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katini

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A member registered Jul 20, 2023 · View creator page →

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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.

actually I'll try to build it myself since I'm cool like that

but it would be like, even cooler if you could just download it

desperate for a Mac release