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Mac OSX Convert Game to Mac version

  • Thread starter James FR Boersma
  • Start date
J

James FR Boersma

Guest
Created a game using GM ver 1 on a windows computer and now I would like to convert it to my mac running GameMaker 2. Is there a way to do this?

Running this program on a mac do I need to create a developer id? I was told that I would have to follow the attached steps but to be truthful the program it's a bit confusing - any and all help is greatly appreciated.

https://help.yoyogames.com/hc/en-us...p-And-Distribute-To-Mac-OS-X?mobile_site=true

Thanks in advance!
 
In GMS 1, export your game to a .gmz file.

Copy the file to your Mac.

In GMS 2, Import the gmz file.

Done.

In my experience, the conversion process works even for large projects, as GMS 2 converts any incompatible functions using compatibility scripts.

Just take note, that the compatibility scripts may be slightly slower than the built-in GMS 2 functions, and you might want to read the conversion report and think about converting your game to use the native GMS 2 functions once you are familiar enough with them to do so.

NOTE: You could also install GMS 2 on your windows machine and perform the conversion there.

GMS 2 projects can be opened on both Mac and windows machines (at least it works for me) without any changes.

As far as I can tell, I didn't need to create a developer ID. I just left the Developer ID blank, this will skip the Code Signing check and allow you to build an executable.

I used to have an Apple Developer account active on my Mac, but I no longer have a subscription to it. Don't know if that affects things or not.

EDIT : If you are planning on distributing your game via the Mac or iOS app store, or test it on iOS devices, then yes, you will need a developer ID, which is granted via a subscription to Apple Developer program or whatever it is called at the moment.
 
E

ERIKLRL

Guest
In GMS 1, export your game to a .gmz file.

Copy the file to your Mac.

In GMS 2, Import the gmz file.

Done.

In my experience, the conversion process works even for large projects, as GMS 2 converts any incompatible functions using compatibility scripts.

Just take note, that the compatibility scripts may be slightly slower than the built-in GMS 2 functions, and you might want to read the conversion report and think about converting your game to use the native GMS 2 functions once you are familiar enough with them to do so.

NOTE: You could also install GMS 2 on your windows machine and perform the conversion there.

GMS 2 projects can be opened on both Mac and windows machines (at least it works for me) without any changes.

As far as I can tell, I didn't need to create a developer ID. I just left the Developer ID blank, this will skip the Code Signing check and allow you to build an executable.

I used to have an Apple Developer account active on my Mac, but I no longer have a subscription to it. Don't know if that affects things or not.

EDIT : If you are planning on distributing your game via the Mac or iOS app store, or test it on iOS devices, then yes, you will need a developer ID, which is granted via a subscription to Apple Developer program or whatever it is called at the moment.
How did you not create a developer ID? I'm getting "Could not find matching certificate for Developer ID Application".
 
This is a relatively old post.

Newer versions of GMS 2 now require the code signing, I think its in the release notes of one of the recent builds.

I haven't tested it recently, so I don't remember the details, but I think I was still able to make stand alone builds by opening the XCode project myself and building the project manually from there without needing code-signing.

But if I try to do it all from the GMS 2 IDE, it won't complete the build automatically because of this code signing restriction.
 
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