Aspyhre won't work on a Mac, because as far as I know, Aspyre just uses DirectX and DirectX is Windows-only.

Quote Originally Posted by igel457
Andorra 2D should work if you use the GLFW or SDL windowframework (the LCL TOpenGLContext, which is used by default does not work on MacOS, if I'm well informed).

Information about how to use other "windowframeworks" can be found in the "SimpleNoVCL" demo. Simply include "AdSDL" or "AdGLFW" instead of "AdStdWindow".

For me it would be very nice to know whether Andorra 2D runs on MacOS as I don't own a Mac (and don't plan to obtain one...).
GLFW won't work by default. You need to modify following lines in the glfw.pas (Line 356f.). Originally, it should look like this:
Code:
const
{$IFDEF WIN32}
 DLLNAME = 'glfw.dll';
{$ELSE}
 DLLNAME = 'libglfw.so';
{$ENDIF}
Now it need to look like this:
Code:
const
{$IFDEF WIN32}
 DLLNAME = 'glfw.dll';
{$ELSE}
 {$IFDEF DARWIN}
 DLLNAME = 'libglfw.dylib';
 {$ELSE}
 DLLNAME = 'libglfw.so';
 {$ENDIF}
{$ENDIF}
Now you need to get libglfw.dylib. There are two possibilites to do that: Install Fink and download libglfw.dylib and then configure to link against /sw/lib (if that's the directory where you put Fink) or download the source package from the GLFW homepage and compile it yourself. (You need to link against the library, of course.)
When deploying your application, don't forget to leave the path to your library relative or others can't use your application if they don't have Fink installed.
(The better way would be to build a GLFW.framework, I guess, it should work like described above, but I couldn't test it yet.)

As for Andorra2D, I tried a few things, but I couldn't get it to work. Yet. I will try harder once my exams are over.

Phoenix2D should work with the fix described in this post, but I wouldn't recommand to use GLFW on a Mac, because it uses the old Carbon interface, which is an old artefact from Mac OS 9 - times and is still supported in Snow Leopard, but who knows, what will happen with Carbon in Mac OS 10.7?
Furthermore, the GLFW Object Pascal port hasn't been updated since 2005 if I recall correctly.

The safest bet is to use SDL (and/or OpenGL) which uses Cocoa (introduced with Mac OS X and a lot more future-proof than Carbon). This is the combination I'm using at the moment and built a little framework around it, you can check some of the games on my blog and recently my framework has been used for a semi-commercial product.
I'm not quite sure if my framework would fit your needs since I designed it espacially for prototyping and rapid game development.


Update: I tried to port Phoenix in the last hours. Unfortunately without any success and tried the two latest beta versions. There are following problems:
- dglOpenGL.pas needs to be modified like described here: http://delphigl.com/forum/viewtopic....&highlight=mac (last post)
- The FreeImage Delphi Wrapper only supports Windows and is not designed to be platform-independant, there are too many dependencies on Windows.pas
- Also there is no equivalent for getTickCount, so phxTimer won't work