So I have done that, and I am still not able to build. It cant find libpods-Screentendo.a. I am assuming that this should be built along with the project. Or prebuilt? I have not had to do much troubleshooting in the XCode build process, so any pointers would be much appreciated.
Yeah I played around with building levels in TextEdit while I was developing the app - it's a lot of fun watching lines of text turn into platforms for Mario, and it allows for iterating on level design really quickly :)
That's a great idea. If I could get the image processing to run fast enough, I'd love to get to a point where you could have Screentendo overlay a video (of a scrolling level for example), and have the level blocks generate as the video played.
My Sony phone has augmented reality toys that kind of do this. Point your phone at a table top, and dinosaurs appear which are able to navigate objects on the table and trees grow out of things.
Nintendo, if given that idea, would love it. They have an upcoming game called Mario Maker that lets you create Super Mario Bros levels, on the Wii U. And the 3DS has a camera.
I'd love to see someone build this as a bookmarklet - I wouldn't know where to begin with image processing in JavaScript. Maybe a project for another day...
All of the technologies it references (e.g. Cocoa, SpriteKit, the various specific API calls it mentions) are all strictly OS X. I would have thought the name "Cocoa" is recognizable enough on its own to indicate OS X.
> All of the technologies it references (e.g. Cocoa, SpriteKit, the various specific API calls it mentions) are all strictly OS X
I've never heard of Cocoa or SpriteKit, as I'm sure is the case for many others who don't use OS X - when seeing the name of something for the first time nobody thinks "oh that must be for OS X"...
> when seeing the name of something for the first time nobody thinks "oh that must be for OS X"
No, but when seeing a few technologies referenced for the first time, your immediate reaction shouldn't be "I bet that's cross-platform" either. And since the screenshots show OS X and the referenced browser (Safari) is an OS X browser, it should be pretty easy to figure out it's an OS X thing.
Could we get a binary rather than install a dependency manager to install a dependency manager to install god knows what to build the code for an app that we'll probably run once than delete?
I mean, it's cool, but it's a lot of work to get it running. A lot more people could appreciate it if you had a binary.
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[ 2.9 ms ] story [ 63.7 ms ] thread(Well, I can dream...)
http://www.theverge.com/2014/4/30/5666092/pixel-press-review
now somebody should hack a bookmarklet?
I've never heard of Cocoa or SpriteKit, as I'm sure is the case for many others who don't use OS X - when seeing the name of something for the first time nobody thinks "oh that must be for OS X"...
No, but when seeing a few technologies referenced for the first time, your immediate reaction shouldn't be "I bet that's cross-platform" either. And since the screenshots show OS X and the referenced browser (Safari) is an OS X browser, it should be pretty easy to figure out it's an OS X thing.
I mean, it's cool, but it's a lot of work to get it running. A lot more people could appreciate it if you had a binary.