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shayneoneill

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A member registered Jan 31, 2018

Recent community posts

(1 edit)

Hey, just so you know, theres a fault in the mac package that has the executable set as non runnable. You'll wanna get into the /Contents/Macos and chmod +x the executable. It wouldnt hurt to get it code signed either, as some folks might not know how to get around the unsigned block on the mac. FWIW , your best bet is to package it as a DMG instead of Zip, as ZIP can mangle permissions.

Thats almost certainly just it reimporting the assets. Godot utterly brutalizes the cpu when its doing this. It only has to do it once, but it will take a long (very long sometimes on big projects) time and the only thing you can really do is to just go do something else for an hour or so, 

Ah the mac build needs to updated to 64 bit as the last two versions of macos dont support 32bit apps

Couldnt really figure it out, but I'll give it points for creativity!