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vscamellia-android-port's Introduction

The repository for the Vs Camellia mod

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Compiling yourself:

You need to have the tools to compile like any other version of Kade Engine.

Please note: To build for Windows, you need to be on Windows. To build for Linux, you need to be on Linux. Same goes for macOS. You can build for html5/browsers on any platform.

Dependencies

  1. Install Haxe 4.1.5. You should use 4.1.5 instead of the latest version because the latest version has some problems with Friday Night Funkin': Kade Engine.
  2. After installing Haxe, Install HaxeFlixel.
  3. Install git.
    • Windows: install from the git-scm website.
    • Linux: install the git package: sudo apt install git (ubuntu), sudo pacman -S git (arch), etc... (you probably already have it)
  4. Install and set up the necessary libraries:
    • haxelib install lime 7.9.0
    • haxelib install openfl
    • haxelib install flixel
    • haxelib run lime setup
    • haxelib run lime setup flixel
    • haxelib install flixel-tools
    • haxelib run flixel-tools setup
    • haxelib install flixel-addons
    • haxelib install flixel-ui
    • haxelib install hscript
    • haxelib install newgrounds
    • haxelib install actuate
    • haxelib git linc_luajit https://github.com/ItzFireable/linc_luajit
    • haxelib git hxvm-luajit https://github.com/nebulazorua/hxvm-luajit
    • haxelib git extension-webm https://github.com/KadeDev/extension-webm
    • haxelib git faxe https://github.com/uhrobots/faxe
    • haxelib git polymod https://github.com/larsiusprime/polymod.git
    • haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc
    • lime rebuild extension-webm [windows/mac/linux] dependent on which machine you are compiling on

Windows-only dependencies (only for building to Windows. Building html5 on Windows does not require this)

If you are planning to build for Windows, you also need to install Visual Studio 2019. While installing it, don't click on any of the options to install workloads. Instead, go to the individual components tab and choose the following:

  • MSVC v142 - VS 2019 C++ x64/x86 build tools
  • Windows SDK (10.0.17763.0)
  • C++ Profiling tools
  • C++ CMake tools for windows
  • C++ ATL for v142 build tools (x86 & x64)
  • C++ MFC for v142 build tools (x86 & x64)
  • C++/CLI support for v142 build tools (14.21)
  • C++ Modules for v142 build tools (x64/x86)
  • Clang Compiler for Windows
  • Windows 10 SDK (10.0.17134.0)
  • Windows 10 SDK (10.0.16299.0)
  • MSVC v141 - VS 2017 C++ x64/x86 build tools
  • MSVC v140 - VS 2015 C++ build tools (v14.00)

This will install about 22 GB of crap, but is necessary to build for Windows.

macOS-only dependencies (these are required for building on macOS at all, including html5.)

If you are running macOS, you'll need to install Xcode. You can download it from the macOS App Store or from the Xcode website.

If you get an error telling you that you need a newer macOS version, you need to download an older version of Xcode from the More Software Downloads section of the Apple Developer website. (You can check which version of Xcode you need for your macOS version on Wikipedia's comparison table (in the min macOS to run column).)

Cloning the repository

Since you already installed git in a previous step, we'll use it to clone the repository.

  1. cd to where you want to store the source code (i.e. C:\Users\username\Desktop or ~/Desktop)
  2. git clone https://github.com/KadeDev/Kade-Engine.git
  3. cd into the source code: cd Kade-Engine
  4. (optional) If you want to build a specific version of Kade Engine, you can use git checkout to switch to it (i.e. git checkout 1.4-KE) (remember that versions 1.4 and older cannot build to Linux or HTML5)
  • You should not do this if you are planning to contribute, as you should always be developing on the latest version.

Building

Finally, we are ready to build.

  • Run lime build <target>, replacing <target> with the platform you want to build to (windows, mac, linux, html5) (i.e. lime build windows)
  • The build will be in Kade-Engine/export/<target>/bin, with <target> being the target you built to in the previous step. (i.e. Kade-Engine/export/windows/bin)
  • Only the bin folder is necessary to run the game. The other ones in export/<target> are not.

we do a little damage

Shoutouts

  • GWebDev - Video Code
  • Rozebud - Ideas (that I stole)
  • Puyo - Setting up appveyor and a lot of other help
  • Smokey - telling me that I should do the tricky asset loading
  • Poco - math degree (aka most of the fucking math in this project)
  • Fox - circle noteskins
  • Orbyy - pixel circle noteskins
  • Shubs - Forever Engine dump cache
  • cval - Inspiration for Opponent Mode

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