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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.

It's ok, porting the game to macOS isn't really a high priority after all. I don't mind being unable to play it as long as I understand the concept.