Exterior 32x32 Town tileset
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Wednesday, January 17, 2018 - 20:11
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Work-in-progress, part of the Sonetto Commons project:
These tiles are inspired by the RPG Maker XP Runtime Package, but are otherwise original and have been made entirely from scratch. One of the goals of our project is to create a completely free (i.e. libre, CC BY-SA) replacement for the RPG Maker XP RTP.
Copyright/Attribution Notice:
Exterior 32x32 Town tileset by Arthur Carvalho, CC-BY-SA 4.0. https://fb.com/sonettocommons.
Copyright 2017, 2018 Guilherme Vieira
File(s):
tileset_town_multi_v002.png 70.1 Kb [4227 download(s)]
Comments
Oh, these are gorgeous! Makes me wish I had a game to use them in. Thank you so much for uploading them here.
Thanks, claudeb! <3
Oooh, that's some super-subtle detail work on the walls, and a lot of shades on the gray ramp. I didn't even notice it until I'd zoomed way in to check out the colors.
Any reason you chose to do it that way? (Just curious! :) )
@ElizaWy, I'm not the author of those tilesets, only the copyleft holder. I've asked my friend who created those and he said a couple things:
I asked him for the link of the painted background he used for reference, but looks like he can't find it anymore. We appreciate your curiosity <3
This is either an edit of RPG Maker XP's artwork or so stylistically identical that using it would still cause difficulties with people believing it was stolen from RPG Maker. The license for RPG Maker's artwork is incompatible with any of the Open Game Art licenses.
This is not an edit, if you look at both side by side you can see they are pretty different, they do look somewhat the same style, after all it is inspired by it, and no, I won't cause difficulties for anyone, an artstyle is not something you can copyright, nor Kadokawa would bother anyone, since this tileset is actually compatible and can be used in RPG Maker projects.
The RPG Maker license has absolutely nothing to do with it.
These are wonderful assets and I'd love to use them. I'd like to be sure everyone is set at ease by demonstrating these are indeed not derivatives of RPG Maker tiles. Do you have any sort of worksheet images or layers showing the process of how these were constructed? Sort of like you did with the barrel: https://www.facebook.com/sonettocommons/videos/677031315820693/
I think that would be great for more than just reassuring people; I've always wanted to learn how this style is drawn, too. :)
While it's true that you can't copyright a style, the problem I was trying to point out wasn't a copyright one. It's that people who are familiar enough with XP to recognize the default graphics with think that it's stolen, regardless of wether or not it is. No matter if you can prove otherwise or not that can have a negative impact on your game.
Edit: I'm talking specifically here about useing these tiles in something that is clearly not made in RPG Maker. This would not be a problem in an RM game.
@MedicineStorm, maybe @ArthCarvalho has some of that, but I think he mostly doesn't because having separate layers for every tile on a big tilesheet consumes too much memory, so I think most of them are already flattened :( He also mentioned just looking at the layers isn't very telling of how they were done, because he doesn't always create new layers, so it gets pretty messy. I'll talk to him to see what we can do about that, but for now you could just put equivalent tiles from RMXP side by side with those and see that they're really completely different.
@Sharm, I understand that concern, it makes sense. We wanted to make tiles that would look good on higher resolution devices, so 16x16 wasn't the best choice for that goal. We considered making them 48x48 or 64x64, but eventually settled for 32x32 and making something people could use instead of the proprietary RMXP RTP. We thought 32x32 was a good compromise.
But we haven't found many Japanese video-games that used 32x32 tiles for reference, so RMXP was one of our only sources of inspiration, which is why they look alike so much. At 48x48 or 64x64, we'd have even fewer existing tiles for reference and inspiration, so that's how it turned out that way. But honestly, we also really like how the RMXP RTP looks and actually wanted to create something like that. @ArthCarvalho tried his best to avoid that similarity trap, but he could only go so far without losing track of the targetted style.
We hope that once we get past those basic tiles, we can create things on that exact same style, but which don't exist at all in the RMXP RTP. Until then, we'll be creating things on the same style, at the same resolution, and the same kinds of basic things (walls, ground, etc), so they're really bound to look alike. Which is a bad thing when it comes to your concerns, but hopefully a good thing in the sense that at least they look good like the RMXP RTP ones.
Personally, I want them to be used outside RPG Maker, precisely because the RM RTP licenses don't allow RM RTPs to be used outside RPG Maker engines, which I think is is a real drag. Were it not for that limitation, maybe we would just be using the RMXP RTP itself and building on top of it. For better or for worse, we ended up working this libre lookalike.
I noticed the files are blocked due to "potential license issues." What potential license issues are those and what can we do to resolve it?
In all likelyhood, that is just a temporary thing. It doesn't mean we aren't allowing it, just that we have to look into it more to be sure everything is kosher.
Even if the separate layers may not always indicate much, any files that show a work-in-progress would go a long way to help us understand how these were made and show everyone what tiles are safe to use. Enterbrain is pretty legally strict, so a lot of developers are hesitant to use things that look like they might have been derived from Enterbrain's artwork.
