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46 lines
3.9 KiB
Markdown
46 lines
3.9 KiB
Markdown
# Compiling Friday Night Funkin'
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0. Setup
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- Download Haxe from [Haxe.org](https://haxe.org)
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- Download Git from [git-scm.com](https://www.git-scm.com)
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- Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors!
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- Instead, open a command prompt and do the following steps...
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1. Run `cd the\directory\you\want\the\source\code\in` to specify which folder the command prompt is working in.
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- For example, `cd C:\Users\YOURNAME\Documents` would instruct the command prompt to perform the next steps in your Documents folder.
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2. Run `git clone https://github.com/FunkinCrew/funkin.git` to clone the base repository.
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3. Run `cd funkin` to enter the cloned repository's directory.
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4. Run `git submodule update --init --recursive` to download the game's assets.
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- NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See [the LICENSE.md file for the Funkin.assets](https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md) repo for more information.
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5. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json
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6. Run `hmm install` to install all haxelibs of the current branch
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7. Run `haxelib run lime setup` to set up lime
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8. Perform additional platform setup
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- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
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- When prompted, select "Individual Components" and make sure to download the following:
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- MSVC v143 VS 2022 C++ x64/x86 build tools
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- Windows 10/11 SDK
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- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
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- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
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- HTML5: Compiles without any extra setup
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9. If you are targeting for native, you may need to run `lime rebuild <PLATFORM>` and `lime rebuild <PLATFORM> -debug`
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10. `lime test <PLATFORM>` to build and launch the game for your platform (for example, `lime test windows`)
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## Build Flags
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There are several useful build flags you can add to a build to affect how it works. A full list can be found in `project.hxp`, but here's information on some of them:
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- `-debug` to build the game in debug mode. This automatically enables several useful debug features.
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- This includes enabling in-game debug functions, disables compile-time optimizations, enabling asset redirection (see below), and enabling the VSCode debug server (which can slow the game on some machines but allows for powerful debugging through breakpoints).
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- `-DGITHUB_BUILD` will enable in-game debug functions (such as the ability to time travel in a song by pressing `PgUp`/`PgDn`), without enabling the other stuff
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- `-DFEATURE_POLYMOD_MODS` or `-DNO_FEATURE_POLYMOD_MODS` to forcibly enable or disable modding support.
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- `-DREDIRECT_ASSETS_FOLDER` or `-DNO_REDIRECT_ASSETS_FOLDER` to forcibly enable or disable asset redirection.
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- This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game
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- `-DFEATURE_DISCORD_RPC` or `-DNO_FEATURE_DISCORD_RPC` to forcibly enable or disable support for Discord Rich Presence.
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- `-DFEATURE_VIDEO_PLAYBACK` or `-DNO_FEATURE_VIDEO_PLAYBACK` to forcibly enable or disable video cutscene support.
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- `-DFEATURE_CHART_EDITOR` or `-DNO_FEATURE_CHART_EDITOR` to forcibly enable or disable the chart editor in the Debug menu.
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- `-DFEATURE_STAGE_EDITOR` to forcibly enable the experimental stage editor.
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- `-DFEATURE_GHOST_TAPPING` to forcibly enable an experimental gameplay change to the anti-mash system.
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# Troubleshooting
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If you experience any issues during the compilation process, DO NOT open an issue on GitHub. Instead, check the [Troubleshooting Guide](TROUBLESHOOTING.md) for steps on how to resolve common problems.
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