HyperMushrambo

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I was researching and it seems that RPG Maker MV can't deploy for Mac? So it looks like my only alternative would be to get a mac (lol) or get MZ (which if I'm not mistaken can deploy for Macs, correct?). I did find this article though https://hackmd.io/@Mirai/macOSGameforWin detailing a manual way to make the game work. Does anyone know if this actually works, or would anyone be in a position where they could test this? If so it would be a possible hope for a text adventure project I'd like to start but I want to be able to support both Windows and Mac players.
 

ATT_Turan

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I was researching and it seems that RPG Maker MV can't deploy for Mac?
That's not correct - the product information page for MV says with a very large caption:
1696299294607.png

However, near the end of its development cycle, MacOS made some significant changes which made MV games unable to run correctly, which is why the product page also says under system requirements:
1696299373528.png

MZ can natively deploy for MacOS just like MV can, except it's an actively developed product and supports current versions of MacOS.
 

HyperMushrambo

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That's not correct - the product information page for MV says with a very large caption:
View attachment 278807

However, near the end of its development cycle, MacOS made some significant changes which made MV games unable to run correctly, which is why the product page also says under system requirements:
View attachment 278808

MZ can natively deploy for MacOS just like MV can, except it's an actively developed product and supports current versions of MacOS.
Pardon
*I was researching and it seems that RPG Maker MV effectively can't deploy for Mac?

So to rephrase my previous question.
So it looks like my only alternative *if I want to make games for people with current operating systems would be to get a mac (lol) or get MZ (which if I'm not mistaken can deploy for Macs, correct?). I did find this article though https://hackmd.io/@Mirai/macOSGameforWin detailing a manual way to make the game work. Does anyone know if this actually works, or would anyone be in a position where they could test this? If so it would be a possible hope for a text adventure project I'd like to start but I want to be able to support both Windows and Mac players.
 

ATT_Turan

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No, getting a Mac has nothing to do with it. As mentioned above, macOS from Big Sur changed how it supports OpenGL and 32-bit programs, such as MV executables. Deployed MV games will not run correctly on it.


I have seen some people claim that using a specific version of NW.js will make MV games run error-free on current Macs, but I have never seen anyone provide that specific version that others could corroborate (and that wouldn't affect the application itself being 32-bit). And if it were as simple as using the Web deployment and wrapping that in an archive, it would be all over the forums.

If it's important for you to release for Mac, you need to use MZ.

Just out of idle curiosity, isn't RPG Maker overkill if you're just trying to make a text adventure?
 

HyperMushrambo

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No, getting a Mac has nothing to do with it. As mentioned above, macOS from Big Sur changed how it supports OpenGL and 32-bit programs, such as MV executables. Deployed MV games will not run correctly on it.


I have seen some people claim that using a specific version of NW.js will make MV games run error-free on current Macs, but I have never seen anyone provide that specific version that others could corroborate (and that wouldn't affect the application itself being 32-bit). And if it were as simple as using the Web deployment and wrapping that in an archive, it would be all over the forums.

If it's important for you to release for Mac, you need to use MZ.

Just out of idle curiosity, isn't RPG Maker overkill if you're just trying to make a text adventure?
Ah gotcha thanks for clarifying, that's frustrating but it is what it is. I wouldn't want to bank on making the whole game in MV and trying to use the NW.js only to find it doesn't work either.

Yeah no, fair question. To make a long story short, I have a game that I've been working on for about 3 years now in the Quest Text Adventures software. Quest itself is Windows only, however the Quest website has an online player that works on Mac and even mobile and several of my players rely on that. However, over the last 2 weeks the website's servers have been down and we creators have heard nothing from the site admins so it's very possible the site has been abandoned. I'm trying to find a replacement that I can re-build the game in and since it is an actual text adventure game with npcs and items and such about 99% of "interactive fiction" programs wouldn't work. I have to either learn how to code which could take who knows how long, use RPG Maker which I know could at least handle it and I'm at least familiar with, or find another program that is made for actual Text ADVENTURES and not just "Interactive Fiction" which so far I've had no luck finding :(
 

Andar

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trying to use the NW.js only to find it doesn't work either.
yes and no
you can change/update the nw.js version just for deployment, but there are two problems when going to MacOS:
First, you'll need two different versions of nw.js for different MacOS versions, one for the older OS and a different one for the newer OS versions. And as @ATT_Turan I don't know which versions, although I remember reading the forum topic where both versions were listed and confirmed. I just can't find it anymore.

Second, MacOS uses a different file system than Windows, and that includes a flag for apps that doesn't exist on a NTFS or FAT type drive. So if you deploy from Windows, that flag is not set and you get a folder where the Mac has an app (all MacOS-apps are basically disguised folders).
To solve this you would need a computer with MacOS (either true Mac or virtual) and manually set the flag on the MacIntoss drive through it, or install the Mac-version of MV/MZ and deploy through there to a Mac-harddrive.
 

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