@MedicineStorm, cool, that's actually something that would help us as authors as well, so I appreciate. Once @ArthCarvalho is back online, I'll talk to him to see if there's anything we can do to help you ascertain it's not a derivative work of the RMXP RTP.
Here's a comparison between RPG Maker XP and our tileset:
https://imgur.com/a/6Lo3m
I'm linking it off-site because it has copyrighted content (from RPG Maker) for the comparison.
Also, here's the files, it's in .ase from Aseprite, it also includes a few wips of some of the objects (like the clock tower, street lamp) and their original artwork (the barrel, street lamp and clock towers are the only ones I did a drawing before doing their pixel art)
https://drive.google.com/file/d/1jAtZt7p2my_auUMr4FRl1jlVzHkMDz9w/view?u...
Also, it's a updated version that has new objects that are not in the other file (because n2liquid uploaded an outdated version of the tileset)
Our objective was, from the very beginning, to make it look and feel like the original RTP but not using any of if, so it could be completely free. The color palette, the patterns, everything was done from the scratch and I even cross verified it so I wasn't using anything that looked too close, not even the color values. I hand picked them using the RTP colors as a reference but made sure that the values were not the same or too close, and side by side it is easy to tell they're not.
I still plan to make more of these, one of our objectives is to create a completely free RTP replacement, so I hope this can clear up the misunderstanding.
I have another remark. You wished for a free remake of RPG maker, thank you for that, however, CC-By-SA is riddled with so many problems, no one will freely be able to use your assets. I would urge you to either use OGA-By or give additional permissions that will alliviate the problems of CC-By-SA. As of now, nobody is 100% sure if it can be used in closed source projects or if it can be mixed with other licenses, making most of the nicer "players" out there to ignore CC-By-SA licensed art.
Disclaimer: Those opinions are strictly my own and don't represent the opinions of other members of the Sonetto Project (unfortunately).
@cemkalyoncu, I'm also deeply disappointed that CC BY-SA 4.0 artworks can't be used on most popular entertainment platforms, including most video-game consoles and most mobile phone operating systems, because those platforms force players to accept proprietary software and DRM encumbrance.
Even if the video-game authors themselves want to respect their players digital freedoms by choosing a freedom-protecting license like the CC BY-SA 4.0, they have no choice but to steer clear of such tremendously popular platforms, because those platforms strictly forbid freedom-respecting games to be published on them. That's not only disappointing, it's completely outrageous.
Given such despicable tactics put forward by the rich companies that own and control those platforms and part of their customers' lifes, you propose that I replace the freedom-protecting CC BY-SA 4.0 license with something that's freedom-respecting, but not freedom-protecting?
I understand that most people seeking free video-game art to make their own games don't really care about their own, much less their games' fanbase's digital freedoms. That's also a profoundly sad, but true reality.
I also understand that some people who do care about freedom will want to create freedom-respecting video-game art and video-games, but won't hesitate to publish their own creations on non-free, malware & proprietary software-riddled, DRM encumbered, anti-people platforms, because their players can always choose to play and enjoy their creations on a free platform such as the PC via GOG or regular website downloading, and the others who don't care about that can stick to their evil consoles.
We all know though that even players who care about freedom can be easily tempted to give up their freedoms for the conveniences those devices bring. But I'd rather incentivize them to take care of their digital freedoms instead of giving in to evil if I can.
Personally, I do care about freedom, and I'd really rather not sell out to those platforms, although I admit, as a consumer, that I still give in most of the time (it's a shame).
Luckily, in most countries people are still free to do whatever they want with their rightfully owned hardware, including jailbreaking them, which doesn't solve the malware, proprietary software problem, but does solve the DRM problem, and so they can freely install CC BY-SA 4.0 video-games on their jailbroken devices.
If the projects I'm in charge of can not only entertain, but also educate people about the importance of digital freedoms, and incentivize them to jailbreak their devices if they're living in a country where their freedom to do so is legally protected, I would be all the more delighted, to be honest.
What you're asking me to do is to create DRM-friendly art, but with all due respect, I'd rather not be friends with the Devil. Again, with all due respect (this may sound a bit aggressive, but it's honestly not my intent to be aggressive to you, only to DRM), I would urge you to reconsider your license choices. The OGA community should know better than any other game art community that DRM is not our friend. It disrespects our players and if we deliberately choose a license that explicitly allows that, we're abetting something profoundly anti-ethical.
Why would I want to create DRM-friendly art? I bet you think it's necessary in order to reach a larger audience of players. I understand your concerns, I think it's tempting and probably the most commercially viable (certainly the most common) way to make popular games, but to me, that's just another parallel with the idea of "selling your soul to the Devil" to get "rich and famous" (so to speak); I'd rather not go down that path, if I can, and the CC BY-SA 4.0 is precisely a way out of that path. So I think I'll stick with it.
Btw, I've noticed OGA.org filters out CC 4.0 licenses by default from search results. I think now I know why, and what your priorities are :( Is there any chance I could convince you to change that? That's totally not cool, guys :(
The default value of CC-BY-SA 4.0 has nothing to do with OGA's values. You'll notice CC-BY-SA 3.0 is also anti-DRM yet is selected by default. The only reason 4.0 is not checked is because it is a newer license and the code was not set up correctly when it was added after 3.0. We're working to fix it.
