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#1 pucone

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Posted 26 July 2012 - 12:47 AM

Hi all - quick question for those who have already embarked on their journey of OS X development. First of all, the connection between my PC and my Mac is fine, and the runner has shown up in my Applications folder. However, the runner doesn't seem to receive any data from GM:Studio and I'm seeing this error in the compile window:

(writing chunks etc)
Hello World
CopyDMG
pscp: unable to open /Applications/GameMaker-Studio/Mac-YoYoRunner.dmg: permission denied

Anyone seen this? Also, what is the proper sequence of steps for testing a build? Should I start the runner on the Mac and then compile the game on the PC? Vice versa? Does it matter?

*edit*

Logging in as a different user seems to have resolved this. For the record, the runner will start up on its own once the transfer goes through successfully.

Edited by pucone, 26 July 2012 - 07:27 AM.

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#2 pucone

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Posted 26 July 2012 - 04:20 PM

Ok, another question here. When I compile a build for OS X (standalone, not the app store), it seems like the zip file that gets sent to my Mac is different than the one saved on my PC. I can't figure out how to run the built that gets sent to my Mac, though I don't know much about Macs so it's very possible I'm missing something obvious. However, if I copy the zip saved on my PC to the Mac manually, I can run that with no problems. Is this a bug?

The Mac zip contains the following files in it:

assets/game.ios
assets/game.yydebug
assets/options.ini

The zip on my PC contains the following:

LSTesting.exe.app/Contents/_CodeSignature/CodeResources
LSTesting.exe.app/Contents/MacOS/Mac_Runner
LSTesting.exe.app/Contents/Resources/game.ios
LSTesting.exe.app/Contents/Resources/game.yydebug
...and many more

*edit*

It turns out that GM:Studio sends two zip files to the Mac when you a build an OS X game. One of these is the file I mentioned above, which was sent to Applications/GameMaker-Studio. I just found the other - the one you can actually execute - in the active user's home folder.

Edited by pucone, 26 July 2012 - 09:53 PM.

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#3 pucone

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Posted 27 July 2012 - 12:25 AM

Might as well continue making this thread my personal OS X devblog. Don't let that stop you if you're able to chime in and help, though.

Now that I can successfully build an OS X app, I've decided to attempt to make a build for the Mac App Store. I've checked the 'Build for Mac App Store' box in the project's Global Game Settings. However, when I try to build an app, I get these error messages in the compiler:

/Users/GMTEST/GameMaker-Studio/LSTesting.exe/LSTesting.app: replacing invalid existing signature
/Users/GMTEST/GameMaker-Studio/LSTesting.exe/LSTesting.app: User interaction is not allowed.
2012-07-26 20:04:42.417 Application Oven[647:1007] /usr/bin/productbuild --component LSTesting.app /Applications --sign 3rd Party Mac Developer Installer /Users/GMTEST/GameMaker-Studio/LSTesting.exe/LSTesting.pkg
Error signing data.
productbuild: error: Could not sign product at "/Users/GMTEST/GameMaker-Studio/LSTesting.exe/LSTesting.pkg".
2012-07-26 20:04:43.864 Application Oven[647:1007] productbuild: Adding component at /Users/GMTEST/GameMaker-Studio/LSTesting.exe/LSTesting.app
productbuild: Signing product with identity "3rd Party Mac Developer Installer: <my identity>" from keychain /Users/GMTEST/Library/Keychains/login.keychain
productbuild: Adding intermediate certificate "Apple Worldwide Developer Relations Certification Authority"

A .app is transmitted to my Mac, but the .pkg file is not.

So, I think I have all the necessary certificates and a properly installed Mac Developer provisioning profile - although I'm not sure it even matters, given that the guide on the yoyo wiki suggests you can build a .pkg before creating an app id or any certificates.

Any idea why the pkg may not be being created or what the error signing message means?

*edit*

This looks to have been an issue with my App Certificate and/or Mac Installer Certificate permissions. If you expand each Certificate in OS X's Keychain Access utility, you can double-click the key icons to open a new menu. Selecting the Access Control tab will display some radio buttons. The default selection is "Confirm before allowing access", but changing this to "Allow all applications to access this item" allowed me to actually make a signed pkg. No idea if there's a better solution or if this is insecure in any way.

Since I'm not really ready to submit an app, I'm going to move on to testing iPhone and iPad builds.

Edited by pucone, 27 July 2012 - 01:08 AM.

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#4 mesterman

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Posted 27 July 2012 - 06:13 PM

Might as well continue making this thread my personal OS X devblog. Don't let that stop you if you're able to chime in and help, though.


A .app is transmitted to my Mac, but the .pkg file is not.

So, I think I have all the necessary certificates and a properly installed Mac Developer provisioning profile - although I'm not sure it even matters, given that the guide on the yoyo wiki suggests you can build a .pkg before creating an app id or any certificates.

Any idea why the pkg may not be being created or what the error signing message means?

*edit*

This looks to have been an issue with my App Certificate and/or Mac Installer Certificate permissions. If you expand each Certificate in OS X's Keychain Access utility, you can double-click the key icons to open a new menu. Selecting the Access Control tab will display some radio buttons. The default selection is "Confirm before allowing access", but changing this to "Allow all applications to access this item" allowed me to actually make a signed pkg. No idea if there's a better solution or if this is insecure in any way.

Since I'm not really ready to submit an app, I'm going to move on to testing iPhone and iPad builds.


That was my problem as well, which I posted in the other thread...It worked for me as well...

I found that I had two copies of each key for all my certificates/ids in the 'keys' section. Don't know if that is normal or not.

Thanks for your help,
Marty
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