Fadermanjensen
Newbie
- Mar 7, 2018
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On the patreon there is a post titled "
You must be registered to see the links
!" would anyone be willing to write what it says here?Good thing that didn't happen, cuz it'd be weird being the chick getting fucked.Goddamn I wish mc could take over Korra's body in the beginning
Not gonna bother transcribing, because it's about the Halloween Update that dropped last night/this morning, that post is a few days old relating to today's release not the main update.On the patreon there is a post titled "You must be registered to see the links!" would anyone be willing to write what it says here?
Thanks and a questionFor sure! First you google 'renpy sdk' and should be taken to the renpy home website, and the link should be to the page which has download links for the SDK. Choose the .dmg option. Unpack the .dmg and you'll now have a folder which should be named something like renpy-7.xxx.xxxx-sdk. If you open the folder you should see an icon called 'ren'py launcher'. If you place a game folder in the renpy-xxxxxxx-sdk folder, by dragging the folder from your desktop into the folder, and double click the 'renpy launcher' icon, it should bring up a list of 'projects' on the left hand side; these are your games. Simply select a game and click 'launch project' on the bottom right. It should then allow you to play the game. If you have any issues getting it to work I'm happy to help. I'd link directly but I'm not sure if I'm allowed to.
yeah, thanks. i also just noticed it's a separate DLNo, because new content hasn't been released yet.
The only update we got as of recently was the halloween bit, nothing else. The actual "game" update hasn't even come out yet for reasons explained a couple posts above yours.
RPGMaker is the same yeah (a complete game also acts as the "project file" for that game which you can just open in the editor), Unity I'm less sure about. If it's Mono based you could theoretically decompile all the code, extract all the assets and have a 1:1 copy of everything necessary to rebuild the project for Mac/Linux/Android, but I don't know if there's an easy one click solution for it out there. And if it uses IL2CPP (the logic of the game gets written to a native Windows binary), you're out of luck.Thanks and a question
Can the similar thing be done with RPGM and unity with mac
RPGMaker is the same yeah (a complete game also acts as the "project file" for that game which you can just open in the editor), Unity I'm less sure about. If it's Mono based you could theoretically decompile all the code, extract all the assets and have a 1:1 copy of everything necessary to rebuild the project for Mac/Linux/Android, but I don't know if there's an easy one click solution for it out there. And if it uses IL2CPP (the logic of the game gets written to a native Windows binary), you're out of luck.
On the bright side there's always Wine, and it's a matter of clicking a single button on the developer's end - so most Unity games end up having a Mac/Linux version anyways.
Laziness, pretty much. I'd also hazard a guess that most devs don't have fancy build systems or scripts for their game that automatically compiles, packages and uploads all three versions without any input. It's much more likely (even with a "high profile" game like Summertime Saga) that they literally open an editor, click "Windows build", close it, open it again, click "Mac build", right click on the folder, manually create a zip archive with WinRAR, go to Mega in their browser, etc.The issue for me is, why should I have to go through all of that, when the developer makes Mac versions of a game, but it gets ignored in updating. I started out in Unix, so when OS X came out, I went back to my roots, since most of the older VME systems used the Motorola CPU's and a lot use the PowerPC CPUs today. I developed a lot of embedded systems and tested them under OS X.
*shrugs* So, someone like myself, would be helpful to trouble shoot coding issues. Could I download the Ren'py developer kit and then down load windows game and then make a project? Sure, the question is, why should I have to. There are several games, besides this one that have basically lagged the Mac Users by several releases.
Please don't go to the flame war on operating systems.
ThanksRPGMaker is the same yeah (a complete game also acts as the "project file" for that game which you can just open in the editor), Unity I'm less sure about. If it's Mono based you could theoretically decompile all the code, extract all the assets and have a 1:1 copy of everything necessary to rebuild the project for Mac/Linux/Android, but I don't know if there's an easy one click solution for it out there. And if it uses IL2CPP (the logic of the game gets written to a native Windows binary), you're out of luck.
On the bright side there's always Wine, and it's a matter of clicking a single button on the developer's end - so most Unity games end up having a Mac/Linux version anyways.