade Engine (14)

Friday Night Funkin': Kade Engine (15)

Friday Night Funkin': Kade Engine (16)

Bad
  • Normal

  • Week 6

Friday Night Funkin': Kade Engine (17)

Friday Night Funkin': Kade Engine (18)

sh*t
  • Normal

  • Week 6

Friday Night Funkin': Kade Engine (19)

Friday Night Funkin': Kade Engine (20)

Issues

Issues relating to "Kade Engine" are maintained on the bug tracker. Report issues here.

Trivia

  • As of version 1.5, the opponent's arrows glow when hit as well. CPU note glows trigger when they hit a note, and the glow animation loops on sustain. For single hits, the note glows for as long as the glow animation lasts, unlike player-controlled notes, which play the note hit animation but freeze at the last frame if the note is held and isn't sustaining.
  • Version 1.6 makes it possible for mods to have locked weeks.
  • Health and points work differently: While sicks and goods give the same number of points in comparison to vanilla, bads are worth 0 points, and sh*ts are worth -300 points, and they both deduct health from the player. sh*ts count as a miss and are extremely rare due to their small, time window.
  • If the player's accuracy mode is simple (accurate), it will be calculated like this: Sicks are worth 1 hit, goods are worth 0.75 hits, bads are worth 0.5, and sh*ts are worth -1. Misses count as 0. During a note sustain, it will add 1 hit every so often, making high accuracy scores easier to hit for songs with long sustain sections. Accuracy is calculated by this formula: NOTES HIT / TIMES THIS COUNTER WAS UPDATED.
  • If the player's accuracy mode is complex, it will be calculated with Wife3. Each "time difference", the absolute value of the difference between the time players are supposed to hit the note and the time a note is hit has an associated "notes hit" value, ranging from 1 to -6 (slightly less than that). This makes getting a 100% accuracy score nearly impossible, as all inputs MUST be within 5ms. Safe frames affect how accuracies are calculated. The accuracy score can go negative, but the game won't display any value below zero, despite still internally storing that negative value. It is possible for the accuracy to go negative despite having a full combo.
  • Complex accuracy mode tends to focus the most on sick to good ratio. The marginal (derivative of the) accuracy punishment is less for greater time differences.
  • Version 1.5 fixes some input drops situated in version 1.4. Mods using KE 1.4 may have users experiencing input drops, making modding with 1.4 discouraged, alongside the extremely broken arrow trails that were fully fixed in version 1.6.
  • Kade engine has changed what was perceived to be normal within the Friday Night Funkin' game. Originally, the new input system was not recognized upon first release and was only seen for forcing on ghost tapping, as many new players did not realize that Friday Night Funkin' dropped many of their inputs, but now, the problem of dropped inputs is long gone.
    • But KadeDev added safe frames, to prevent spamming to get the player 100% accuracy.

Download Links

References

v · d · eFriday Night Funkin' Engines
Full Source Code Engines
  • Andromeda Engine
  • Codename Engine
  • Forever Engine
  • FPS Plus
  • Fusion Engine
  • Gamer Engine
  • Kade Engine
  • Leather Engine
  • Mic'd Up
  • Modding Plus
  • PSXFunkin
  • Psych Engine
  • ReFunked
  • Yoshi Engine
  • Unity Party
  • VMan Engine
Specific Mods Engines
  • Add-on Features
  • Dave/Bambi/Tristan Engine
  • Golden Apple Engine
  • ONLINE VS. Engine (ClickTeam Fusion)
  • Sarv Engine

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