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Compilation Guide

evelyn edited this page Jun 10, 2026 · 3 revisions

Compilation Guide

Note

If you're checking out a specific commit to build, commits with titles prefixed I: are incremental commits. They may be file-picked out of larger changes, and they aren't guaranteed to compile. Starting on 2026/06/10, commits with titles prefixed L: are landmark commits and are in a state to build correctly.

Prerequisites

  • Install git
  • Install Haxe >= 4.3.0
  • If on Windows, Install Visual Studio (winget install --id Microsoft.VisualStudio.2022.Community), MSVC build tools v142, and a Windows SDK
  • If on Mac, install Xcode command line tools (xcode-select --install)
  • If on Linux, install a C++ development environment (e.g. base-devel, build-essential)
  • In a terminal, go to a folder where you'd like to store your projects and run git clone https://github.com/dotevie/lore-engine-legacy.git
  • Run haxelib setup {dir}, with {dir} being a directory to store global libraries, such as %appdata$\haxelib on Windows and ~/haxelib on macOS or Linux

Note

The local libraries required for Lore Engine to work will be stored in local directory [CLONE_DIR]/.haxelib, but you need to set up a global directory in order to install HMM.

Setting Up Libraries

To set up Haxe Libraries, open a terminal or command prompt in the lore-engine-legacy directory and run these following commands, in order:

haxelib --global install hmm
haxelib run hmm install
haxelib run lime setup
haxelib run lime setup [windows/mac/linux]
haxelib run lime setup flixel

Compiling

To compile the game, type lime test [platform] (e.g. windows, mac, linux) into your terminal or command prompt.

Note

This will take a while, and there are some stages where it may look like it's frozen. First compiles of Lore Engine can take anywhere from under 10 to over 40 minutes depending on your OS and how fast your computer is.

If you need HaxeFlixel's debugging tools, add -debug to the end of the command.

Lore Engine previously included a separate crash handler, compiled with the -Dbuildcrash flag. A crash handler is now included in the main executable, and this is no longer necessary.

The final files go in export/[debug/release]/[platform]/bin.

Happy mod making!

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