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https://github.com/ninjamuffin99/Funkin.git
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3.9 KiB
3.9 KiB
Compiling Friday Night Funkin'
- Setup
- Download Haxe from Haxe.org
- Download Git from git-scm.com
- Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors!
- Instead, open a command prompt and do the following steps...
- Run
cd the\directory\you\want\the\source\code\in
to specify which folder the command prompt is working in.- For example,
cd C:\Users\YOURNAME\Documents
would instruct the command prompt to perform the next steps in your Documents folder.
- For example,
- Run
git clone https://github.com/FunkinCrew/funkin.git
to clone the base repository. - Run
cd funkin
to enter the cloned repository's directory. - Run
git submodule update --init --recursive
to download the game's assets.- 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 repo for more information.
- Run
haxelib --global install hmm
and thenhaxelib --global run hmm setup
to install hmm.json - Run
hmm install
to install all haxelibs of the current branch - Run
haxelib run lime setup
to set up lime - Perform additional platform setup
- For Windows, download the Visual Studio Build Tools
- When prompted, select "Individual Components" and make sure to download the following:
- MSVC v143 VS 2022 C++ x64/x86 build tools
- Windows 10/11 SDK
- Mac:
lime setup mac
Documentation - Linux:
lime setup linux
Documentation - HTML5: Compiles without any extra setup
- For Windows, download the Visual Studio Build Tools
- If you are targeting for native, you may need to run
lime rebuild <PLATFORM>
andlime rebuild <PLATFORM> -debug
lime test <PLATFORM>
to build and launch the game for your platform (for example,lime test windows
)
Build Flags
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:
-debug
to build the game in debug mode. This automatically enables several useful debug features.- 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).
-DGITHUB_BUILD
will enable in-game debug functions (such as the ability to time travel in a song by pressingPgUp
/PgDn
), without enabling the other stuff
-DFEATURE_POLYMOD_MODS
or-DNO_FEATURE_POLYMOD_MODS
to forcibly enable or disable modding support.-DREDIRECT_ASSETS_FOLDER
or-DNO_REDIRECT_ASSETS_FOLDER
to forcibly enable or disable asset redirection.- 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
-DFEATURE_DISCORD_RPC
or-DNO_FEATURE_DISCORD_RPC
to forcibly enable or disable support for Discord Rich Presence.-DFEATURE_VIDEO_PLAYBACK
or-DNO_FEATURE_VIDEO_PLAYBACK
to forcibly enable or disable video cutscene support.-DFEATURE_CHART_EDITOR
or-DNO_FEATURE_CHART_EDITOR
to forcibly enable or disable the chart editor in the Debug menu.-DFEATURE_STAGE_EDITOR
to forcibly enable the experimental stage editor.-DFEATURE_GHOST_TAPPING
to forcibly enable an experimental gameplay change to the anti-mash system.
Troubleshooting
If you experience any issues during the compilation process, DO NOT open an issue on GitHub. Instead, check the Troubleshooting Guide for steps on how to resolve common problems.