So basically what that command does is go to the application, go inside of it to where the actual Executable is, and then run the chmod command, which changes permissions, specifically to 755, which means that the owner (you) should be able to do whatever you want with it
FonkinS
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This is a bug with Unity exports, for some reason MacOS does not give us (the user) execution privileges for the program. The way to fix it is to move the application to your Applications Folder, then open your Command Line / Terminal, and type cd applications/Digital\ Logic\ Sim/Contents/MacOS && chmod 755 Digital\ Logic\ Sim
So for me, if I double click on the .app file (macOS) to open the application, it shows this.
However, intrigued I right clicked and chose Show Contents to go through the individual packaging of the .app file/folder. When actually running the UNIX executable file (PixelComposer 1.14.2m1/Contents/MacOS/PixelComposer), it opens up correctly.
I suspect this may have something to do with the fact that the .app file (PixelComposer 1.14.2m1) and the contained UNIX Executable File (PixelComposer) have different names. (The former has the versioning included, the latter doesn't.)
I am running MacOS Ventura 13.0.0.1, MacBook Pro 2020
I loved the art and especially the music. I feel like the game was a little difficult at times, and the use of the shift button was sometimes a little awkward (would have liked the option to also use the Right Shift button, not just left), however overall I genuinly really enjoyed that. Absolute gem.
I am trying to play the game on my 2020 Macbook Pro (MacOS Monterey). I've downloaded the file, unzipped it, yet when I try and play the game, MacOS tells me Application "Osore" cannot be opened. Annoying part is that it does not tell me any error messages.
I was really hoping to be able to play the game, it looks really cool
I mean anyone could see where the inspiration lies, but an incredibly inventive take on the theme and limitation. Impressive how many mini-games there were, but on a couple I did find myself wishing it was more random such as the 'Catch Fruit' and 'Which is more', as it was always the same. (and I did once get two of the same mini-game in a row which was a bit annoying)
Fun game, although I found myself mainly just running around in circles and occasionally shooting at things. (and the machine gun was absolutely overpowered) I did find it quite distracting having to both focus on the dialogue and the combat, and some indicator when you actually got hit would have been nice. But amazingly hilarious stuff.
Very solid entry! as others have said, the sound effects got a bit repetetive, the way I usually fix this is by randomly changing the pitch slightly every time.I would have liked a bit more time in between waves, as usually by the time I killed the last zombie, the next round had just started meaning I had no time to rebuild.
Well the gameplay was ok, (unfortunately I am not a jerry) (and the fact that sometimes you shouldn't actually press the button) but the art definately made it stand out. The music and SFX were also great, and really fit into the game.
I wasn't able to play the game very far tho because of my shitty computer
Soo ummm... This game was absolutely amazing. And thats an understatement. The controls were tight, and the action kept me entranced the entire time (and the only reason I stopped (making sure to bookmark the page) was because I had to rate it and play other games (and I definately should not have been playing it on a laptop)). The amount of stuff you got into it in only 10 days is unbelievable as well. And the difficulty was terrific.
On the graphics side, I was annoyed by the background being in such a different art style to the foreground, but thats just a question of preference I guess.
Oh, and the idea of putting a demo in the menu was great. Definately gonna steal that
So first of all, a really neat concept. I especially liked the idea of the snowmen not actually being able to harm you, just throw you into the freezing ocean.
Gameplay: it was just soooooo sloooowwwww. It got very monotinous, and when you died, it was more a, "awww commee oonnn! I have to do that alll ooovvvveeerrr agggaaaiiiinnnn" instead of the "Darn it! One more try!" feeling that you usually want from a game like this
Music/SFX: the Sound effects were quite cool, and added some character, but I really wish there was some background music instead of just the wind howling
Graphics: The post-processing was nice, but the pixel art needs a bit more work. The player having more than just two frames of walking made it soon very stale, and it would have been nice for a buttom prompt to appear when you can interact with something