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https://www.youtube.com/watch?v=Um6EsxPX0Ng
But others have also used Whisky quite successfully:
https://www.youtube.com/watch?v=IWRWb-uYN5k
https://www.youtube.com/watch?v=zSieDWEaFCQ
Both methods seem to offer good performance and could be a temporary solution for macOS users. However, an official way is always the best way, and a fully-fledged port would be most welcome by the community!
Setting up a crowdfunding project for a macOS version could be a great solution. This would allow interested users to show their support directly and help measure the actual demand, potentially justifying the effort required for an official port.
The biggest challenge is the paper work when you try to release on Apple products. You've to pay for an dev account and so on. They are for a reason more secured than Windows or something similar.
The new engine update does allow for application into other operating systems.
- There's a long list of platforms that can be designed for.
Now if the developer has the time ...yet. is another thing.
- I'll assume that after the finished and "polished" game is done it could be designed and offered on other platforms.
ONE project at a time, as we are still only on an early release version.
Please show your work and provide links to any market research that supports your answer.
It’s just a matter of business decisions and the lead developers’ creative approach to adjust the libraries for Macs. While porting games to Macs with the latest development kits can be challenging, especially with custom game engines, it’s not as difficult as some people think.
That is just wishful thinking and conjecture, and it does not answer my question.
So again, I ask -- How many additional units do you Macbois think will be sold if the developers port it to Mac?
And again -- Please show your work and provide links to any market research that supports your answer.
And second, the idea of using Kickstarter is great for exactly this purpose, to see how many people are interested and if the dev thinks the demand isn't big enough he could easily refund all kickstarter backers and stop the idea of porting it to macOS.
Now if the dev doesn't want to with or without naming reasons, that's also fine at least for me, but I'm still not sure where in this pipeline YOU are DEMANDING people personally deliver you research 😂
If you want the developer and publisher to take your request seriously, then you have to demonstrate that porting to Macs is feasible both technologically and economically. Although the former is probably a given, you have failed to demonstrate the latter. Furthermore, I do not think you can, which reduces this entire discussion to a gaggle of Macbois whining.
I do not have a problem at all with you Macbois, or even with people asking for a Mac port.
What I have a problem with is this kind of self-serving crap --
OK. You've made the assertion. Now back it up.
And people either can't or won't, so it's nothing more than a projection of their wishful thinking.
But that doesn't stop them from getting all bent out of shape when someone asks that they provide some proof with their begging.
I have a problem with this, too --
But what he really means is "What do you all think as long as you agree with me."
Sorry, but I did not realize that one was required to agree with the OP in order to post here.
I shall try to be more careful in the future.
I'm sure if the devs want to grab some of that 10-15% of the desktop market, they will port it to MAC eventually. Right now they are busy actually making the game though. I doubt handing off an incomplete game to another studio to port, just to attempt to cater to a possibly non existent customer base is a high priority.