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(2 edits)

This looks amazing but unfortunately the Mac (64bit) version crashes on launch for me, just after the Unity splash screen (macOS 12.4 (21F79)). From the crash report:

Crashed Thread:        41  UnityPreload
Exception Type:        EXC_BAD_ACCESS (SIGABRT)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Codes:       0x0000000000000001, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY
VM Region Info: 0 is not in any region.  Bytes before following region: 4294967296
       REGION TYPE                    START - END         [ VSIZE] PRT/MAX SHRMOD  REGION DETAIL
       UNUSED SPACE AT START
--->
       __TEXT                      100000000-101801000    [ 24.0M] r-x/rwx SM=COW  ...ts/MacOS/Game
Application Specific Information:
abort() called
...
Thread 41 Crashed:: UnityPreload
0   libsystem_kernel.dylib                0x7ff81225a00e __pthread_kill + 10
1   libsystem_pthread.dylib               0x7ff8122901ff pthread_kill + 263
2   libsystem_c.dylib                     0x7ff8121dbd24 abort + 123
3   libmono.0.dylib                          0x10ce7c3eb mono_handle_native_sigsegv + 726
4   libmono.0.dylib                          0x10cec6153 sigabrt_signal_handler + 97
5   libsystem_platform.dylib              0x7ff8122a5dfd _sigtramp + 29
6   ???                                              0x0 ???
7   libsystem_c.dylib                     0x7ff8121dbd24 abort + 123
8   Game                                     0x1008a34c4 HandleSignal(int, __siginfo*, void*) + 36
9   libmono.0.dylib                          0x10cec5d84 mono_chain_signal + 75
10  libmono.0.dylib                          0x10ce0d3ae mono_sigsegv_signal_handler + 210
11  libsystem_platform.dylib              0x7ff8122a5dfd _sigtramp + 29
12  ???                                      0x1018b82a0 GetPreallocatedMemory(int)::g_MemoryBlockForMemoryManager + 10992
13  Game                                     0x100758dd4 CachedReader::Read(void*, unsigned long) + 84
14  Game                                     0x1005da72d void StreamedBinaryRead<false>::TransferSTLStyleArray<dynamic_array<vector2f, 4ul=""> >(dynamic_array<vector2f, 4ul="">&, TransferMetaFlags) + 237
15  Game                                     0x1005da4fd void Sprite::Transfer<streamedbinaryread<false> >(StreamedBinaryRead<false>&) + 749
16  Game                                     0x10091d1db SerializedFile::ReadObject(long long, ObjectCreationMode, bool, TypeTree const**, bool*, Object&) + 1259
17  Game                                     0x10090f712 PersistentManager::ReadAndActivateObjectThreaded(int, SerializedObjectIdentifier const&, SerializedFile*, bool, bool) + 162
18  Game                                     0x100910766 PersistentManager::LoadFileCompletelyThreaded(core::basic_string<char, core::stringstoragedefault<char=""> > const&, long long*, int*, int, bool, LoadProgress&) + 2214
19  Game                                     0x10074f74b LoadSceneOperation::Perform() + 2651
20  Game                                     0x100751c0b PreloadManager::Run() + 235
21  Game                                     0x100751b19 PreloadManager::Run(void*) + 9
22  Game                                     0x1007cb29c Thread::RunThreadWrapper(void*) + 60
23  libsystem_pthread.dylib               0x7ff8122904e1 _pthread_start + 125
24  libsystem_pthread.dylib               0x7ff81228bf6b thread_start + 15 </char,></false></streamedbinaryread<false></vector2f,></dynamic_array<vector2f,></false>
Deleted post

Of course I extracted the game before launching it.

Deleted post

Yes, the game extracts to its own folder.

(+1)

Thank you for letting me know about that glitch! I don't know the cause of the problem, but I will investigate that cause as soon as possible.

The issue appears to be fixed in 0.031.12. Thank you!