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(2 edits)

on macOS the game threw a "regular windows do not have icons on macOS" error at me, I hope there'll be a fix soon (should've sent this since 2022)

Well, I have no idea how to fix this, because I don't have a mac, somebody else helped me with compiling this on MacOS. If you can code, can you delete the line that adds icon in main.cpp, and try to compile it?

(5 edits)

The link to download source code isn't working nvm, it's just one of Chrome's "funky feature" to hide the file's actual size.

Alright, I'm seeing some missing dependencies, is there anything wrong with it? Now I see why README.md is important (I've made some games using Python while only knowing the basics of C++ so I'm glad I could understand a bit of your code).

Ok, I'm giving up now. I've spent hours trying to figure things out with dependencies but when those are done I get a bunch of undefined terms (not to mention the undefined ones in other cpp files). Can you get in touch with the one who compiled this for macOS for you and ask them again?

Well, I hope you don't try to understand the code of this project because it's an absolute mess and even I forgot how some of it works. Also, github's download source function doesn't report the size of the file while most of the sites does, so that's probably why it looks weird on chrome.

Looks like they're still active on github, guess it's time to just wait for a reply

I forgor 💀 to tell you, but the new macOS version is up. Can you give it a test to see if it works?

Um... there's another problem. Somehow loading.png cannot be loaded.

I cannot send a screenshot so I'll paste the whole Terminal texts in here:

INFO: Initializing raylib 4.2
INFO: Supported raylib modules:
INFO:     > rcore:..... loaded (mandatory)
INFO:     > rlgl:...... loaded (mandatory)
INFO:     > rshapes:... loaded (optional)
INFO:     > rtextures:. loaded (optional)
INFO:     > rtext:..... loaded (optional)
INFO:     > rmodels:... loaded (optional)
INFO:     > raudio:.... loaded (optional)
INFO: DISPLAY: Device initialized successfully
INFO:     > Display size: 1440 x 900
INFO:     > Screen size:  1280 x 720
INFO:     > Render size:  1280 x 720
INFO:     > Viewport offsets: 0, 0
INFO: GL: Supported extensions count: 47
INFO: GL: OpenGL device information:
INFO:     > Vendor:   NVIDIA Corporation
INFO:     > Renderer: NVIDIA GeForce GT 650M OpenGL Engine
INFO:     > Version:  4.1 NVIDIA-16.0.12 355.11.11.10.10.143
INFO:     > GLSL:     4.10
INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 1] Default texture loaded successfully
INFO: SHADER: [ID 1] Vertex shader compiled successfully
INFO: SHADER: [ID 2] Fragment shader compiled successfully
INFO: SHADER: [ID 3] Program shader loaded successfully
INFO: SHADER: [ID 3] Default shader loaded successfully
INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)
INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)
INFO: RLGL: Default OpenGL state initialized successfully
INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps)
INFO: FONT: Default font loaded successfully (224 glyphs)
INFO: TIMER: Target time per frame: 4.167 milliseconds
INFO: TEXTURE: [ID 3] Texture loaded successfully (2560x1440 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 1] Depth renderbuffer loaded successfully (32 bits)
INFO: FBO: [ID 1] Framebuffer object created successfully
INFO: TEXTURE: [ID 4] Texture loaded successfully (1024x1024 | R8G8B8A8 | 1 mipmaps)
WARNING: FILEIO: [res/loading.png] Failed to open file
libc++abi: terminating due to uncaught exception of type raylib::RaylibException: Failed to load Texture from file: res/loading.png
Abort trap: 6
logout

Huh, this is so weird since other textures has been loaded successfully, and it looks like the file can't be opened instead of can't be converted to a texture file. Can you copy the loading.png from the old version into it, to see if it was corrupted, or if it's there at all? or replace with any other images to see if it will run?

The game refuses to run regardless of what image I put in for it to load, as if no image was provided in the first place.

Now I think about it, it's probably caused by macOS's weird way of doing working directory. Can you try to launch the game by starting it from a command line window, inside where thhe program is? That probably would launch it properly.

Usually if you want to make a nice macOS app, you'd need to pack it into a .app folder so as in macOS it would appear as a whole app. Exporting with CMake just creates a Unix executable file that works the same way as .exe in Windows, except it always launches in Terminal. And here we go, that's your "command line window" method.

Guess I should have just dropped the support for macOS, this is just all very confusing and unlike in Windows and Linux where everything just works. Never have been a fan of apple products anyway, and opengl is technically deprecated on macOS so this game probably won't work on mac in a few years.