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by the way, i'm not saying that kitsune tails can't run on mac. it's made using FNA/SDL2, which are highly portable. ethan lee has ported our games without access to source code before, and there's nothing in kitsune tails that would make it impossible to do the same

but there's a big gulf from "this game can run on mac" to "our studio can afford to put out an officially supported mac version and offer support to users on macs and maintain it and keep it running while apple keeps trying to break it over and over and over again"

Giles Goat

@eniko Do you still require the $xxx something per year to be listed/present "on the iOS/OSX store" / be part of "Apple Developer" / be able to "officially" distribute/put out Apple SW ? Our problem was 1. every OS update was breaking something requiring something to be fixed 2. not enough sales 3. the "per year payment" eroding 2 , 4. not enough 'exposure' .. in essence was "quite some work for nothing much added" 😐 Maybe today is different dunno, we don't have Apple PCs around any more.

@gilesgoat no now its a yearly fee to "sign" your code

@eniko When we were working on iOS you HAD to be "a registered Apple developer" and pay $x per year to be to have your SW listed/present on the iOS store. Note there was NO other way to distribute it if not FROM the Apple Store. Then "if you were not on the top 10" basically your chance to make ANY money was close to 0 .. then came the "all iOS GAMES MUST BE FREE TO PLAY" and we know how all the rest gone. When we stopped paying all our games been removed from the Apple Store 😐

@gilesgoat @eniko
Apple has created an ecosystem where millions of people are paying to work for them. (Most of the millions never ship anything, but are paying nevertheless)

Hats off for the achievement, even though I gave up on apple a couple decades ago.