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Blog

Top 2012 OpenGameArt Submissions by Favorites

By qubodup on 27 December 2012 - 8:55am

Top 2012 Video Thumbnail

Video: OpenGameArt 2012 Top Game Art Asset Favorites

To digitally celebrate the beginning of a new Georgian calendar year, we have compiled a short video to show of OpenGameArt's top favorited 2d, 3d, texture, music and sound effect contributions that were added in 2012.

The video itself is available under CC-BY-SA 3.0 license and comes with "editable source" for Kdenlive [download] (.7z, 25M).

Should you like to promote free game art, open source philosophy in assets (be it permissive or copyleft) and honor the wonderful works of the artists, please spread the video to all your friends that make games and/or art!

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Apologies for the intermittent downtime...

By bart on 15 December 2012 - 6:23am

Due to some server issues, the site's been down a lot over the last few days.  We're working on the problem, and we apologize for the inconvenience.  Don't worry, OGA is not going anywhere. :)

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Social Media

By bart on 10 December 2012 - 11:44am

OpenGameArt is now on several social media sites:

  • Twitter
  • Facebook
  • Google+
  • Identica

If you're on any of these sites, you can follow us there for updates. :)

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Flattr Support is Back

By bart on 8 December 2012 - 7:30pm

Flattr support on OGA was removed when we updated to Drupal 7 a year or two ago, because at the time the Drupal 7 Flattr module wasn't ready to go.  As it stand, Drupal 7's Flattr module is still in alpha, and hasn't been updated since July, so I didn't feel particularly good about including it here.  In any case, I've tried to put together a simple custom Flattr implementation for OGA.

If you're an artist and would like Flattr links to appear on your art, edit your user profile by clicking your username in the upper right and then clicking the Edit tab.  Scroll to the bottom and fill in your Flattr UserID, then save your profile.  From there on, Flattr links should appear on any art that you submitted and you are the author of.

Important note:  This is a brand new feature, and it hasn't been widely tested, so at the moment consider it to be in beta.  That is, while I'm pretty sure it'll work okay, I can't absolutely guarantee it, so please let me know if you run into any bugs.

Important note #2:  If you had flattr enabled back on OGA 1.0, you'll need to re-enter your flattr username in your profile.

Thanks!

Bart

 

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LPC code judging near wrapup, help wrapup difficult to build games

By cwebber on 3 December 2012 - 1:30pm

Hiya all,

Well there's no doubt that this blogpost is well past due, but in case you're wondering, yes, we're very near wrapping up judging.  In fact: we expect to have judging wrapped up next week.

However, there's a problem: some games are really hard to build.  Yours might be among them!  Please visit this thread and help us build your game if it's a difficult one to build.  If your game is on that list you have one week to help us build it.

Thanks!  Good luck all... and sorry for the delays!  We look forward to announcing the winners soon.

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LPC Art Contest Results Announced!

By bart on 28 September 2012 - 2:42pm

We've announced the results of the LPC Art Contest.  Head over to the LPC Blog and check out the winners. :)

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Reporting Spam

By bart on 17 September 2012 - 11:23am

OGA's spam filter has been working amazingly well (the volume of spam comments it prevents is impressive), but occasionally some comments and art submissions slip through.  If you happen to see some spam on OGA, there's now a "Report Spam" button, which will bring it to the attention of the administrators.  It's also fine to use this button to report blatant trolls and other abusive comments.

 

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A interesting note about using CC 2.0 content to make art for OGA

By bart on 30 August 2012 - 2:00pm

This may be of interest to some people.  I was poking around in the CC-BY and CC-BY-SA 2.0 legal code, and there's an important clause covering adaptations (that is, derivative works) that works in OGA's favor:

4(b). You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.0 Japan). [...] (emphasis mine)

What this means to us is that, while we can't accept CC 2.0 works on their own (due to incompatibilities with libre software), it's possible to create derivative works of those works and license them under the 3.0 licenses.  What this means is that, for example, you can grab CC-BY 2.0 photos off of Flickr (seriously, wtf, I thought they supported the 3.0 licenses the last time I looked.  Maybe I'm going crazy...), transform them into tiling textures, and release those textures under CC-BY 3.0 (or later) -- the same goes for CC-BY-SA 2.0 -> 3.0.  The important caveat is that you must transform the work in some way.  If you just post the original work, that's not a derivative, and you're not allowed to just update the license without permission from the author.

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Flipcode is back!

By bart on 22 August 2012 - 9:58pm

Just a quick heads up: flipcode is back!

(For those of you who aren't familiar with flipcode, it was an excellent game programming website that went away 7 years ago and has apparently returned as of yesterday.  Check it out.)

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Code Entries are Posted!

By bart on 2 August 2012 - 12:29pm

The Liberated Pixel Cup code entries have been posted!

Note that due to the larget volume of entries (48 code entries alone, plus a large number of art entries), judging may take longer than we had originally thought.  Our current time frame for judging is the end of August.  We'll keep people posted on our progress.

Also note that the judges have not had time yet to thoroughly go through each entry, so it's possible that some may be mislabeled (HTML5, team vs. individual, etc).  If you see any mislabeled entries or duplicates, please let us know and we'll fix them ASAP.

 

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