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Incantations for properly packaging Mac build?

A topic by timconkling created Dec 12, 2016 Views: 249 Replies: 4
Viewing posts 1 to 5

Hello itch-wizards! I'm having trouble getting my uploaded Mac build to behave properly.

  • When I pass the uncompressed .app to butler, the downloaded app fails to launch and the OS gives no user feedback (though I see in the Console that "12/12/16 10:22:04.460 AM com.apple.xpc.launchd[1]: (com.timconkling.aciv.365472[58731]) Service exited with abnormal code: 4").
  • When I pass a .zip containing the app to butler, launching the download first tells me that the app is from an unknown developer (as expected, as I haven't signed the binary with an Apple-blessed key). Then when I "right-click->Open" the app, the OS thinks for a while and fails as above.
  • When I pass a .dmg containing the app to butler, everything's fine -- except that there's the extra step of mourning the .dmg the first time you want to play! (It does seem that the itch launcher is .dmg-savvy, though?)
FWIW, my game is an Adobe AIR app, and I'm packaging it with adt. (Also, it doesn't have issues on Steam, though I believe Steam re-signs all apps and so that probably doesn't mean anything?)

What are the best practices for packaging and uploading a Mac build?

Thanks!

Admin (2 edits)

Hey tim, the first thing you tried is the one that should work. Any chance you could do exactly that, but have it uploaded to a private page, and reply when it's done so I can investigate on my side? Thanks!

edit: I reuploaded to a private page to test thing out, and I think I know where the problem is coming from. Investigating further now!

edit: found the problem:


Cool. Is that a butler patch? Should I update to a new butler build?

Admin

I just deployed a fix (server-side). No need to update butler, you can just push the .app folder instead of the dmg and it should all be working now!

(+1)

It works! Thanks Amos.