Integrating TurboActivate into an OSX installer

Hello,

I've been creating this game using the software Construct 2 and have exported it to a .exe file for windows and a .app folder for Mac.

For Windows, I've used TurboActivate in an inno installer to package the game up and require a product key installation.

My question is this, if Construct 2 is not supported natively by TurboActivate and there is no installer like inno or nsis for OSX, then how can I go about integrating TurboActivate with my .app folder for OSX?

Thanks.

Construct 2 looks like a limited sandbox environment without the ability to call external dlls. We're adding a NodeJS example to TA 4.1, so if Construct 2 can be convinced to run NodeJS code, then that might be a solution.

Another alternative is using TurboActivate in your installers. There are a number of solutions available on macOS, but none are particularly user-friendly.

Could you by chance elaborate on which macOs installer there are that support TurboActivate because I was not able to find any.

The default option is built into macOS. Namely, "Installer": https://en.wikipedia.org/wiki/Installer_(macOS)

To do custom actions (like checking if the license is valid) do pre-install actions: https://developer.apple.com/legacy/library/documentation/DeveloperTools/Conceptual/SoftwareDistribution4/Install_Operations/Install_Operations.html

I'm sorry, I guess I'm still not completely following. I understand the part that I can wrap my .app folder in this native installer program on OSX and that the installer has "pre-install" commands that you can run.

But how does all of this fit into the customer entering in a serial key to be verified by TurboActivate?

What pre-install command would I use to accomplish that? Do I need to create some program that asks for a serial key and verifies that and run that program as a pre-install action?

Sorry for my ignorance for I don't do a whole lot of OSX native things and even less so with it's installer application.