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Compiling the Engine

brutalexcess edited this page Nov 3, 2014 · 1 revision

To compile the engine, you will need to either use an IDE or launch Terminal or Command Prompt to execute a given command.

In FlashDevelop, open the project (if you have not already) by double-clicking on the HXPROJ file in the source code directory. When opened, you can copy and paste any parsed JSON from any valid StoryDev Editor (even an unofficial one) into passages.json and/or events.json accordingly. Make sure that the fields given in the original version are valid and correct for the pasted version, otherwise this may result in a compiler error.

You can add any other Assets (such as Art or Sound) in the given folders.

If you add your own code, you will need to save the project.

To compile, at the top of FlashDevelop is a tool-strip with many icons. One icon looks like a blue arrow. Next to that is a combo box with two options: 1) Debug, 2) Release. If you are able to debug, use the Debug option. Otherwise click Release. Note: We will not attempt to troubleshoot FlashDevelop problems for you.

There is a combo box next to that one as well, select and click on Flash. You may also target either Neko, Windows, Linux or Mac (must be typed lowercase), but there are currently some issues that need fixing to correct this target. Unless you know what you are doing, try not to fix it yourself, just use Flash.

Go back to the blue arrow and click on it. Flash Player should run and any errors will be given to you via trace() calls. These should only ever be errors with JSON, not of the engine, unless you happened to modify the engine for whatever reason.

The resulting SWF can be redistributed at your leisure, once you have tested and made sure your game is working.

You can make an Issue here on Github and a contributor will attempt to help you with any issues you have. Please, however, read this WIKI before asking for help, because 99% of the time we may have already gone through this issue through example code and problems on the Common Commands page; unless you wrote your own code into the engine.

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