well, the arrangement was definitely what I was most impressed by, it was well choreographed with the action. Again, good work and thanks mucho for sharing!
@Saliv: No worries. I see what you mean. It's not really a tough requirement to fufill but it could definitely prove tricky for a novice dev. Especially trying to include the credits in the actual game. I can see where for a new-comer the whole idea could sound kind of intimidating. It's the kind of thing that once you've done it a few times you learn what's involved and can see that's it's really no big deal, but that first time, when you are also struggling to get all the other pieces of your game together, I could see where it might be stressful to think about.
Reading the actual legalese, it seems less restictive than the summary. The legal code just says you can't imply association, it doesn't really go into what would or wouldn't do that. It's the summary that suggests simply listing an authors name under 'graphics' would imply association or endorsement.
It's an interesting dilema. If someone took my 'Muckety Mudsucker' pack and used it to make some kind of offensive, exploitive crapola then I'm not sure I'd want my name under 'Special Thanks' let alone 'Graphics' where it might well imply I was a team member and party to the project. On the otherhand, if someone took the same art pack and actually made it into a classic blue-sky platformer, and I was the sort to care (which I'm not) I might be a little miffed to see my name given the 'Special Thanks' treatment instead of properly listed under 'Graphics'.
Thinking on it some, the best solution I can think of is from the literary world, where citations are standardized, common and never taken as implying any kind of endorsement or association. And I guess in our world, giving the fully formed 'credit' with the name of the work, a link to it, etc. etc. kind of does have a similar effect.
And again, no worries, you haven't harmed this thread a bit. Afterall no thread on OGA is complete without some kind of license discussion. ;)
@MayorOfGaming: Looks good! You are smart to set a good doable scope for you Jam game, personally I'm thinking I need to table a bunch of ideas I had for Yulpers if I want to have anything reasonably complete ready by the 30th. But that's ok, they're all going on a list for Yulpers 2! :)
@Spring: So is your Arkanoid RPG still on for the jam? Hope we didn't lose it, excited to see how it turns out.
@chasersgaming: wow, so you didn't just check that 6 works were credited, you actually went through and tried to verify that they were all used in the actual game somewhere?
And I agree, seeing the names and works displayed in the actual game is the best for the original authors and also for promoting OGA in general. I was just thinking about it in terms of what form would make it easiest to check the assets. TBH, I think it would be fair to require both next year. So some sort of in-game credit AND include a CREDITS.txt file with your game distribution. Since OGA generates the CREDITS.TXT file for folks, it really shouldn't be a big deal to ask that they toss a copy in with the game.
When the entries come in, go ahead and assign a few (half or more if you like) to me to verify and I'd be happy to take them off your plate. You can PM about the details of how we could work this out, but I'd be more than happy to help out. Seems only fair as you've put so much work into getting these Jams up and going.
Tuesday, July 10, 2018 - 11:11
@all: License requirements/issues aside, the natural reason for the Jam to require entries cite all the assets they use is because it requires 6 (or more) OGA assets be used. So basically, crediting the assets you use is essential for verifying that the primary condition of the Jam is met.
@chasersgaming: Speaking of which, I didn't realize you went and verified all the assets for last year's submissions. Two comments about that. First, if it were me, a CREDITS.TXT file would actually be close to the ideal format for assets to be listed in. Much better than trying to read/click anything in game itself.
Second, that seems like alot of work! I would more than willing to help out with it this year, just let me know. I'll be playing all the entries anyway, so happy to verify the assets for them as well.
I have peronsally used this technique before in the demo for Instant Dungeon! I put a 'Learn More!' button in the game that just uses this technique to open a browser to the official game web page.
Sure the procedure is pretty similar in other languages.
Anyway, chasersgaming has said this is just a 'nice to have' feature, not a requirement.
> "everyone has either reached some difficulties or is playing too small"
Think Saliv was just saying that we've all had struggles making these games, and if not it's because we were aiming too low.
@Saliv: Giving proper credit is not as difficult as it might seem at first. In fact, OGA's 'collection' feature makes it quite easy. Here's what I did for my entry into last year's jam:
1) Created a new collection called 'Instant Pixel Palette Scramble! Assets' 2) Added each of the assets I used to the collection (open asset's page on OGA, click 'Add to Collection' button on left hand side) 3) Viewed collection in OGA (Collect->My Collections from menu at top of any OGA page) 4) Downloaded credits file for collection. (click 'Download Credits File' link at bottom of collection page) 5) Pasted contents of credits file into README.txt file included with the game.
