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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

MacOS Export

A topic by lectronice created Dec 13, 2016 Views: 148 Replies: 8
Viewing posts 1 to 9

Hi! I'm testing export to Linux and Mac, but I get this message for the latter:

Required folder "Game.app" is missing from the "export_template" folder.

I've checked, and the Game.app folder is here, with various other files inside. It's no big deal for me, since I don't even have a Mac to test a build, but if the feature works, I'd probably make a Mac version for A Road to Awe.

Hey there - this should be fixed in the latest update!

I've exported to MacOS but I don't see any new file, are they packaged within the data.pck? This file seems to have been modified, but also works on Windows.

So I inadvertently broke the last build by changing the dropdown text at the last second from "MacOS" to "Mac OS" and forgot I was using that value to determine which platform was selected. This should be fixed in v0.3.6.13 which I just pushed. It will create a folder named "Your Game.app" at the export path, where "Your Game" is the game title.

I don't have a Mac myself, but I did get a VirtualBox VM set up with Yosemite Zone a while back in order to test the Mac OS export. Games aren't really playable because it's super laggy on the VM, but I've at least confirmed that it exports and runs now. :)

Thanks, this seems to work :) Apparently a zip containing all three versions does the trick with Refinery. Even if it's kind of a brutal method, it's less time-consuming (I'm counting every minutes lol)

No problem! Refinery has been a great - the butler tool has made pushing updates really simple. For my particular setup for RPG in a Box, I have separate folders for each platform which I push to a specific channel name ("win32", "win64", etc.), then a script to execute butler for each of the channels that I can run whenever the content has been updated.

Good idea, scripts would be a nice way to spend a little less time on uploading, I'll look into this. Also, maybe having checkboxes instead of a drop-down menu to export to multiple platforms in one click could be convenient, instead of having to re-open the export dialogue for each build (but it would indeed be very specific to my needs).

I'm not sure if I have mentioned this before, but this could be handy to know, especially for A Road To Awe having frequent updates - whenever exporting/releasing a game, you actually only need to replace the "data.pck" (inside Contents/Resources for Mac OS .app, and alongside executables for Windows/Linux, but same file for all platforms) in your game distribution unless there have been changes to the export templates. The export template executables are the main Godot binaries which only change when I need to make a code change to the core Godot source.

Hopefully that makes sense! I'll be sure to make a note going forward if the export templates have changed.

Thanks, that's good to know, in doubt I was exporting everything each time :)