Enter - Open Pause menu (you can use turbo mode, you don't really need to anymore) scroll to see version history v1 - 4/13/2026 12:27am released and added multiple features that werent available at the time - cloud stored keybinds (customizable in the editor) - separate inst & vocal tracks (for missed notes) - a More complete ui (no offense I hope) - events and focus handler (you kinda on your own with events handler lol) - easier (at least for me) character animations - turbowarp detector - scroll speed handler - custom events sprite (for custom events duh) - flash, fade, and dark sprites (activated by messages) - kinda mobile support (touch the screen brah) v1.1 - Apr/13/2026 3:00pm - custom randomized miss sounds - hold note miss detection - misses based on the note you missed - fps adjusted sprite animations V1.1 (hotfix) Apr/14/2026 10:32am - made hold note misses make sound and actually count towards misses. v1.1 (bugfix or patch#1) apr/16/2026 11:02am - something in the notes code made it spaz out and the game wouldnt play, then when I tried to fix it it deleted the chart, I have backups but this is insanely annoying V1.1 (hotfix #2) April/24/2026 11:24pm - visuals update (make the game look better as a preview, more FNF looking) NOTE:more pacthes may come as a result of this visual update, most likely to the sprite code for the character animations, and costumes for the notes. - changed notes back to FNF style - made it to where you can record focus, so you don't have to code it by hand. v1.1 (final bugfix) apr/26/2026 11:25am - fixed camera being out of bounds - fixed the framing on scratch - fixed the recorded focus reader - made camera move a little slower v1.2 apr/29/2026 1:28pm - pause menu - change keybinds option - change diffriculty option - resume option - enable/disable effects - botplay toggle option - all previous shortcuts disabled because you can just change it here - botplay and other settings saved to cloud - gonna do a hotfix for the latency on pause v1.2 (hotfix) - removed "resume" as it is currently unfixable - made gf look more family friendly - updated key binds for focus so you can do an instant focus switch. (explanation in project) (done) - special events toggle under graphics (ex: animations, videos, etc) - special fx toggle under graphics (ex: the sprite on top of the traffic light.) - fixed the scroll speed thing for turbomode, and yes scroll speed variation is technically a mechanic vKB (June 4th 2026) - erm other things I forgot cut me some slack fr - scores (saved to the cloud so ya can show off) obviously hits add to score. misses do nothing (and it varies based on how good you hit the note) - long notes don't count as like 70 hits lol - long notes are 1 miss, but still count toward accuracy - scores & accuracy (saved to the cloud so ya can show off) - anti cheat for the scores (because I can) - made project a little less resource intensive V(KB) Bugfix (oct/14/2026) 11:50 - removed the anti-cheat because it really isn't needed v1.3 (upcoming) - pause menu uses a text engine now - record camera events in the editor - added an adjuster for the "charinfo" list - new character editor for importing characters - can play animations in reverse - variable, list, and message optimizations along with size - crazy performance optimizations ($) - note splashes ($) - note hold things hide behind notes ($) I'll put a ($) by things I've completed already before the update arrives ---------------------------------------------------------------------------- please know that once I get here, It isn't the end...
decided to show y'all my version of falkimore's engine (its cluttered, and unfinished for now) use this chart converter: https://scratch.mit.edu/projects/980119968/ or this one: https://scratch.mit.edu/projects/666734314/ psych v1 converter: https://scratch.mit.edu/projects/1132973328/ if falkimore wants this taken down it will be but other than that have fun misses credits goes to -@bendylikesfnf main text engine (as of now) goes to @Will_Wam (other credits are in the project) (wdrfc - we dudes, are FUNKIN cool) plans (unless falkimore beats me to it lol) - and intro ui (main menu and startup screen) - add the options menu, even though I've kinda held out on that cus I like the keybinds shortcut. - add pause menu (it'll be rlly cool) - add a results thingy - have [weeks] - basically make v-slice in scratch except for the sick, good, bad, whatever (because its better without that) - have note speed variable by note type, and note speed is global so if you select diffriculties the note speed changes still happen, but they are slower - individual note skins for each note are implemented as well as having the ability to control how notes act individualy - hopefully in the end I'll get playtesters to tell me what's hard so I can make it easy for peoples first time using ays format so far its been about 10-11 months in the making (as of Apr/14/2026) might change it to DeeZ-Slice or E-slice ohh or z-slice codename is officially E-Slice thanks to @Boyfriend_2022 for the sprites in the visuals update (I still coded them myself). thanks to the VS Kapi: Arcade Showdown team for the less revealing gf the goal of this project is to provide easy maximum functionality, while being heavily optimized, I want everyone to be able to port fnf mods on scratch without having to learn how to use Lucy engine. (I cant use Lucy engine lol) Thanks to @funkyfanlolz for the new input system (fixes the double note bug I think).