This sounds like it'd be a bit interesting in that users can more easily assign a license, but once again I reiterate that CC-BY-SA does not force users to make their projects open source and people should really avoid using this license if they want anyone using their assets to force any projects made to be open source (and even if it did force the game to be open source, it could still be commercial anyway).
Like everyone else I hate DRM (I don't hate Apple but I disagree with some of their policies), but I'd like to be able to release games on as many platforms as possible and I know other people would, too.
Yeah, I think its a nice and great thing to do. I'll probably use a lot of filler assets, and by my second-to-third game I'd like to use fully originally assets. For my first one (which will basically just be a prototype) I'll probably use entirely assets from OGA, primarily sticking with CC0 and LPC.
Regardless of what's used in the final or not, I still would like to give credit to anyone's assets I've used, even in the case of CC0 which doesn't require attribution at all.
For music I'm probably going to try and stick to using Matthew Pablo's music as much as I can (I already asked him permission months ago) and a few CC0 music as well.
Agreed on the part of "next-to-impossible" not to create derivative works. You'll pretty much always have to make derivatives no matter what. Although its notable that palette changes are NOT derivatives; this I can confirm. I read up online that changing palettes is not extensive enough to be considered a derivative and palettes cannot be copyrighted or trademarked either (no one mentioned this, but I thought I should clarify regardless).
A new license would be an interesting idea, but it seems a bit off at the same time. I'm not sure how well that'd work.
Why not all of the above? I love Story, Equipment Optimization, Puzzles, and full Parties. Well, for Single PC or Party I always prefer Party; can't have both Single PC and a Party.
Granted, that kind of thing is hard to do in a simple game. Since this is a simple game, I'd say don't focus much on Story. Out of Story, Equipment Optimization, and Puzzles, I prefer the idea of making puzzles to solve throughout the journey. Maybe Equipment Optimization, too.
This is also why, out of all RPG's, I tend to consider Lufia II my favorite RPG game of all time. Lufia II is a combination of puzzles, items, and story, but it has a huge focus on puzzle-solving. The entire game, every dungeon is a series of puzzles to solve, a lot of which revolve around the movement types of different monsters (which aren't random encounters like the first one).
Its also about item customization, too, due to the special IP system where different weapons and armor can release special attacks or powers. Other RPG's allow equipment to teach skills, on the other hand, such as Final Fantasy IX and Final Fantasy Tactics Advance (both games).
Its only an idea right now. I want to make games, and if I want to make games more often, I'd need to find some way of making at least a little money off of them. Of course they'd also have ads and the subscription would remove the ads, but the bigger idea I had of course is cloud save files.
Naturally I hate microtransactions and don't want users to be able to pay to win. Actual DLC would be a different story, but I still have concerns about that idea as well.
Lol ninja'd. I had written up a summarized explanation that was a couple paragraphs long.
I agree on both accounts. I don't think that anyone is trying to force other users to waive the anti-DRM clause, though. I think its just a suggestion as it would help users be able to release games on more platforms. iOS is not the biggest platform, but it is DEFINITELY one of the biggest out there and that's a huge market lost.
But really, its up to each individual user to decide. My alternative idea than to just release an app directly on iOS is to make it a web app instead. The only issue is it won't appear in the iPhone store, and that would only work for HTML5 games. Which is what I plan to make anyway.
I'm well aware of the fact, and I've found that a lot of artists on here have been noticing this fact and have been rethinking the idea to use CC-BY-SA because of it. Several other people have pointed out the flaw in the fact that the FAQ is heavily misleading in that regard, and the one concern I have is people releasing their assets under CC-BY-SA thinking that it forces developers to share the source code of any project they include the assets in.
And either way, neither CC-BY nor CC-BY-SA say you can't sell anything with the content in it. In fact, you could actually sell the assets directly if you wanted to, TECHNICALLY its legal, but the assets are already available online for free anyway so its really pointless. And that is the problem if the FAQ is correct; its kinda pointless trying to sell a game if the source code is freely available online.
I'm still trying to avoid some -SA assets, but for the most part I'm not really too worried about it anymore. Mainly because I REALLY want to use LPC sprites.
Granted, my idea for trying to make money off of my games is get my games on as many platforms as possible for free, then provide a subscription service for cloud save files. In other words, you can play for free, but for a monthly subscription you can just login and load your save file on any available platform instead of the save files being restricted to just one at a time. So you could jump from the PC to console if you wanted, or take it on your phone on the go.
I would be sharing part of my source code (namely the engine) as open source anyway, though the full game I wouldn't want to be open source.
