@Danimal: You're making some pretty big assumptions there. For the record, this isn't something I would jump into if it were putting me (and my baby) at any sort of financial risk, and the whole thing with doing this on Kickstarter is that I'll known in advance how much work will be funded. Also, I'm not one for taking silly risks without a lot of thought, and I'm aware that I need a contingency plan should the funding venture fail.
I understand that this isn't a sure bet, but I'd appreciate it if people gave me a little credit. :)
1st off i think Kickstarter only offers campaigns for Americans and UK
Does that measn that people outside the US and UK can't even send money, or that you just can't run a campaign from outside those countries?
2ndly you can have a flexible founded campaign where you keep money even if you don't reach the end goal
I don't actually want that. Either I need to make enough money to live off of, or I don't want the obligation of having taken money from people.
On the other hand, Kickstarter appears to have more popularity for now.
Ultimately the deciding factor will have to be what will generate the most revenue. I'll take a look at similar things on both sites (if there are any) before I decide. I suspect Kickstarter probably offers a better chance at real revenue.
@surt: I definitely want to fix the issue you mentioned.
As far as crowd-funding goes, I figure I'll set a minimum goal for one month's worth of work, then add stretch goals to do additional months. Ideally, it would be nice to fund OGA as far ahead as possible, but we'll see how it turns out. I have no idea what kind of response there will be.
The critera for what would qualify as 'game ready' would have to be discussed among artists and developers.
@cdoty:
That would have to be up to the artists, however I could conceivably code something to allow artists to do that if they want. Also, CC-BY isn't particularly restrictive, since all it requires is credit. The only exception is for platforms like iOS that have built-in DRM. If you're developing games for PC or Android, CC-BY shouldn't really get in your way.
Even allowing other people to do it, we'd still probably end up with inconsistent labeling. It's something to think about, though. If we could set up standards for each category and then get people to actually *read* them before they categorized stuff, it might work.
The texture library definitely needs some more work, and you have some good thoughts.
One note from a cursory read is this: The trouble with putting too many requirements on submissions is that if you make things too difficult, people just don't submit things at all. If someone has a library of 50+ textures they want to submit, they probably aren't going to want to sit down and rename all those files. Ultimately the result is that rather than taking the time to rename them, they just don't submit the textures at all, which is the worst outcome.
Also, if you let people categorize their own things, you'll end up with categories being applied very inconsistently, or people just dumping tons of (inappropriately categorized) stuff into one category.
Anyway, it's something to think about. I'd be happy to discuss it further. :)
8-bit color is 256 colors, but while the NES had an 8-bit processor, it did not have 8-bit color. I believe each 8x8 square had 2-bit color, which amounts to a total of 4 colors, and those colors were selected from a palette of 64 colors (which is why the NES could display more than 4 colors on screen at one time).
As I don't have time to fix it right now, I've removed it from the display version of the form. In any case, since we don't know which ones were checked intentionally and which ones weren't, once it is fixed I'm going to have to void out the data and ask artists to to back and select it if they want (time allowing, I'll create a button that will allow artists to do this to all of their work in one go).
(Having it be potentially incorrect is far worse than not having it at all.)
@Danimal: You're making some pretty big assumptions there. For the record, this isn't something I would jump into if it were putting me (and my baby) at any sort of financial risk, and the whole thing with doing this on Kickstarter is that I'll known in advance how much work will be funded. Also, I'm not one for taking silly risks without a lot of thought, and I'm aware that I need a contingency plan should the funding venture fail.
I understand that this isn't a sure bet, but I'd appreciate it if people gave me a little credit. :)
@Julius:
Thanks for the vote of confidence. ;)
1st off i think Kickstarter only offers campaigns for Americans and UK
Does that measn that people outside the US and UK can't even send money, or that you just can't run a campaign from outside those countries?
2ndly you can have a flexible founded campaign where you keep money even if you don't reach the end goal
I don't actually want that. Either I need to make enough money to live off of, or I don't want the obligation of having taken money from people.
On the other hand, Kickstarter appears to have more popularity for now.
Ultimately the deciding factor will have to be what will generate the most revenue. I'll take a look at similar things on both sites (if there are any) before I decide. I suspect Kickstarter probably offers a better chance at real revenue.
@InanZen: Why?
@surt: I definitely want to fix the issue you mentioned.
As far as crowd-funding goes, I figure I'll set a minimum goal for one month's worth of work, then add stretch goals to do additional months. Ideally, it would be nice to fund OGA as far ahead as possible, but we'll see how it turns out. I have no idea what kind of response there will be.
@Duion:
The critera for what would qualify as 'game ready' would have to be discussed among artists and developers.
@cdoty:
That would have to be up to the artists, however I could conceivably code something to allow artists to do that if they want. Also, CC-BY isn't particularly restrictive, since all it requires is credit. The only exception is for platforms like iOS that have built-in DRM. If you're developing games for PC or Android, CC-BY shouldn't really get in your way.
Even allowing other people to do it, we'd still probably end up with inconsistent labeling. It's something to think about, though. If we could set up standards for each category and then get people to actually *read* them before they categorized stuff, it might work.
The texture library definitely needs some more work, and you have some good thoughts.
One note from a cursory read is this: The trouble with putting too many requirements on submissions is that if you make things too difficult, people just don't submit things at all. If someone has a library of 50+ textures they want to submit, they probably aren't going to want to sit down and rename all those files. Ultimately the result is that rather than taking the time to rename them, they just don't submit the textures at all, which is the worst outcome.
Also, if you let people categorize their own things, you'll end up with categories being applied very inconsistently, or people just dumping tons of (inappropriately categorized) stuff into one category.
Anyway, it's something to think about. I'd be happy to discuss it further. :)
8-bit color is 256 colors, but while the NES had an 8-bit processor, it did not have 8-bit color. I believe each 8x8 square had 2-bit color, which amounts to a total of 4 colors, and those colors were selected from a palette of 64 colors (which is why the NES could display more than 4 colors on screen at one time).
You're right.
As I don't have time to fix it right now, I've removed it from the display version of the form. In any case, since we don't know which ones were checked intentionally and which ones weren't, once it is fixed I'm going to have to void out the data and ask artists to to back and select it if they want (time allowing, I'll create a button that will allow artists to do this to all of their work in one go).
(Having it be potentially incorrect is far worse than not having it at all.)
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