I'm in the situation where I know AGS for Windows inside and out (let me believe that, please) but have zero knowledge of AGS Linux and AGS MacOS. I'm talking about the engine, not the Editor.
However I understand that:
- AGS Linux can be taken for granted, whereas...
- ...AGS MacOS is still an elusive creature (it sorta works but requires some work).
Independently, I know that some people try to make AGS games run on Mac through emulation. (Right?)
Therefore, my thinking is as follows (I apologize in advance if it's completely idiotic and/or naive) :
Provided I don't have a MacOS version of the AGS engine, then as a game "publisher", can I make the life of my MacOS audience easier if I let them run the Linux version of my game on their Mac, rather than the Windows version?
In this fantasy scenario, I imagine that it's somewhat easier for the average MacOS end-user to run an emulated Linux version of an AGS game (due to the proximity of the systems) than an emulated Windows version. The reason for my belief is that I imagine that if they want to emulate AGS Windows they'd have to run the equivalent of Wine for Mac(which is probably complicated for the average Joe), whereas if they want to emulate AGS Linux I'd just need to provide them a few simple instructions or even ready-made files -- maybe some sort of Linux-to-Mac-converted package or whatnot.
Does any of that make sense?
Quote from: Monsieur OUXX on Mon 18/05/2020 10:31:05
can I make the life of my MacOS audience easier if I let them run the Linux version of my game on their Mac, rather than the Windows version?
The reverse is true, you stand a better chance of letting someone run the Windows version, although when I've tried I had enough issues with the mouse cursor that I didn't think the result was usable: https://www.adventuregamestudio.co.uk/forums/index.php?topic=56577
It is easier to just build the engine yourself, the challenges are more about who signs it. how the signing is performed, and whether it is 'notarized' by Apple.
:-(
But is it possible to build an unsigned version for Mac that I would then distribute outside the store? I don't care about the store. Why would I even need a store to download a standard program on a standard (MacOS) laptop?
It will refuse to run it by default, so the user must either modify security settings on their computer or launch the program in a particular way. At the moment this is manageable and probably a lot of programs on places like itch.io will have the same problem, so people are likely used to having to deal with the issue. But in the future it is possible that only signed software will run on macOS, or at the least the process to run unsigned software may become even more convoluted. Being signed is a requirement to be in the store, being in the store is not a requirement for the signing process.
Thanks, that's very clear.
Oh well, if you happen to build that unsigned "Release" executable of the engine, then think about me.
They are building all the time and have no known issues:
https://cirrus-ci.com/task/5955130990264320
But these aren't included with the editor since:
- these are not signed or notarized
- this is just the engine binary and not a .app bundle (although perhaps building an empty bundle is feasible)
- the editor cannot build release archives to maintain the correct file permissions (so a .app bundle copied from Windows is likely to no longer run on macOS)
Quote from: morganw on Mon 18/05/2020 12:49:26
- this is just the engine binary and not a .app bundle (although perhaps building an empty bundle is feasible)
- the editor cannot build release archives to maintain the correct file permissions (so a .app bundle copied from Windows is likely to no longer run on macOS)
Forgive my inaccurate comparison, but is it (roughly) the Mac equivalent of producing an .exe file without an installer/zip/msi file to contain it, except that in the case of Mac it's critical because the .app file also sets the correct permissions to what it contains?
Quote from: morganw on Mon 18/05/2020 12:49:26
They are building all the time and have no known issues:
https://cirrus-ci.com/task/5955130990264320
But these aren't included with the editor since:
- these are not signed or notarized
- this is just the engine binary and not a .app bundle (although perhaps building an empty bundle is feasible)
- the editor cannot build release archives to maintain the correct file permissions (so a .app bundle copied from Windows is likely to no longer run on macOS)
Perhaps we could include these to release downloads on github too, since Android unsigned launcher is also included?
Quote from: Crimson Wizard on Mon 18/05/2020 13:46:30
Quote from: morganw on Mon 18/05/2020 12:49:26
They are building all the time and have no known issues:
https://cirrus-ci.com/task/5955130990264320
But these aren't included with the editor since:
- these are not signed or notarized
- this is just the engine binary and not a .app bundle (although perhaps building an empty bundle is feasible)
- the editor cannot build release archives to maintain the correct file permissions (so a .app bundle copied from Windows is likely to no longer run on macOS)
Perhaps we could include these to release downloads on github too, since Android unsigned launcher is also included?
Well at least it would make it clear to people that AGS can run on MacOS. I didn't believe it until recently, I thought the Mac branch had stopped at 3.4.
Quote from: Monsieur OUXX on Mon 18/05/2020 13:07:38
Forgive my inaccurate comparison, but is it (roughly) the Mac equivalent of producing an .exe file without an installer/zip/msi file to contain it, except that in the case of Mac it's critical because the .app file also sets the correct permissions to what it contains?
There is the engine binary and then the surrounding directory structure which can make it into a .app bundle. The former you have to run from the command line (maybe with some wrapper script), the latter can have an icon and you can double click to run it (subject to signing requirements). The issue with the file permissions is the same in both cases.
Quote from: Crimson Wizard on Mon 18/05/2020 13:46:30
Perhaps we could include these to release downloads on github too, since Android unsigned launcher is also included?
Yes, this is probably a good idea.