MAC Build need to be Contained app?, Please Help me to Finish my game
by EfrenStudios · in Torque Game Builder · 06/01/2011 (9:54 am) · 10 replies
Hi Folks,
I really need your Help right now.
I have a game about to be released (June 8) in GameHouse site, but I have an Issue. The name of the game is Fairy Tales - Four Seasons Stories, you can see the promo here:
www.youtube.com/watch?v=QSge0vmB_xc
The problem I have right know is that the MAC build of the Game it is not an Contained App. The publisher was planing to release both versions (PC and MAC) this June 8, but 2 days ago they told me that the Mac build needs to be a contained App to be wrapped with their service and I have until tomorrow to have the problem fixed If I want to see the two versions released in the same day (otherwise I will have to wait another long period to publish the mac version).
This is the information what they say to my word by word:
"The Mac build did work correctly but could not be wrapped with our DRM because it's not a contained app. To release it on GameHouse it needs to be all within one app and have no external folders."
I did all the development in Windows 7 and I just make a Mac build inside windows (File > Build Project > Platform > Mac). This gave me an .app file and two external folders that this app is dependent.
Do you know how to make this .app file a self contained app? (self-contained).
As far as I investigated, there is an option call "show package contents" in mac, and I tried just to add this folders into the .app package, but doesn't work, the file generates and error on console:
"LSOpenURLsWithRole() failed with error -10810 for the file /Users/germanhl36/Downloads/Fairy/Fairy Tales - Four Season Stories.app."
Please, If any one know how to correct this and make the app contained by itself I will be pleased for my entire life, I really need the help.
Thanks in advance!
I really need your Help right now.
I have a game about to be released (June 8) in GameHouse site, but I have an Issue. The name of the game is Fairy Tales - Four Seasons Stories, you can see the promo here:
www.youtube.com/watch?v=QSge0vmB_xc
The problem I have right know is that the MAC build of the Game it is not an Contained App. The publisher was planing to release both versions (PC and MAC) this June 8, but 2 days ago they told me that the Mac build needs to be a contained App to be wrapped with their service and I have until tomorrow to have the problem fixed If I want to see the two versions released in the same day (otherwise I will have to wait another long period to publish the mac version).
This is the information what they say to my word by word:
"The Mac build did work correctly but could not be wrapped with our DRM because it's not a contained app. To release it on GameHouse it needs to be all within one app and have no external folders."
I did all the development in Windows 7 and I just make a Mac build inside windows (File > Build Project > Platform > Mac). This gave me an .app file and two external folders that this app is dependent.
Do you know how to make this .app file a self contained app? (self-contained).
As far as I investigated, there is an option call "show package contents" in mac, and I tried just to add this folders into the .app package, but doesn't work, the file generates and error on console:
"LSOpenURLsWithRole() failed with error -10810 for the file /Users/germanhl36/Downloads/Fairy/Fairy Tales - Four Season Stories.app."
Please, If any one know how to correct this and make the app contained by itself I will be pleased for my entire life, I really need the help.
Thanks in advance!
About the author
I worked on a outsourcing videogame company on the past but now I am want to make my own games, after years trying I hope to finally do it with Torque Blessing Help! http://efrenstudios.daportfolio.com/
#2
I also tried in another MAC notebooks and God knows how just work fine with the publisher.
Anyway.
So, just need to putting all the .dso files into the Resources sub-directory? Or it's better to move the complete folders?
The thing is I need to just have the .app file and no folders, I guess with this you are telling me I need to do something like:
-Move the common folder, game folder and main.cs file into the resources sub-directory
or
-Move just the .dso files into the resources sub-directory and the other folders just inside the main .app directory.
Which of this suppositions is alright?
Sorry for the inexperience, you are really my hope here, so thanks of your response!
06/01/2011 (11:46 am)
Yes, I know that was a Noob move, but that was my only resource, strangely the mac build that I did works fine (without be contained) for the publisher but doesn't work at all for me (I have a MAC notebook, Mac OS X, version 10.5.8, proccesor 1.5 Ghz, memory 1.25 gb). I also tried in another MAC notebooks and God knows how just work fine with the publisher.
Anyway.
So, just need to putting all the .dso files into the Resources sub-directory? Or it's better to move the complete folders?