Oh, thank God, @MedicineStorm. I almost thought you were "sabotaging" that license. I meant no offense and I'm sorry I suggested you were doing such a thing. Thanks for clarifying.
Well, my reason behind not using CC-By-SA art is not about DRM. In fact I hate DRM and all the fuss it brings, not just freedom related but technical problems caused by it. Also, I never owned a console or developed for console. My problem with CC-By-SA is that alot of people are having difficulty whether we could mix CC-By-SA art with other art having other licenses. You may search forums to confuse yourself over the subject.
Finally, even though consoles are clearly evil (they make money out of developers, not by selling devices), Steam is not, yet the method it uses to authenticate users is considered DRM.
If you wish to stop DRM, yet allow other community members to use your art, use CC-By, it also restricts the art not to be used in DRM context, without having completely muddy SA requirement.
@cemkalyoncu, ah, I thought you were talking about that because you mentioned "closed source." I'm glad that making things DRM-friendly wasn't your point, sorry I ranted over that for so long.
However if I use CC BY without share-alike provisions, derivative works need not be free, so people would be able to work on top of our artworks without having to contribute free culture back. OGA BY not only has the same problem as CC BY, it doesn't have anti-DRM provisions either...
My understanding is that CC BY-SA projects can incorporate CC0, CC BY, and OGA BY licenses by relicensing everything as CC BY-SA, no biggie. I'd be really surprised if that were not the case, since it works that way when it comes to GPL source-code.
I understand that the opposite can be a bit muddy, but not too much:
CC0, CC BY, OGA BY, and CC BY-SA can all be used together without a fuss to make a video-game by relicensing all artworks that are not SA as CC BY-SA in the game package. It's important to note, in case it's not clear, that that has no effect on the original artwork licenses: the final game artworks' package is CC BY-SA, but people can still get the original non-SA artworks with non-SA licenses from the original authors' websites.
People who don't care about SA will only have to relicense their game artworks as CC BY-SA when they incorporate SA artworks. If they want to create non-SA artworks for the game, they just have to dual-license those artworks. It's really not as complicated as it sounds.
The only thing that's really muddy is mixing proprietary artwork with SA artworks in a single game. There are a couple things to consider here:
This latter group of people may really be on a pinch for no good reason, but is it our fault or is it the proprietary artwork artist's fault? Why should we sacrifice freedom to accomodate those people's products in would-be free culture games? If we create good enough, diverse enough artworks, there's should be need for anyone to incorporate proprietary artworks in their games anyway... Just some food for thought.
MedicineStorm, where are you on the licensing issue? The side-by-side comparisons to the RTP, as well as the WIP sketches (which date back to mid-2017 on the linked Facebook page) seem pretty convincing.
@bluecarrot16: I agree. Thanks n2liquid and ArthCarvalho for providing those WIP samples. I appreciate your patience in this. Please let me know if any component used RTP assets as a guide or basis for making these. And keep making great assets! These are lovely. :)
@MedicineStorm: Thank you for reviewing these and for your kind words :) They were all mostly inspired by the RPG Maker XP style, but are all completely original and made from scratch. I'll update the description to make that clear.
Also, how can I put ArthCarvalho as Author instead of me? I couldn't find that option anywhere.
@n2Liquid: I see you Added him/her as a collaborator. That's a good start. The next thing to do is list ArthCarvalho in the "Copyright/Attribution Notice" section of the submission. Something like:
@MedicineStorm: Arthur is the author, but I'm the copyleft holder. What's the best way to describe that here?
Not sure where the confusion is. The best way to describe that is exactly what I suggested above.
@MedicineStorm: It lies in the fact that in doing that, my username will still appear as Author; that was my main point. I've seen cases where the author is not the same as the uploader around OGA, but set it up that way. I feel that should be made clear.
But also, I think "copyright" attribution notices must include the copyright holder identity for enforcement purposes, etc, while including the author's identity is optional. So how about this?
> Exterior 32x32 Town tileset by Arthur Carvalho, CC-BY-SA 4.0. https://www.facebook.com/sonettocommons/
> Copyright 2017, 2018 Guilherme Vieira
(Please correct me if I'm wrong about this).
"It lies in the fact that in doing that, my username will still appear as Author"
I'm aware. My instructions are still the best way to indicate who the artist is. There is an option for showing another name as the "Author" instead of the uploader, but it isn't working right now and we're still working on fixing it. Therefore, it is understood by most that "Author" is the uploader, but credit should be given to whomever is listed in the copyright/attribution section. So the best way to describe that is exactly what I suggested above.
Your suggestion for the text of the copyright/attribution notice section seems good to me.
Ah, gotcha. I'll do that. Thanks again.
Thanks @ArthCarvalho and @n2liquid for making and posting these! I'm always on the lookout for new art for my game (which is 32x32) and this looks great. I can tell you put hours and hours into making this and it turned out superb - thanks so much!
Excellent!