In my case, I also included the contents of the credits file in the 'Credits' sequence of the game. I also did some trivial reformatting of the credits text to sort it by category and make it look a little nicer in the credits sequence.
Both those steps are optional though. In general, it is enough to simply include the credits file with the game distribution.
Funny about that CC-BY-3.0 text though. Rules 7 & 8 would seem to be in direct conflict. 'Special Thanks' is generally considered a lesser credit to 'graphics' or 'music' etc.
Monday, July 9, 2018 - 17:35
Love this and all the other tunes you recently posted! thanks much for sharing!
Cat's Sky was fun too! Ending gave me a big smile! :)
Did you really do all the animating as well as composing all this music for it? if so, excelsior to you! The music really fits action perfectly! great job!
Yulpers is coming along well. Getting the centipede/rope physics for the body was quite a bit harder than I expected, but I'm very happy with the results so that's what counts! Would post a screen shot but it's really got to be seen in motion to make any sense.
@Spring: an RPG where the battles are done in Arkanoid is a great idea! Better, yet since they are battles, make it pong. Pong-Quest! I'm going to google that, can't be we are the first ones to come up with that mash up. :)
@aaronw: Just to be clear, it's not required that /all/ the assets you use for your game be from OGA.
The requirement is to use at least 6 different assets (of any type, sound, font, 3d model, etc) from OGA.
Other than that, you're free to use whatever you want. If you create anything new for the game, you are encouraged but not at all required to contribute it to OGA.
I love the name 'AAAAH LAMAs'! :)
@Spring: quick thought, if each level if you rescuing another of Doggo's family and friends, why not put a sprite for the family/friend in the level? Like they are behind or boxed in by the blocks, so you are very literally setting them free. Just a thought, might help tie the gameplay to the story.
well, the arrangement was definitely what I was most impressed by, it was well choreographed with the action. Again, good work and thanks mucho for sharing!
@Saliv: No worries. I see what you mean. It's not really a tough requirement to fufill but it could definitely prove tricky for a novice dev. Especially trying to include the credits in the actual game. I can see where for a new-comer the whole idea could sound kind of intimidating. It's the kind of thing that once you've done it a few times you learn what's involved and can see that's it's really no big deal, but that first time, when you are also struggling to get all the other pieces of your game together, I could see where it might be stressful to think about.
Reading the actual legalese, it seems less restictive than the summary. The legal code just says you can't imply association, it doesn't really go into what would or wouldn't do that. It's the summary that suggests simply listing an authors name under 'graphics' would imply association or endorsement.
It's an interesting dilema. If someone took my 'Muckety Mudsucker' pack and used it to make some kind of offensive, exploitive crapola then I'm not sure I'd want my name under 'Special Thanks' let alone 'Graphics' where it might well imply I was a team member and party to the project. On the otherhand, if someone took the same art pack and actually made it into a classic blue-sky platformer, and I was the sort to care (which I'm not) I might be a little miffed to see my name given the 'Special Thanks' treatment instead of properly listed under 'Graphics'.
Thinking on it some, the best solution I can think of is from the literary world, where citations are standardized, common and never taken as implying any kind of endorsement or association. And I guess in our world, giving the fully formed 'credit' with the name of the work, a link to it, etc. etc. kind of does have a similar effect.
And again, no worries, you haven't harmed this thread a bit. Afterall no thread on OGA is complete without some kind of license discussion. ;)
@MayorOfGaming: Looks good! You are smart to set a good doable scope for you Jam game, personally I'm thinking I need to table a bunch of ideas I had for Yulpers if I want to have anything reasonably complete ready by the 30th. But that's ok, they're all going on a list for Yulpers 2! :)
@Spring: So is your Arkanoid RPG still on for the jam? Hope we didn't lose it, excited to see how it turns out.
@chasersgaming: wow, so you didn't just check that 6 works were credited, you actually went through and tried to verify that they were all used in the actual game somewhere?
And I agree, seeing the names and works displayed in the actual game is the best for the original authors and also for promoting OGA in general. I was just thinking about it in terms of what form would make it easiest to check the assets. TBH, I think it would be fair to require both next year. So some sort of in-game credit AND include a CREDITS.txt file with your game distribution. Since OGA generates the CREDITS.TXT file for folks, it really shouldn't be a big deal to ask that they toss a copy in with the game.
When the entries come in, go ahead and assign a few (half or more if you like) to me to verify and I'd be happy to take them off your plate. You can PM about the details of how we could work this out, but I'd be more than happy to help out. Seems only fair as you've put so much work into getting these Jams up and going.
