Creating a Stand-Alone Executable through FlashDevelop for Haxeflixel Games

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Raul Rivera Arroyo

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Jul 9, 2015, 9:04:28 PM7/9/15
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Been looking around for some good help and most of what I've found has been spread all over the place. Using FlashDevelop i've been able to load my assets into the game executable by adding <assets path="assets/folder I want to add" rename="data" embed="true" /> in the XML file, however I can't seem to find a place which will tell me how to load the necessary .dll files. I've read something about creating static linking but have no idea how to go about this. Also, the fix mentioned above worked for Windows, but not for Neko. So my question is, and to help put this into a specific place other people can find and learn from:

How do I create a stand-alone executable for Windows and Neko using FlashDevelop for a Haxeflixel game?

I havn't tried creating stand-alone executables for other targets, but if the process is different, it would be good to know also which that is.

SruloArt

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Jul 10, 2015, 8:32:25 AM7/10/15
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Neko seems like a pretty complicated target, as for Windows the steps are:
*. Pre-build: Make sure to embed your assets - Checked!
1. Add this flag to your project (above <haxelib name="flixel"/>): <set name="next" /> (I'm not sure what Flixel branch you're running, in any case you need to run the "next" version of OpenFL).
2. Run: "lime rebuild windows -static"
3. Run: "lime test windows -static" (or build).

Now, you might or might not get an error / many errors based on your lime version, Good Luck :)
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