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Compiling

Joalor64 edited this page Aug 1, 2022 · 15 revisions

Compiling

If you want to build the game yourself or build it with a mod, here's how to do it.

How to Compile

You must have the most up-to-date version of Haxe. Seriously, stop using 4.1.5, it misses some stuff.

Then, follow the Friday Night Funkin' Source Code Guide. After you do this, you will need to install LuaJIT.

To install LuaJIT, put this command in Command Prompt or Powershell: haxelib git linc_luajit https://github.com/nebulazorua/linc_luajit

If you get an error about StatePointer when using Lua, run haxelib remove linc_luajit in Command Prompt or PowerShell, then re-install linc_luajit.

After that, install every dependency required for this thing to run.

Last but not least, if you don't want your mod to be able to run .lua scripts, delete the "LUA_ALLOWED" line on Project.xml.

Or if you don't want your mod to be able to run .hscript scripts, delete the "HSCRIPT_ALLOWED" line.

If you want video support on your mod, simply run haxelib install hxCodec on a Command Prompt or PowerShell. Otherwise, you can delete the "VIDEOS_ALLOWED" line.

If you don't want MP3 or WAV support, remove the "MP3_ALLOWED" and "WAV_ALLOWED" lines.

Once the game is compiled, the output will be generated in either of the following paths:

  • (export/release/windows/bin)
  • (export/release/macos/bin)
  • (export/release/linux/bin)

If the game is compiled as a debug build, the output will be generated in either of these paths:

  • (export/debug/windows/bin)
  • (export/debug/macos/bin)
  • (export/debug/linux/bin)

Yeah.

That's basically it.

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