<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Friday Night Funkin' Cookbook</title><link></link><description>Easy to read Friday Night Funkin' Mod Examples</description><managingEditor>tbd@email.com</managingEditor><docs>http://blogs.law.harvard.edu/tech/rss</docs><language>en</language><lastBuildDate>Mon, 18 May 2026 23:17:16 GMT</lastBuildDate><atom:link href="rss.xml" rel="self" type="application/rss+xml"/><item><title>Creating Animated Health Icons</title><link>category/intermediate/07.animatedhealthicons.html</link><guid isPermaLink="true">category/intermediate/07.animatedhealthicons.html</guid><description>This chapter goes over adding animated health icons that plays animation as per the health.</description><pubDate>Sat, 07 Mar 2026 01:01:01 GMT</pubDate></item><item><title>Merging Scripts</title><link>category/expert/06.scriptmerging.html</link><guid isPermaLink="true">category/expert/06.scriptmerging.html</guid><description>Sometimes, a custom behavior would be locked behind a specific condition in a script found by either the base game or a dependency mod. While there is an option of replacing the script file with yours or using another script for the specific case needed, it is less of a hassle to use the _merge folder to combine the behaviors. This article will guide you over using the _merge folder and annotations to inject script data.</description><pubDate>Tue, 03 Mar 2026 01:01:01 GMT</pubDate></item><item><title>Scripted Shaders</title><link>category/advanced/14.scriptedshaders.html</link><guid isPermaLink="true">category/advanced/14.scriptedshaders.html</guid><description>This chapter will walk you through the process of using a custom runtime shader to alter the appearance of a given sprite or camera using GLSL.</description><pubDate>Thu, 05 Feb 2026 01:01:01 GMT</pubDate></item><item><title>Funkin Compiler (VSCode extension)</title><link>category/community/03.funkincompiler.html</link><guid isPermaLink="true">category/community/03.funkincompiler.html</guid><description>An extension for Visual Studio Code to provide better tools for making Friday Night Funkin&#039; mods. Most notably, it allows you to use Haxe&#039;s Completion Server for type resolving, local code documentation, static code checking, etc.</description><pubDate>Mon, 19 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Miscellaneous Coding Tricks</title><link>category/expert/-06.miscellaneouscodingtricks.html</link><guid isPermaLink="true">category/expert/-06.miscellaneouscodingtricks.html</guid><description>This article will cover a handful of miscellaneous coding tricks that you could do in the game, largely thanks to the framework Funkin&#039; was built on - HaxeFlixel. </description><pubDate>Thu, 08 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Custom Pause and Game Over states</title><link>category/expert/05.custompauseandgameover.html</link><guid isPermaLink="true">category/expert/05.custompauseandgameover.html</guid><description>Creating custom pause and game over states was made much easier in the 0.8.0 update, allowing you to use two new vital properties in PlayState:</description><pubDate>Mon, 05 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Mod Packages</title><link>category/expert/02.modpackages.html</link><guid isPermaLink="true">category/expert/02.modpackages.html</guid><description>As your mods complexity increases, with many different scripts (modules, custom objects/states, etc) it is vital to eventually organize this code. You can do this in the same way as regular haxe: Package names.</description><pubDate>Sun, 04 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Scripted States</title><link>category/expert/03.scriptedstates.html</link><guid isPermaLink="true">category/expert/03.scriptedstates.html</guid><description>Creating scripted states is the most powerful thing in the modding framework, it basically lets you create entirely custom... things. Be it a menu, object, or entirely different game!</description><pubDate>Sun, 04 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Menu Core (Tool Mod)</title><link>category/community/02.menucore.html</link><guid isPermaLink="true">category/community/02.menucore.html</guid><description>A Friday Night Funkin&#039; mod to enable a custom menu at the start of the game alongside other mods. This menu will allow the user to switch between different mods and their own custom menus, to allow for custom mod content to be enabled/disabled, or grouped together.</description><pubDate>Sun, 04 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Community Articles</title><link>category/community/+01.community.html</link><guid isPermaLink="true">category/community/+01.community.html</guid><description>This series of articles dictates tutorials for custom content, meaning not supported by the game (or provided).