For those of you having some download issues due to slow speeds, I've now added it to Itch.io as well:
https://hobbeshk.itch.io/fhaloness
https://hobbeshk.itch.io/fhaloness
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Show posts MenuQuote from: eri0o on Wed 05/05/2021 11:41:29
Ah, about porting aga games to MacOS (for shipping), edenwraith has an interesting blog post that may be useful if you need in the future (goes through the signing and notarization process).
http://www.edenwaith.com/blog/index.php?p=112
Quote from: Crimson Wizard on Sun 02/05/2021 12:22:27Quote from: Hobbes on Sun 02/05/2021 12:03:51
I haven't tried the Engine Mac port as such at this moment. The reason is that when I compile from AGS, it spits it out into the same folder every time, so all I need to do is just launch ScummVM and I'm off. The Engine port, from what I can read, requires copying-and-pasting within a MacOS app, which is of course an option, but sounds more like a solution for a "finished" product, if that makes sense?
Is the inconvenience mainly in how the compiled files are handled, or there is anything else? You mentioned some DirectX issues.
Actually, I have no idea how this whole setup works on Mac; from what you've said it sounds like Editor is like running inside a wrapper, but you are still on Mac operating system, and results of compilation are placed in Mac filesystem. Is this correct?
EDIT:
I actualy wonder if our mac port can be setup to run game from anywhere. I mean, if Mac gives such permissions, that might be a matter of passing command line argument or setting something in configuration.
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