It's been a few years now, but I did speak directly to someone at Creative Commons about this (and several other licensing questions that come up often on OGA) and was told very directly that source code, game engines, etc. are NOT considered 'derivative' works under the CC-BY-SA license.
They were very clear that just using an CC-BY-SA art work (be it music, image, animation, etc) in a game would not require the game's source code to be redistributed under CC-BY-SA.
Whether or not the technical wording of the license itself bears this out, I can't say, but I can tell you that the representative I spoke with was very clear about this issue.
The message I got from my conversation with the CC rep was that they are concerned with protecting and licensing 'creative' works not technical works (eg. code).
As an example, the rep told me that if you made some sprites and released them under CC-BY-SA and some one took those sprites and used them in a game, the game itself would not be considered a derivative work. Indeed, even if they made modifications to your sprites, only those modifications and not the game they were used in would be considered subject to the 'share alike' principle.
However, if you made some sprites, say for a group of anthropomorphic flowers, /AND/ you added a little background or story to go with them, something like 'The Flower Family frolics in the fields until the Evil Patrick Pesticide arrives and they must embark on an epic quest to save themselves from this awful man and his vicious chemical concoctions'. If someone were to make a game using elements of that story or those characters, then that game WOULD be considered a derivative work and need to be shared under the 'share alike' principle. However, even in this case, 'share alike' would apply only to the game executable, not the original source code.
To put it in another way, if you took a CC-BY-SA image and painted a copy of it on the side of a building, they would not need the blue prints for the building. Or if you printed out some copies of a CC-BY-SA image and handed them out at the park, they would not need the patent for your printer.
Again, it was a ways back now, so I'd need to review my notes for any of the finer points, but I do recall leaving the conversation being quite sure that the Creative Commons people were not at all interested in forcing anyone to release source code for anything. Again, whether this is born out by the actual legalese I can't say, but they definitely made it clear to me what their intent was.
Regarding GoDot MIT, I'll certainly agree, MIT license is among the gold standards for flexibility and using it is definitely to GoDot's benefit, especially when compared to the complex licensing agreements governing the commercial engines like Unity and Unreal.
Hi! Just FYI, I used this track as the title theme for Word Dug, my entry into the OpenGameArt Summer 2020 Game Jam.
I also used MidBoss, Pound the Stage and Vulnerability for the game over, credits and boss themes respectively.
I converted them to the Sega Master System palette, shrunk them down to 14x14 so they'd fit on Word Dug's dirt grid. I also added eyes and mouths to a few. Posted the results back on OGA at:
LINQ? What are you using database stuff for?
Just curious.
Totally know what you are talking about with Equals() and IComparable.
You make a good point about 'GetHashCode()' returning only 'semi unique' integers. I'm guessing whatever hashing algo they use is pretty good and not likely to generate many collisions, but all the same, if you really want to be sure your Equals() results are returning true equality, then best to write your own comparer. So just another reason to implement your own Equals() tests, etc.
Interestingly, I find myself almost never using structs in C#, which is odd because I have a lot of c/c++ in my past where structs are definitely a way of life. I guess I read early on that passing structs into functions was expensive and have just stuck with classes ever since. I do sometimes miss the ease of copying structs but once you get in the habit of writing Clone() and Copy() routines for your classes it's not a big deal.
Is there anything special your using stucts for? or something you find useful about them vs. classes? Curious to know if I'm missing out! :)
Made a 'Made For The' splash screen out of this. My project is in Sega Master System palette and SMSHD resolution (352x192), so I resized and re-colored it. Ported the results to a few other palettes for good measure too.
Here they are, also posted on the itch.io page for the Game Jam.
@William.Thompsonj: If you've a minute to explain it and the rest of the thread can bear some programmer talk for a bit, I'd love to hear more about what you meant by 'C# does a lot of boxing of variables and crazy nonsense.' Have had a few run ins with C#'s memory management systems myself...
Nothing to worry about, just got my head stuck up too many projects at once is all!
Thanks for participating, it's a great song!
Sorry I didn't get my sprites done in time to give you some competition, hoping to post them soon though!
Oh no! So sorry, I have been working on something for this challenge but it's not ready yet. I have to admit, in my head, I was thinking I had until the 28th. Pretty sad considering I am the one who set this challenge up and I deliberately set all the Art Challenges to have the same schedule every month. :(
Some more thoughts:
The move should move both images, so the views are always synchronized.
Maybe I'm wrong about that, but I can't think of a time when I would want to look at one part of the source image and different part of the destination image.
Any hope of getting the mouse wheel to zoom in/out?
It's been a few years now, but I did speak directly to someone at Creative Commons about this (and several other licensing questions that come up often on OGA) and was told very directly that source code, game engines, etc. are NOT considered 'derivative' works under the CC-BY-SA license.
They were very clear that just using an CC-BY-SA art work (be it music, image, animation, etc) in a game would not require the game's source code to be redistributed under CC-BY-SA.
