You must include cc-by/sa assets in a common file format that end user could easily use to open/modify the work themselves if they wanted. I mention this because it is not wholly uncommon for games to re-package assets into their own file format schemes. As an example, for textures, it's not uncommon to have some kind of build step that compresses them into some kind of a raw gl/direct format in order to speed load times. I've also seen plenty of devs that like to bundle all the files for their game into a single file with some kind of zip or otherwise compressed format. Pretty sure distributing cc-by/sa works like this would be violation of the license. Though for sure, if you just flip a PNG to a JPG that is ok.
re: android/steam, as with so many things license related, I have seen it argued both ways. But for sure with Android, you would want to take care to distribute without google's DRM feature.
you must specify that you used the works under terms of the cc-by license and include a copy of the cc-by license with your distribution.
cc-by/cc-by-sa both include an 'anti-DRM' clause in them, meaning you can't distribute the works through channels that impose some sort of DRM on the works (eg. IOS AppStore, XBLive, PSN, possibly Steam/Android depending on how you slice things) As a rule of thumb, end users must be able to directly access the source images, sound files, etc. whenever/wherever they download the work. For example, on PC, if you distribute the works along side the executable for your game, they should be stored in a well named file and folder structure and in their native file formats (jpg, png, mp3, etc).
If you have created new works based on cc-sa stuff, you don't have to share them with the world, but if you do (including sharing them via your game) you must distribute them under terms of the cc-by-sa license. That means specifying them as under cc-by-sa and including them in your game distribution as I just described for other cc-by-sa assets. It nevers hurst to post them to OGA also! :)
tldr;
don't distribute cc-by/sa assets on DRM'd platforms.
include cc-by/sa assets in their native formats in your game distribution
include the full text of the cc-by/sa license(s) with your game distribution
Include a 'readme.txt' or 'licenses.txt' file with your game, listing which assets are used, crediting their authors and specifying which license(s) they are used undsr
Let me toss out another random thought: what about a bonus for submitting any alterations, derivatives or auxiliary works that a dev creates to use in their code project?
ex. I make 'Mama Vampira' in which Mama must save all the poor baby vampires from the wicked mortals who are out to stake them through the heart. To do it, I take ElizaWy's LPC babies and add teeth and a cutesy crying animation as well as a death animation where a a stake goes through their little baby hearts and they turn to dust. I also add a stroller for Mama to push the baby vamps around in. Why not award some bonus points if I take the time to bubdle these changes up and submit them as a derivative work?
Great set! Thanks much for sharing! This is one of those unglamorous UI elements that you never think of until you need it so it's great to have this up here on OGA. The edges and shadows are well done also, these should easily stand out over any background.
If it's 2 art challenges a month and 1 programming challenge a month and they are to relate, should the two art themes be related somehow? For a really cheesy example 'Life' and 'Death' and then the programming challenge is 'Life and Death'.
You must include cc-by/sa assets in a common file format that end user could easily use to open/modify the work themselves if they wanted. I mention this because it is not wholly uncommon for games to re-package assets into their own file format schemes. As an example, for textures, it's not uncommon to have some kind of build step that compresses them into some kind of a raw gl/direct format in order to speed load times. I've also seen plenty of devs that like to bundle all the files for their game into a single file with some kind of zip or otherwise compressed format. Pretty sure distributing cc-by/sa works like this would be violation of the license. Though for sure, if you just flip a PNG to a JPG that is ok.
re: android/steam, as with so many things license related, I have seen it argued both ways. But for sure with Android, you would want to take care to distribute without google's DRM feature.
Whoops, let me add to tldr;
distribute derivatives of cc-by-sa works as cc-by-sa
Some additional points:
you must specify that you used the works under terms of the cc-by license and include a copy of the cc-by license with your distribution.
cc-by/cc-by-sa both include an 'anti-DRM' clause in them, meaning you can't distribute the works through channels that impose some sort of DRM on the works (eg. IOS AppStore, XBLive, PSN, possibly Steam/Android depending on how you slice things) As a rule of thumb, end users must be able to directly access the source images, sound files, etc. whenever/wherever they download the work. For example, on PC, if you distribute the works along side the executable for your game, they should be stored in a well named file and folder structure and in their native file formats (jpg, png, mp3, etc).
If you have created new works based on cc-sa stuff, you don't have to share them with the world, but if you do (including sharing them via your game) you must distribute them under terms of the cc-by-sa license. That means specifying them as under cc-by-sa and including them in your game distribution as I just described for other cc-by-sa assets. It nevers hurst to post them to OGA also! :)
tldr;
don't distribute cc-by/sa assets on DRM'd platforms.
include cc-by/sa assets in their native formats in your game distribution
include the full text of the cc-by/sa license(s) with your game distribution
Include a 'readme.txt' or 'licenses.txt' file with your game, listing which assets are used, crediting their authors and specifying which license(s) they are used undsr
Definitely a sick boss! Love it! The flies are a great touch!
This is awesome!!! I really like how quickly it gets up and going! Perfect as you say for a title or menu screen!
Do you mean a tutorial program that teaches new artists how to anti-alias their works?
or a utility program that automatically anti-aliases an existing image?
Amazing!! That's my only comment! :)
Let me toss out another random thought: what about a bonus for submitting any alterations, derivatives or auxiliary works that a dev creates to use in their code project?
ex. I make 'Mama Vampira' in which Mama must save all the poor baby vampires from the wicked mortals who are out to stake them through the heart. To do it, I take ElizaWy's LPC babies and add teeth and a cutesy crying animation as well as a death animation where a a stake goes through their little baby hearts and they turn to dust. I also add a stroller for Mama to push the baby vamps around in. Why not award some bonus points if I take the time to bubdle these changes up and submit them as a derivative work?
Great set! Thanks much for sharing! This is one of those unglamorous UI elements that you never think of until you need it so it's great to have this up here on OGA. The edges and shadows are well done also, these should easily stand out over any background.
If it's 2 art challenges a month and 1 programming challenge a month and they are to relate, should the two art themes be related somehow? For a really cheesy example 'Life' and 'Death' and then the programming challenge is 'Life and Death'.
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