

Part of the work ethic of this field (that apparently only I believe in) is to not deliver terrible software to end users, and it is my personal opinion that Electron developers choose what is easiest for them to get another round of funding going, and not what is best for the users who actually consume the product. Even games are played so that the life of the player can be enriched. if you think anything different, you likely have an MBA or don't understand why people pay for or use software. the entire reason we write software is so that an end user's life can be made easier. I am saying that Electron is a tool of a developer who cares about their own experience over the experience of all of the users of the software they write, combined. How many laptop charge cycles are caused entirely by electron apps using more power than traditional applications? impossible to know for sure, but easy to know that it is far greater than zero.ĭoes this mean that you can carry my preference to its extreme and assume that I am advocating that all applications be written in Assembly and be extensively tuned? no, it does not. how many chunks of coal burned solely to give Electron the Watts required to do what it is doing over something more reasonable? it is definitely more than zero. It's not a bottleneck, but it is extraordinarily inefficient.

Just to clarify, I am not expecting any profits from this game: I'd release it as a free-to-play, no ads, in browser game. What would be a good movement at this point? Ask for the price for the rights? I guess it would be in hundred thousands of dollars? But I don't want to spend months on it and having it down as soon as I release it (and break my relationship with them). However, months have passed since this response and I am still very interested in proceed with the game (developing the game is very fun, and I am sure fans would love it). We therefore recommend that you do not proceed with your project. > Whilst we value your support as a, your question touches on many complicated intellectual property issues and, as a result and as you probably aware, we typically don’t give advice or permission except to say that we object to any unauthorized use of our IP, as well as to any use that casts the works in a negative light, or that falsely implies an endorsement by or association with us. I have very good relationship with the IP owners / lawyers, and I even asked them permission to create the videogame.

I've been working on a videogame (one player, on the browser) based on a very popular IP (let's say Star Wars, but it is not Star Wars).

Hacking this thread to ask a questino about videogames/copyrights/trademarks. When it was just us in the arcade in the afternoons, we'd play each other with variants like "random character" and "one handed" and "blindfolded" just to screw around and wait for the evening when the fish would show up. All the good players kind of had a pact not to play each other, to maximize our game time. I'd go to the machine with one quarter and play for an hour with a line of people behind the left controller waiting to pay a quarter to lose. The better you got at the game, the cheaper it was to play for a night, since the winner of the match got to play the next game for free. The great thing about playing fighting games in the arcade was that it financially rewarded skill. Then later during junior and senior years when I moved a mile across campus, I'd hit up the local arcade which just got a brand newly released MK3 machine.
Mortal kombat trilogy rom free#
They had a MK2 machine in our commons next to the pool tables that I'd play during every free moment, then sprinting to and from classes. Oh, boy! I blame my low college GPA on a Mortal Kombat addiction.
