So reading through the Steam EULA:
There doesn't seem to be anything explicit about DRM in there (not too surprising since it is a legal not technical document but there are definitely a fair number of 'additional restrictions' placed on what you can do with works distributed via Steam. Ex.
You are entitled to use the Content and Services for your own personal use, but you are not entitled to: (i) sell, grant a security interest in or transfer reproductions of the Content and Services to other parties in any way, nor to rent, lease or license the Content and Services to others without the prior written consent of Valve,
I guess the idea would be, these terms apply to your game but not the cc assets it uses, which are distributed along side it but under a different license. However, I don't see anywhere in the Steam EULA where it allows for that, or implies that anything distributed on Steam could be subject to different terms (more restrictive terms yes, but wholly different terms no). Since this seems like pretty boilerplate stuff that I'd imagine most storefront EULA's would include, I think I'll try contacting both CC and Valve to see if either can provide any guidance on fhr question.
@mdwh: You are correct. Not sure where I got that idea but indeed the cc faq directly addresses this very point twice and very clearly states that distributing a work in whatever format you wish is permitted by all cc licenses.
TBH, even in GPL land, you are not required to include source with every distribution of a work, you only agree to make it available upon request.
As far as android/steam, all I can say is somewhere in these forums. TBH, i haven't investigated the issue personally myself so my default advice is simply to flag it is a possible concern. However, as I have been working on the OGA faq rewrite it's probably worth looking into for that. My main concerns would be how broadly 'technical measures' is defined and what is buried in the fine print of the Google Play and Steam EULA.
I can't speak for how the LPC team would like their stuff credited, but I can say for satisfying the license it should be fine. You may want to add the text 'see CC-BY-SA-3.0.txt for details.' to each of the license call outs.
You must include cc-by/sa assets in a common file format that end user could easily use to open/modify the work themselves if they wanted. I mention this because it is not wholly uncommon for games to re-package assets into their own file format schemes. As an example, for textures, it's not uncommon to have some kind of build step that compresses them into some kind of a raw gl/direct format in order to speed load times. I've also seen plenty of devs that like to bundle all the files for their game into a single file with some kind of zip or otherwise compressed format. Pretty sure distributing cc-by/sa works like this would be violation of the license. Though for sure, if you just flip a PNG to a JPG that is ok.
re: android/steam, as with so many things license related, I have seen it argued both ways. But for sure with Android, you would want to take care to distribute without google's DRM feature.
Whoops, let me add to tldr;
distribute derivatives of cc-by-sa works as cc-by-sa
Some additional points:
you must specify that you used the works under terms of the cc-by license and include a copy of the cc-by license with your distribution.
cc-by/cc-by-sa both include an 'anti-DRM' clause in them, meaning you can't distribute the works through channels that impose some sort of DRM on the works (eg. IOS AppStore, XBLive, PSN, possibly Steam/Android depending on how you slice things) As a rule of thumb, end users must be able to directly access the source images, sound files, etc. whenever/wherever they download the work. For example, on PC, if you distribute the works along side the executable for your game, they should be stored in a well named file and folder structure and in their native file formats (jpg, png, mp3, etc).
If you have created new works based on cc-sa stuff, you don't have to share them with the world, but if you do (including sharing them via your game) you must distribute them under terms of the cc-by-sa license. That means specifying them as under cc-by-sa and including them in your game distribution as I just described for other cc-by-sa assets. It nevers hurst to post them to OGA also! :)
don't distribute cc-by/sa assets on DRM'd platforms.
include cc-by/sa assets in their native formats in your game distribution
include the full text of the cc-by/sa license(s) with your game distribution
Include a 'readme.txt' or 'licenses.txt' file with your game, listing which assets are used, crediting their authors and specifying which license(s) they are used undsr
Definitely a sick boss! Love it! The flies are a great touch!
This is awesome!!! I really like how quickly it gets up and going! Perfect as you say for a title or menu screen!
Do you mean a tutorial program that teaches new artists how to anti-alias their works?
or a utility program that automatically anti-aliases an existing image?
Amazing!! That's my only comment! :)