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(2 edits)

I was able to build and run it without much issue, but it likely didn't complain since I built it on my own machine. It's quite common to encounter these kinds of issues for indie software (un-notarized) on macOS, but there are quite a few ways around it.

Although macOS will complain about not being able to run the un-notarized executables, it's still possible through a variety of means which can be done by the end-user, though at times they can be a bit inconvenient.

If you ad-hoc sign the application (doesn't require a developer account to my knowledge, just enable add the "Disable Library Validation" entitlement beforehand), I think it would just require right-clicking or control-clicking to open instead of double-clicking to open.

Take a look here:
https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html#ap...
https://support.apple.com/guide/mac-help/mh40616/

The only issue after building was that the built-in fullscreen didn't work and just added a black background with the game in the top right, but after disabling it you can use the native window controls to fullscreen it without issue.

(+1)

Thanks for the pretty detailed response. I'll definitely look into all of this and see if I can get it running on my hardware (which is a puny little 2012 Macbook Air...).

I know for certain that my initial issue was that the Mac executable wasn't signed in anyway giving me the "App is damaged and can't be opened" error. So at the veeeery least I'll get it signed. I hope running an outdated (Catalina) of macOS doesn't give me issues with running on newer versions.

To be honest I have the money for a 13" M2 Macbook Air... but I'm saving it for a car (real important in rural USA) AND it would leave me almost broke. But I definitely want to support Macs at... some point.