DISCLAIMER: I spammed the arrow keys to chart this, so it may not be accurate. Hey, there! I see you've noticed my FNF Engine! While this may seem strange, since about an hour before releasing this, I posted a project about how it wouldn't save. To that, I say that I have found a JSON file compressor. It helped so much! Anyway, my first FNF engine was sort of... lack luster. The characters were put on a wait loop for bopping to the music, the arrows were the wrong color, and you couldn't even play the dang thing! Well, I've changed that drastically. I reworked the entire engine, using scripts from @cabalex, @CodeKirby, and @Meekaryo (Thanks for making really cool FNF projects guys!) which I modified a little, and I added some scripts of my own! The arrows should now not be able to desync to their timing once they are deployed (I say that because getting to spawn them at certain timer points is a pain in the rear). Bopping also should rarely desync, or in the case that it does, disable completely. Health is in this, too, so be sure to hit the notes. For the charting, I sort of used the concept of @Donovanni's Custom Chart script, except I made it to where it depended on an input system and used a list with 4 digits in each line. 1 represents a note and 0 represents (The emptiness I feel while I lay awake at night) no note whatsoever! The reason I chose Zardy to demonstrate this is because his song slaps and I can't forget the people who created his mod (SwankyBox). All in all, this took almost 4 days to make. Feel free to remix! There's charting code in the "Enemy arrow Chart" sprite! Be sure to credit, or I'll expose your tax fraud to the IRS.
This runs way better on Turbowarp! >>> https://turbowarp.org/526129243?interpolate&stuck&offscreen&size=600x360