@all: License requirements/issues aside, the natural reason for the Jam to require entries cite all the assets they use is because it requires 6 (or more) OGA assets be used. So basically, crediting the assets you use is essential for verifying that the primary condition of the Jam is met.
@chasersgaming: Speaking of which, I didn't realize you went and verified all the assets for last year's submissions. Two comments about that. First, if it were me, a CREDITS.TXT file would actually be close to the ideal format for assets to be listed in. Much better than trying to read/click anything in game itself.
Second, that seems like alot of work! I would more than willing to help out with it this year, just let me know. I'll be playing all the entries anyway, so happy to verify the assets for them as well.
@Spring: Pretty sure opening a browser to a URL is a as simple as 'launching' the url as a new process. Here's how to do it in C#:
https://stackoverflow.com/questions/4580263/how-to-open-in-default-brows...
I have peronsally used this technique before in the demo for Instant Dungeon!
I put a 'Learn More!' button in the game that just uses this technique to open a browser to the official game web page.
Sure the procedure is pretty similar in other languages.
Anyway, chasersgaming has said this is just a 'nice to have' feature, not a requirement.
> "everyone has either reached some difficulties or is playing too small"
Think Saliv was just saying that we've all had struggles making these games, and if not it's because we were aiming too low.
@Saliv: Giving proper credit is not as difficult as it might seem at first. In fact, OGA's 'collection' feature makes it quite easy.
Here's what I did for my entry into last year's jam:
1) Created a new collection called 'Instant Pixel Palette Scramble! Assets'
2) Added each of the assets I used to the collection (open asset's page on OGA, click 'Add to Collection' button on left hand side)
3) Viewed collection in OGA (Collect->My Collections from menu at top of any OGA page)
4) Downloaded credits file for collection. (click 'Download Credits File' link at bottom of collection page)
5) Pasted contents of credits file into README.txt file included with the game.
In my case, I also included the contents of the credits file in the 'Credits' sequence of the game.
I also did some trivial reformatting of the credits text to sort it by category and make it look a little nicer in the credits sequence.
Both those steps are optional though. In general, it is enough to simply include the credits file with the game
distribution.
Funny about that CC-BY-3.0 text though. Rules 7 & 8 would seem to be in direct conflict. 'Special Thanks' is generally considered a lesser credit to 'graphics' or 'music' etc.
Love this and all the other tunes you recently posted! thanks much for sharing!
Cat's Sky was fun too! Ending gave me a big smile! :)
Did you really do all the animating as well as composing all this music for it? if so, excelsior to you! The music really fits action perfectly! great job!
and yeah, there it is:
https://www.kongregate.com/games/ApprenticeChief/pong-quest
Unfortunately, I don't have the latest flash so I can't try it.
Well battling in breakout is still a good idea, can't wait to see how it turns out.
Yulpers is coming along well. Getting the centipede/rope physics for the body was quite a bit harder than I expected, but I'm very happy with the results so that's what counts! Would post a screen shot but it's really got to be seen in motion to make any sense.
@Spring: an RPG where the battles are done in Arkanoid is a great idea! Better, yet since they are battles, make it pong. Pong-Quest! I'm going to google that, can't be we are the first ones to come up with that mash up. :)
@Spring: /all/ the LPC tiles? Are you sure? That's a lot of tiles! :)
@aaronw: Just to be clear, it's not required that /all/ the assets you use for your game be from OGA.
The requirement is to use at least 6 different assets (of any type, sound, font, 3d model, etc) from OGA.
Other than that, you're free to use whatever you want. If you create anything new for the game, you are encouraged but not at all required to contribute it to OGA.
I love the name 'AAAAH LAMAs'! :)
@Spring: quick thought, if each level if you rescuing another of Doggo's family and friends, why not put a sprite for the family/friend in the level? Like they are behind or boxed in by the blocks, so you are very literally setting them free. Just a thought, might help tie the gameplay to the story.
@Spring: yeah definitely had been playing that one around the time I came up with the pitch for Medusa Must Die!
but alas, Medusa Must Die! will have to wait (see the Game Jam for the reasons why).
Instead, I'll be working on:
Yulpers!
You play as a little centipede creature who yulps up everything in it's path.
The more you eat, the longer you get!
Going to be kind of platformer meets snake type affair.
Plan to mostly use GrafixKid's various cuties and tiles. The Yulpers you see in the logo is a modified version of the pink guy from here:
https://opengameart.org/content/mini-character-pack
As always, will submit all the custom art for the game back to OGA once it's done.
Anyways, I had a few other ideas, but my kids voted for this one, so here we go!
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