(The following is not legal advice, I am not a lawyer)
No, that's a big (and dangerous) shortcut to make.
The GPL allows nearly all commercial use (including "pure" selling), but under certain conditions. Attribution is not one of them, but you will still need:
- to include a copyright notice somewhere (in a text file shipped with the game for example),
- to include a copy of the GPL version the work is using,
- to keep the derived work under the same conditions (same license),
- and probably many more requirements (read the full license)
However, (I've read your other thread about iOS game publishing, I'll assume it is related), Apple is never too keen on GPL usage, and may reject games using GPL code or artwork from the App Store. The reason is probably that the copies they distribute violate the GPL, due to their own App Store terms. So, you need to get a licensing exception of the GPL, which allows Apple to "violate" the license legally. You can get such an exception from the copyright holder.
I was just giving an example. Just remember that many games refuse adding GPL art because of potential licensing issues, so it is better to dual-license with a (free) CC license.
You have to import your scripts before using them in the game, using the Import menu. This is true for 3D models, fonts and sounds, although you can place textures directly in the project folder.
The engine doesn't support Batch scripting, but GDScript might be a little more readable. :)
Art licensed under GPL can't be mixed together in the same screenshot with art that uses CC BY-SA (an incompatible license). The resulting screenshot is technically unredistributable.
Godot is probably slower than Unity, because it was designed to be portable and higher level overall. Nothing prevents you from writing game logic in C++ though, you do not have to use GDScript (which is a quite good language by the way).
The MIT (Expat) license, despite using the word "software", is deemed fully valid when used on artwork. This license isn't perfect, but let's not create more licenses than we need. The TraK texture sets use that license.
The license you wrote does not mention commercial use and selling; it is preferable to clear any confusion when it comes to licensing.
(The following is not legal advice, I am not a lawyer)
No, that's a big (and dangerous) shortcut to make.
The GPL allows nearly all commercial use (including "pure" selling), but under certain conditions. Attribution is not one of them, but you will still need:
- to include a copyright notice somewhere (in a text file shipped with the game for example),
- to include a copy of the GPL version the work is using,
- to keep the derived work under the same conditions (same license),
- and probably many more requirements (read the full license)
However, (I've read your other thread about iOS game publishing, I'll assume it is related), Apple is never too keen on GPL usage, and may reject games using GPL code or artwork from the App Store. The reason is probably that the copies they distribute violate the GPL, due to their own App Store terms. So, you need to get a licensing exception of the GPL, which allows Apple to "violate" the license legally. You can get such an exception from the copyright holder.
CC BY-SA 3.0 isn't any more permissive than GPL is, for art. Both are copyleft licenses.
CC0 would defeat the purpose of GPL, but that's not my concern.
I was just giving an example. Just remember that many games refuse adding GPL art because of potential licensing issues, so it is better to dual-license with a (free) CC license.
This is not a bug, this is a design decision.
You have to import your scripts before using them in the game, using the Import menu. This is true for 3D models, fonts and sounds, although you can place textures directly in the project folder.
The engine doesn't support Batch scripting, but GDScript might be a little more readable. :)
Art licensed under GPL can't be mixed together in the same screenshot with art that uses CC BY-SA (an incompatible license). The resulting screenshot is technically unredistributable.
Can you please also publish under CC0 1.0, CC BY 3.0 or CC BY-SA 3.0?
It uses its own scripting language, GDScript, but you can extend the engine in C++.
Godot is probably slower than Unity, because it was designed to be portable and higher level overall. Nothing prevents you from writing game logic in C++ though, you do not have to use GDScript (which is a quite good language by the way).
The MIT (Expat) license, despite using the word "software", is deemed fully valid when used on artwork. This license isn't perfect, but let's not create more licenses than we need. The TraK texture sets use that license.
The license you wrote does not mention commercial use and selling; it is preferable to clear any confusion when it comes to licensing.
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