I'm not a Mac-person so please bear with me.
I took it to my daughters and tested it, and it ran without a hitch, so I'm thinking here ... is this something that all developers run into, when building for a Mac version?
If it is, then this info should be saved somewhere for everyone to see.
I hope it helps everyone out when it comes down to the Mac version of my little project.
Thanks for taking the time to share this.
Cheers - Kaffekop
Not sure why those permission weren't set, but at a guess it may have happened during the zipping/unzipping process. ¯\_(ツ)_/¯
Overall, regardless of engine, Ren'Py, RPGM, Unity, et al, they generally stop at the generating the build, which makes sense, since that's all they're built for, but there's two additional steps a developer could take if they want to be more Mac friendly.
- Create a Mac installer package, so things like permissions are set correctly and you can avoid issues like this. There are books and websites dedicated to doing this, and if you're interested let me know and I can forward some along.
- Sign both the installer and the application with a Developer's cert. (Though this step probably only makes sense for a final version). Signing means that both the installer and the app will be trusted by the Mac and won't prompt the user to see if they really want to open/run them. Getting an individual Apple Developer account for Mac is $99 a year.
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Though there will likely be a learning curve involved of varying degrees depending on one's familiarity with the Mac, e.g. it may be harder and therefore a lower priority for some. That's OK. I see the above as a "nice to have", and so far the community has managed to come through with issues like this. Us old timers are used to do some digging and tinkering to get games to work on the Mac. Sometimes, it's part of the fun.