The thing is I need to just have the .app file and no folders, I guess with this you are telling me I need to do something like:
-Move the common folder, game folder and main.cs file into the resources sub-directory
or
-Move just the .dso files into the resources sub-directory and the other folders just inside the main .app directory.
Which of this suppositions is alright?
Sorry for the inexperience, you are really my hope here, so thanks of your response!
#3
Additionally, you should make sure to set the log level to 0 (i.e. no logging) - by default, Mac TGB games write console.log in the same place they find main.cs, and it's not safe to assume that the user running the game is able to do that. (For example, if they authorize as Admin to drag the game to /Applications, but then their children run the game as a non-privileged user.)
FWIW, your game will ordinarily run just fine without having its contents moved to Resources/. Doing so is a specific requirement of the DRM this publisher is using, not of Mac builds in general - although it's still a good idea in general, simply because your game is then a self-contained unit that users can move around easily without fear of breaking your game.
06/01/2011 (1:13 pm)
The first - move all the folders & the main.cs file into Resources/.Additionally, you should make sure to set the log level to 0 (i.e. no logging) - by default, Mac TGB games write console.log in the same place they find main.cs, and it's not safe to assume that the user running the game is able to do that. (For example, if they authorize as Admin to drag the game to /Applications, but then their children run the game as a non-privileged user.)
FWIW, your game will ordinarily run just fine without having its contents moved to Resources/. Doing so is a specific requirement of the DRM this publisher is using, not of Mac builds in general - although it's still a good idea in general, simply because your game is then a self-contained unit that users can move around easily without fear of breaking your game.
#4
Unfortunately that doesn't work, the publisher says: "just displays a black screen about 6 inches square"
However, I have not tried to change the log level to 0, may be that could be the issue.
I have never do it so either, could you tell me where to change it? I remember I saw it in a .cs file, but I don't remember which and I am having a hard time finding it :(
06/01/2011 (3:47 pm)
Thanks Sherman.Unfortunately that doesn't work, the publisher says: "just displays a black screen about 6 inches square"
However, I have not tried to change the log level to 0, may be that could be the issue.
I have never do it so either, could you tell me where to change it? I remember I saw it in a .cs file, but I don't remember which and I am having a hard time finding it :(
#5
06/01/2011 (3:51 pm)
I usually do it as early as possible, in the top-level main.cs, to avoid any chance of something else accidentally trying to write to console.log.
#6
06/01/2011 (6:05 pm)
Great, I see it now thanks.
#7
You will probably need a Mac (or a Mac programmer) to make some quick source edits and recompile. Part of the problem can be solved in script, but there are also some other annoyances.
06/02/2011 (8:06 am)
There are many things which the Mac build needs to have changed to best follow the guidelines for Mac apps in general. Stock TGB craps logfiles and settings all over the place. Even tries writing to the app directory (inside the bundle when you make it all contained in the app bundle).You will probably need a Mac (or a Mac programmer) to make some quick source edits and recompile. Part of the problem can be solved in script, but there are also some other annoyances.
#8
The issue is that the MAC I have is a PowerBook G4, with a PowerPC G4 Processor, and when I make the build I can't execute the app because pops me an error saying "You cant run this app cause is not compatible with this architecture".
So, I figure out that the only architecture that I can work with is a Mac with a Intel Processor Instead. I must need to buy or get borrow a Mac with Intel to dig into this problem :(
06/02/2011 (9:15 am)
Yes indeed Ronny.The issue is that the MAC I have is a PowerBook G4, with a PowerPC G4 Processor, and when I make the build I can't execute the app because pops me an error saying "You cant run this app cause is not compatible with this architecture".
So, I figure out that the only architecture that I can work with is a Mac with a Intel Processor Instead. I must need to buy or get borrow a Mac with Intel to dig into this problem :(
#9
06/02/2011 (12:21 pm)
Yeah, PPC is pretty much dead. Some still want universal binaries with PPC code included (like PopCap), but since the latest Xcode doesn't even allow you to build for the oldest architecture there isn't much you can do anymore. Maintaining two Xcode instances is a pain.
#10
06/02/2011 (2:29 pm)
Yeah, I thought I was pretty much the last PPC holdout here - I raised all kinds of hell about it when Torque went Intel-only a while back. But even I have an Intel Mac now... :-)
Torque 3D Owner Sherman Pendley
Anyhow, the external folders with the .dso files & such need to be moved to the Resources/ subdirectory inside the .app bundle.