This sounds very good. Is this loopable? It could be useful in the future. ^^
This sounds like it'd be a bit interesting in that users can more easily assign a license, but once again I reiterate that CC-BY-SA does not force users to make their projects open source and people should really avoid using this license if they want anyone using their assets to force any projects made to be open source (and even if it did force the game to be open source, it could still be commercial anyway).
Like everyone else I hate DRM (I don't hate Apple but I disagree with some of their policies), but I'd like to be able to release games on as many platforms as possible and I know other people would, too.
Yeah, I think its a nice and great thing to do. I'll probably use a lot of filler assets, and by my second-to-third game I'd like to use fully originally assets. For my first one (which will basically just be a prototype) I'll probably use entirely assets from OGA, primarily sticking with CC0 and LPC.
Regardless of what's used in the final or not, I still would like to give credit to anyone's assets I've used, even in the case of CC0 which doesn't require attribution at all.
For music I'm probably going to try and stick to using Matthew Pablo's music as much as I can (I already asked him permission months ago) and a few CC0 music as well.
Agreed on the part of "next-to-impossible" not to create derivative works. You'll pretty much always have to make derivatives no matter what. Although its notable that palette changes are NOT derivatives; this I can confirm. I read up online that changing palettes is not extensive enough to be considered a derivative and palettes cannot be copyrighted or trademarked either (no one mentioned this, but I thought I should clarify regardless).
A new license would be an interesting idea, but it seems a bit off at the same time. I'm not sure how well that'd work.
Why not all of the above? I love Story, Equipment Optimization, Puzzles, and full Parties. Well, for Single PC or Party I always prefer Party; can't have both Single PC and a Party.
Granted, that kind of thing is hard to do in a simple game. Since this is a simple game, I'd say don't focus much on Story. Out of Story, Equipment Optimization, and Puzzles, I prefer the idea of making puzzles to solve throughout the journey. Maybe Equipment Optimization, too.
This is also why, out of all RPG's, I tend to consider Lufia II my favorite RPG game of all time. Lufia II is a combination of puzzles, items, and story, but it has a huge focus on puzzle-solving. The entire game, every dungeon is a series of puzzles to solve, a lot of which revolve around the movement types of different monsters (which aren't random encounters like the first one).
Its also about item customization, too, due to the special IP system where different weapons and armor can release special attacks or powers. Other RPG's allow equipment to teach skills, on the other hand, such as Final Fantasy IX and Final Fantasy Tactics Advance (both games).
Its only an idea right now. I want to make games, and if I want to make games more often, I'd need to find some way of making at least a little money off of them. Of course they'd also have ads and the subscription would remove the ads, but the bigger idea I had of course is cloud save files.
Naturally I hate microtransactions and don't want users to be able to pay to win. Actual DLC would be a different story, but I still have concerns about that idea as well.
Lol ninja'd. I had written up a summarized explanation that was a couple paragraphs long.
I agree on both accounts. I don't think that anyone is trying to force other users to waive the anti-DRM clause, though. I think its just a suggestion as it would help users be able to release games on more platforms. iOS is not the biggest platform, but it is DEFINITELY one of the biggest out there and that's a huge market lost.
But really, its up to each individual user to decide. My alternative idea than to just release an app directly on iOS is to make it a web app instead. The only issue is it won't appear in the iPhone store, and that would only work for HTML5 games. Which is what I plan to make anyway.
I'm well aware of the fact, and I've found that a lot of artists on here have been noticing this fact and have been rethinking the idea to use CC-BY-SA because of it. Several other people have pointed out the flaw in the fact that the FAQ is heavily misleading in that regard, and the one concern I have is people releasing their assets under CC-BY-SA thinking that it forces developers to share the source code of any project they include the assets in.
And either way, neither CC-BY nor CC-BY-SA say you can't sell anything with the content in it. In fact, you could actually sell the assets directly if you wanted to, TECHNICALLY its legal, but the assets are already available online for free anyway so its really pointless. And that is the problem if the FAQ is correct; its kinda pointless trying to sell a game if the source code is freely available online.
I'm still trying to avoid some -SA assets, but for the most part I'm not really too worried about it anymore. Mainly because I REALLY want to use LPC sprites.
Granted, my idea for trying to make money off of my games is get my games on as many platforms as possible for free, then provide a subscription service for cloud save files. In other words, you can play for free, but for a monthly subscription you can just login and load your save file on any available platform instead of the save files being restricted to just one at a time. So you could jump from the PC to console if you wanted, or take it on your phone on the go.
I would be sharing part of my source code (namely the engine) as open source anyway, though the full game I wouldn't want to be open source.
This looks pretty cool. Don't know if I can use it for anything but it looks neat.
Sorry about that! I wasn't trying to imply that at all, that's why I went and added another reply to clarify. :P
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