To move the entire selection, drag from within the selection. Drag to select an area of the screen to record. Click in the onscreen controls.Use the thumbnail to trim, share, save, or take other actions. Or press Command-Control-Esc (Escape). To stop recording, click in the menu bar.Please be aware that GMS2 expects a case-insensitive system (which is the default when installing macOS), and whilst we aim to remove this restriction from our tools for v2.3.0, we cannot control what the external build tools SDKs require, so you may find some platforms will still fail to build projects. However, please ensure that your Mac meets GMS2's system requirements before continuing with this guide.Fast and simple installation process, as well as inbuilt full-screen mode Installing our TurboC++ OS X wrapper app on your Mac is just a matter of clicking Next on each of the installer’s screens and, after the installation process is finished, you can run it from the Applications folder by double clicking the TurboC application that can be. In this article we give the required steps to get the macOS platform up and running. Screen, scroll down and expand Advanced Settings and ensure that Mac.GameMaker Studio 2 Indie subscription and above come with the three PC export platforms: Windows, Mac and Ubuntu.
NOTE : As part of your developer agreement with Apple, you agreed to use a real, physical Mac to build and submit your apps. OS X and Windows have this ability built right into them, meaning you can easily share your Mac’s screen with Windows PCs, and vice versa.Note that this FAQ assumes you already have an Apple Developer account, but if you are new to Mac development and/or do not have a Developer Account with Apple, then the following link will take you to a tutorial that explains everything related to getting your developer subscription and creating certificates, etc. On the client(s), put in the server machines IP address (or use Bonjour/auto configuration when prompted) and 'start' them.Sharing your screen remotely is a convenient way to access another computer as if you’re sitting in front of it. Based on Googles Material Design launch screens guidelines, there are two main types of launch screens.Ensure the 'screen name' matches exactly (case-sensitive) for each configured screen - the clients barrier windows will tell you their screen names (just above the server IP). Ns build android -release -key-store-path. ![]() This should show all the different signing identity certificates options that you have:Set Up Communications Between Your Mac and PC(If you are using the Mac IDE and don't need to connect to a PC, then you can go directly to the section Set Up Your macOS Preferences further down on this page.)If you are using the Windows IDE, then you now need to set up your Mac to permit remote login and file-sharing to and from your PC. Your different certificates will now be retrieved. Select the Apple ID you just added and then on the right of the window click the Team Name and then the button Show Details. Choose Add Apple ID from the pop-up menu.In the dialog that appears, enter your Apple Developer ID and password and then click Sign In. In the lower-left corner, click the Add button (+). At the top of the window, click the Accounts button. For that you need to follow these steps: Select the checkbox next to the user account that will be used to share files with Windows users, enter the password for that user, then click OK. Select " Share files and folders using SMB." In File sharing, click Options. Select the Remote Login checkbox first then the File Sharing checkbox. Click the Add New Device button and then fill out the details (below you can see an example of what information is expected):The top field, Display Name is simply a name that you can give to the device so that it is easy to identify in the devices list. You will need to supply at least one Mac device, so click the small "pencil" button:This opens the macOS section of Device Manager, where you can add one or more Macs to use as build machines. (Windows computers normally use either WORKGROUP or MSHOME.)(Mac IDE users you will already have a "Local" device added automatically by GMS2, so you don't need to create a new device unless you actually have other physical Macs you'd like to target as build machines.)Back in GameMaker Studio 2 and in Target Manager, you can see that there is a section marked Devices. If you don’t know the workgroup name, on the Windows computer open Control Panel > System and Security > System. Click the WINS tab, then enter the workgroup name used by the Windows computer. Compile Screen Code On TheIf all has gone correctly your project should now run (although, with YYC compile times may be longer than for VM).Note that you can also test your game using the "Debug" button on the menubar. Regardless of whether you are on a PC or a Mac, or whether you are using the VM or YYC output, you can simply click the "Play" button on the menubar and the game will quickly build. We would recommend that you leave the Install Folder value as the default whenever possible.To get the IP address or network name of the Mac system, open the System Preferences app on the Mac and then open the Network component.When that is setup, you can then click the Test Connection button, and if you have installed all the required packages and the Mac machine is visible over the network, then it should say all was successful:Now ensure you click the Apply or OK button in Device Manager to save this new device!Now that you have set up Xcode on the Mac and selected your build device inside GMS2, you need to perform one final task before you can start to build and test projects, and that is to set up the macOS Preferences.So, open Preferences (from the File menu on Windows and the GameMaker Studio 2 menu on Mac) and under Platform Settings > macOS you need to specify your Team ID, which is what Xcode will use to identify you when selecting which signing certificates to use:NOTE: You can find your Team ID from the "Membership" section of your Apple Developer Account.(If you are reading this guide because you were sent here from the iOS or tvOS guide, then as well as configuring macOS above, make sure you also configure iOS/tvOS as you require, as it's the same Team ID value you will need there also.)You can now click the " Apply" or " OK" buttons, close the preferences and continue on to testing a project.You are now ready to test your project. The User Name and Password are for the macOS user account that will be used on that Mac. Can you use salesforce for outlook with macBe aware that running the debugger may require some extra permissions from the OS in terms of allowing firewall access, etc.When you are ready to publish your macOS app, you will want to compile a final executable package. For more information about the debugger and what you can do with it, see the manual. The debugger then permits you to see in detail how your game is performing, as well as set breakpoints and use these to check for issues or eliminate bugs.
0 Comments
Leave a Reply. |
AuthorMike ArchivesCategories |