Whether or not the technical wording of the license itself bears this out, I can't say, but I can tell you that the representative I spoke with was very clear about this issue.
The message I got from my conversation with the CC rep was that they are concerned with protecting and licensing 'creative' works not technical works (eg. code).
As an example, the rep told me that if you made some sprites and released them under CC-BY-SA and some one took those sprites and used them in a game, the game itself would not be considered a derivative work. Indeed, even if they made modifications to your sprites, only those modifications and not the game they were used in would be considered subject to the 'share alike' principle.
However, if you made some sprites, say for a group of anthropomorphic flowers, /AND/ you added a little background or story to go with them, something like 'The Flower Family frolics in the fields until the Evil Patrick Pesticide arrives and they must embark on an epic quest to save themselves from this awful man and his vicious chemical concoctions'. If someone were to make a game using elements of that story or those characters, then that game WOULD be considered a derivative work and need to be shared under the 'share alike' principle. However, even in this case, 'share alike' would apply only to the game executable, not the original source code.
To put it in another way, if you took a CC-BY-SA image and painted a copy of it on the side of a building, they would not need the blue prints for the building. Or if you printed out some copies of a CC-BY-SA image and handed them out at the park, they would not need the patent for your printer.
Again, it was a ways back now, so I'd need to review my notes for any of the finer points, but I do recall leaving the conversation being quite sure that the Creative Commons people were not at all interested in forcing anyone to release source code for anything. Again, whether this is born out by the actual legalese I can't say, but they definitely made it clear to me what their intent was.
Regarding GoDot MIT, I'll certainly agree, MIT license is among the gold standards for flexibility and using it is definitely to GoDot's benefit, especially when compared to the complex licensing agreements governing the commercial engines like Unity and Unreal.
Hi! Just FYI, I used this track as the title theme for Word Dug, my entry into the OpenGameArt Summer 2020 Game Jam.
I also used MidBoss, Pound the Stage and Vulnerability for the game over, credits and boss themes respectively.
You can check out the game for free at:
https://withthelove.itch.io/worddug
as well as the rest of the Jam entries at:
https://itch.io/jam/oga-summer-game-jam-4-2020
Thanks so much for sharing, they are all really great tracks!
hi!
Just letting you know I used these sprites with some modifications in my submission to the OpenGameArt Summer Game Jam 2020.
https://withthelove.itch.io/worddug
I converted them to the Sega Master System palette, shrunk them down to 14x14 so they'd fit on Word Dug's dirt grid. I also added eyes and mouths to a few. Posted the results back on OGA at:
https://opengameart.org/content/word-dug-art-and-sounds-pack
Thanks again for sharing this awesome set! It was making very hungry to look at these sprites so much! :)
LINQ? What are you using database stuff for?
Just curious.
Totally know what you are talking about with Equals() and IComparable.
You make a good point about 'GetHashCode()' returning only 'semi unique' integers. I'm guessing whatever hashing algo they use is pretty good and not likely to generate many collisions, but all the same, if you really want to be sure your Equals() results are returning true equality, then best to write your own comparer. So just another reason to implement your own Equals() tests, etc.
Interestingly, I find myself almost never using structs in C#, which is odd because I have a lot of c/c++ in my past where structs are definitely a way of life. I guess I read early on that passing structs into functions was expensive and have just stuck with classes ever since. I do sometimes miss the ease of copying structs but once you get in the habit of writing Clone() and Copy() routines for your classes it's not a big deal.
Is there anything special your using stucts for? or something you find useful about them vs. classes? Curious to know if I'm missing out! :)
Great work!
Made a 'Made For The' splash screen out of this. My project is in Sega Master System palette and SMSHD resolution (352x192), so I resized and re-colored it. Ported the results to a few other palettes for good measure too.
Here they are, also posted on the itch.io page for the Game Jam.
@William.Thompsonj: If you've a minute to explain it and the rest of the thread can bear some programmer talk for a bit, I'd love to hear more about what you meant by 'C# does a lot of boxing of variables and crazy nonsense.' Have had a few run ins with C#'s memory management systems myself...
Nothing to worry about, just got my head stuck up too many projects at once is all!
Thanks for participating, it's a great song!
Sorry I didn't get my sprites done in time to give you some competition, hoping to post them soon though!
Oh no! So sorry, I have been working on something for this challenge but it's not ready yet. I have to admit, in my head, I was thinking I had until the 28th. Pretty sad considering I am the one who set this challenge up and I deliberately set all the Art Challenges to have the same schedule every month. :(
@Spring: It's not SMS, it's SMSHD! ;)
Looking good!
Some more thoughts:
The move should move both images, so the views are always synchronized.
Maybe I'm wrong about that, but I can't think of a time when I would want to look at one part of the source image and different part of the destination image.
Any hope of getting the mouse wheel to zoom in/out?
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