Castle Platformer - completed - would like feedback

Discussion of hardware and software development for Super NES and Super Famicom.

Moderator: Moderators

Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
lidnariq
Posts: 10677
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Castle Platformer - completed - would like feedback

Post by lidnariq »

wikipedia:Poaching (disambiguation) wrote: In business, poaching refers to the practice of attracting workers from a rival company with better pay and conditions; see also Executive search
The use of "poaching" here (by parallel with the hunting/fishing sense) implies some perception of doing so "unfairly", whatever that means.
User avatar
Drew Sebastino
Formerly Espozo
Posts: 3496
Joined: Mon Sep 15, 2014 4:35 pm
Location: Richmond, Virginia

Re: Castle Platformer - completed - would like feedback

Post by Drew Sebastino »

How can you even sue someone for that? It's just like quitting your job to go get one you think is better.
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Castle Platformer - completed - would like feedback

Post by tepples »

Espozo wrote:How can you even sue someone for [attracting a key employee from another company]?
By claiming that the new hire will inevitably disclose trade secrets in the course of his employment.
Sik
Posts: 1589
Joined: Thu Aug 12, 2010 3:43 am

Re: Castle Platformer - completed - would like feedback

Post by Sik »

Espozo wrote:You mean, you can just talk to him like that?
Twitter =P
Espozo wrote:What does John Carmack do now?
Stuff with VR tech (he joined Occulus before it was acquired by Facebook, just to make it clear).
Espozo wrote:Just thinking though, has there ever really been a publicized 2D engine? There are plenty of 3D ones, like all the id ones that were just listed.
The problem with 2D is that it's much easier to make from scratch (sometimes to the point of being outright trivial) so nobody bothers. 3D has a lot of annoying quirks to deal with (like figuring out when a mesh should be rendered, with 2D you just check against the camera boundaries but with 3D one of the axes extends to infinity), so developers prefer to use a premade engine when feasible.
Optiroc
Posts: 129
Joined: Thu Feb 07, 2013 1:15 am
Location: Sweden

Re: Castle Platformer - completed - would like feedback

Post by Optiroc »

Sik wrote:
Espozo wrote:Just thinking though, has there ever really been a publicized 2D engine? There are plenty of 3D ones, like all the id ones that were just listed.
The problem with 2D is that it's much easier to make from scratch (sometimes to the point of being outright trivial) so nobody bothers. 3D has a lot of annoying quirks to deal with (like figuring out when a mesh should be rendered, with 2D you just check against the camera boundaries but with 3D one of the axes extends to infinity), so developers prefer to use a premade engine when feasible.
While that's mostly true (3D being a lot more complicated than 2D, though there's a lot more than "viewport culling" that goes into a 2D game engine, obviously), there's an abundance of 2D game engines nowadays. Probably due to the proliferation of iOS/Android gaming and the "indie" scene. GameMaker, Cocos2D/2D-X, (Apple) SpriteKit, LÖVE, Stencyl, etc, and now Unity is pushing for their 2D components heavily too.
Post Reply