</description><pubDate>Sun, 04 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Using Saves</title><link>category/expert/04.usingsaves.html</link><guid isPermaLink="true">category/expert/04.usingsaves.html</guid><description>Sometimes when making a script you may need to store something, such as an achievement, for the player&#039;s future play sessions. This is where Funkin&#039;s Save system comes in.</description><pubDate>Fri, 02 Jan 2026 01:01:01 GMT</pubDate></item><item><title>Creating Subtitles</title><link>category/advanced/13.customsubtitles.html</link><guid isPermaLink="true">category/advanced/13.customsubtitles.html</guid><description>This chapter will walk you through the process of adding and creating custom subtitles in video cutscenes and during songs.</description><pubDate>Thu, 11 Dec 2025 01:01:01 GMT</pubDate></item><item><title>Scripted Song Events</title><link>category/advanced/12.scriptedevents.html</link><guid isPermaLink="true">category/advanced/12.scriptedevents.html</guid><description>This chapter will walk you through the process of creating a custom song event, which could be used in songs through the chart editor.</description><pubDate>Mon, 15 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Creating Custom Freeplay Styles</title><link>category/intermediate/06.customfreeplaystyles.html</link><guid isPermaLink="true">category/intermediate/06.customfreeplaystyles.html</guid><description>This chapter goes over adding custom freeplay styles, while also ensuring that they appear in the Freeplay State and telling the game when to use them for playable characters.</description><pubDate>Sun, 07 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Scripted Stages</title><link>category/advanced/11.scriptedstages.html</link><guid isPermaLink="true">category/advanced/11.scriptedstages.html</guid><description>This chapter will walk you through the process of adding a script to a Stage, and giving examples of the kind of custom behavior which can be implemented with this functionality.</description><pubDate>Fri, 05 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Scripted Levels</title><link>category/advanced/10.scriptedlevels.html</link><guid isPermaLink="true">category/advanced/10.scriptedlevels.html</guid><description>This chapter will walk you through the process of adding a script to a Story Menu Level, and giving examples of the kind of custom behavior which can be implemented with this functionality.</description><pubDate>Thu, 04 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Text Files</title><link>category/advanced/07.usingtextfiles.html</link><guid isPermaLink="true">category/advanced/07.usingtextfiles.html</guid><description>While not used much by Friday Night Funkin&#039; (in exception to introText.txt), the ability to read and save to text files may be useful for some mods.</description><pubDate>Thu, 04 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Scripted Modules</title><link>category/expert/+01.scriptedmodules.html</link><guid isPermaLink="true">category/expert/+01.scriptedmodules.html</guid><description>Most articles about scripting will cover basic functionality of overriding already existing methods. However, there is a need for completely custom functionality instead. This is where Modules step in.</description><pubDate>Tue, 02 Sep 2025 01:01:01 GMT</pubDate></item><item><title>Script Event Callbacks</title><link>category/advanced/06.scripteventcallbacks.html</link><guid isPermaLink="true">category/advanced/06.scripteventcallbacks.html</guid><description>This chapter will walk you through the process of using script event callbacks for a more advanced custom behavior, which will get called whenever a certain event within the game happens.</description><pubDate>Sun, 24 Aug 2025 01:01:01 GMT</pubDate></item><item><title>Creating Custom Albums</title><link>category/intermediate/04.customalbums.html</link><guid isPermaLink="true">category/intermediate/04.customalbums.html</guid><description>This chapter will walk you through the process of creating a functioning, fully compatible Friday Night Funkin&#039; mod, using the game&#039;s official systems for loading custom content and scripts. Once your mod is complete, you will be able to place it in the mods folder in your game install and use its content in-game without overriding the base game content and still maintain compatibility with other mods.</description><pubDate>Sat, 23 Aug 2025 01:01:01 GMT</pubDate></item></channel></rss>