instructions updates

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Melos Han-Tani 2020-04-04 19:04:30 +09:00
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There are three steps to do to get things working:
1. Get FlashDevelop running - IDE for editing the game
2. Compiling the game (Get Adobe AIR/Flex installed (for compiling the game))
3. (Optional) Compile + Install DAME (Level editor)
Note: I made most of these files available in a google drive folder (in case one of the companies decides to get rid of it in the future): https://drive.google.com/drive/folders/1Ge-tNBqgaz7ZUVeU9RxnWwNbr_JKN4en
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1. Get Flash Develop running (IDE for opening/editing the game files - FlashDevelop 5.3.3.exe)
Download here: https://www.flashdevelop.org/community/viewtopic.php?f=11&t=13028
Get Flash Player (flashplayer_32_sa.exe)
Download here: https://www.adobe.com/support/flashplayer/debug_downloads.html
Get Java (jre-8u241-windows-i586.exe)
You want the "Windows Offline" version here: https://java.com/en/download/manual.jsp
Direct link to that exe: https://javadl.oracle.com/webapps/download/AutoDL?BundleId=241534_1f5b5a70bf22433b84d0e960903adac8
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2. Compiling the Game
NOTE: Steps a, b, c, and e can be skipped by downloading my customized Flex folder (flex_sdk_4.6.zip- it already includes Adobe AIR 32)
a. Get the Adobe Air SDK
(Note there's a lot of stuff on this page - you want "Adobe AIR 32.0.0.116 SDK". NOT THE COMPILER)
https://helpx.adobe.com/air/kb/archived-air-sdk-version.html#
Direct download: http://download.macromedia.com/air/win/download/32.0/AdobeAIRSDK.zip
b. Get Flex Compiler (Anodyne uses some old action script that won't compile in the latest AIR compiler). Download 4.6 from here:
https://www.adobe.com/devnet/flex/flex-sdk-download.html
c. Copy paste the AIR SDK into the flex folder
- Just cut and paste the contents of AdobeAIRSDK into flex_sdk_4.6
d. point FlashDevelop to this folder
Project > Properties > SDK > Custom SDK > click on the flex folder that contains "ant/", etc.
e. update java heap space
Edit jvm.config in bin/ of the flex SDK. update the line with java.args to this (increasing the heap space)
java.args=-Xms1024m -Xmx1024m -Dsun.io.useCanonCaches=false
f. Test compile. If all goes well you should get an .swf in the bin/ folder of FlashDevelop. however the game won't run yet
g. Update the run script paths in SetupSDK.bat (fill out FLEX_SDK with the folder to your flex install, e.g. C:\Users\yourname\Documents\Anodyne 1 Repo\installation files\flex_sdk_4.6
h. The game should work now! If you have issues you may need to verify the game is compiling to SWF version 20 or later or something.
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3. Install DAME (Level editor for .dam files that let you export CSV and XML files for the game's tilemap data and enemy placements)
Easy Way
--------
Download DAME_standalone.zip from my google drive folder.
Harder way (Compile from my modified DAME source)
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1. Download DAME-master-fixed.zip
2. Download flex 3.6 (from here https://www.adobe.com/devnet/flex/flex-sdk-download.html or from my folder as flex_sdk_3.6a.zip)
3. Open the DAME project in flashdevelop
4. hook up flex 3.6 to flashdevelop
5. compile the editor. you should be able to get a SWF. if you have errors see the DAME's README for fixes.
6. Run the PackageApplicationAsExe.bat script. if all is well, the game's exe should pop up under air/DAME
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Hardest way for cool kids (Compile from original DAME Source)
1. Get DAME source from
https://github.com/XanderXevious/DAME
2-5. Follow steps 2-5 above.
6. We want to run PackageApplicationAsExe.bat but there's a few things we gotta do first
7. Open CreateCertificate.bat. change the RSA flag to 2048 from 1024.
7.5 Set CreateCertificate.bat's Flex SDK path to the bin folder of flex 3.6. Run the bat file, it should give you a SelfSigned.pfx file
8. Open PackageApplicationAsExe.bat . Edit the flex path BUT POINT IT TO THE FLEX YOU USED FOR ANODYNE (4.6), with the newer version of AIR and stuff.
9. Update application.xml's xmlns to 3.0 (line 2)
10. Update <version> to <versionNumber> in application.xml
11. In the package script, add this in signing_options, afer "pkcs12":
-tsa "http://sha256timestamp.ws.symantec.com/sha256/timestamp"
12. remove "-C ../DAME samples" from the "set FILE_OR_DIR" line.
13. change AIR_FILE's value to "air/DAME"
14. after %SIGNING_OPTIONS% add "-target bundle"
15. run the packaging script.

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@ -31,7 +31,7 @@ The Asset Library of Anodyne consists of mp3, wav, txt, csv, xml, png, etc files
The Asset Library for Anodyne falls under a CC BY 4.0 License (https://creativecommons.org/licenses/by/4.0/) with the additional restrictions:
- You must own a paid copy of Anodyne
- You must own a paid copy of Anodyne to use the art assets for derivative work
- You may not use any of the assets in a way that would infringe upon the Anodyne game copyright by creating a product that may be mistaken for Anodyne (e.g. you may not compile the unaltered game and rename it "Andoyne" and sell it).
- You may not redistribute any of the unaltered assets in standlone packages, in a way primarily intended for or directed toward commercial advantage or private monetary compensation. This includes but is not limited to: selling the art in 'asset packages', selling the music on music distribution platforms. This does not include a fangame in which the assets have been mixed with original creative intent.
- You may not redistribute any of the unaltered assets for free without prior written permission (e.g., you may not create a "Anodyne Sprites" itch.io product page. Use your judgment: if the edits you're making are not significantly different, you shouldn't redistribute it for free (e.g. tinting spritesheet slightly))
@ -46,7 +46,7 @@ Part 2: Anodyne Source Code
This software available from here is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any claim, damages or other liability arising from the use or in connection with this software.
All materials in the repo, with the exception of the contents of the "org", "com", "mochi", and "extension" directories, are copyright of Analgesic Productions LLC 2013-2020.
All materials in the repo, with the exception of the contents of the "org", "awerwer", "ca", "com", and "extension" directories under "intra/", are copyright of Analgesic Productions LLC 2013-2020.
Permission is granted to anyone to use this software and to alter it and redistribute it freely, subject to the following restrictions:

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@ -55,7 +55,7 @@ Z_HELP.txt - various ramblings to myself about updating the game or how to buil
//////////
Source code and Assets (src/ folder
Source code and Assets ("src/" folder)
awerwer, ca, com - various extensions for mac controllers, steam. none of these are integrated into this open sourced version so this is obsolete i think)
@ -87,7 +87,7 @@ lua - Exporters for use with DAME level editor.
org - Contains the open source Flixel engine. I might have made some modifications here, idk.
res - art assets, more on this later
res - art assets for the game
states - various inner game loops. Using the "State" system from flixel (essentially groups of related objects that can be added/removed from the game). PlayState contains the game's most important loop, where the player and enemies are added and stuff, level loading. Some of these files aren't used I think