It's a really good place for hosting projects, as well as providing support for selling, including support for "pay what you want". No upfront costs, and you can choose how much revenue cut they take.
One thing to note is that it doesn't seem to be a place that you can just put something there and get many extra views/downloads - at least mine are extremely low even compared to say my own website, I guess it's not a place that many people visit as users. But nonetheless, it provides a site and payment system for developers to make use of. Also this is something that could change as it grows more popular - and I think the recently launched itch client for people to download is a huge step forward (similar to stream, desura, etc). And I wasn't aware of the forums either, I'll check those out.
"Since mobiles don't always let users browse around the files in package a URL link in your credits or legal screen should be fine, and (hopefully) much easier to do than trying to replicate the work yourself."
This is one of the things I've wondered about. I stick the gpl.txt if required into my archive, but is this sufficient for a device where even though it's in the package, lack of root privileges means the users can't view that...?
I also typically put a link in my apps to a help page which includes the CC URLs and a link to the GPL (but not the full text), but in some cases this is an online web page - I have wondered if this is fine for CC licences at least (the help page is typically included in the archive too, but again, the user generally can't access that on a non-rooted mobile device).
Rename it wizard.jpg and what's the issue? I would hope "man with long white hair and robes" isn't copyrighted, otherwise loads of RPGs and other fantasy media are out of luck (it could just as well be dumbledore).
Since writing that post, I've had a hunt around Open Game Art, and replaced a lot more of the graphics - I've released the new version (0.25) (see above for download links).
It's still far from perfect:
* The buildings are still placeholders - rendered with POVRay, but very simple.
* Some sprites (defenders, and the cannon, catapult) are static images rather than animated.
Eclipse works as you describe, I just click a button (well OK, a few buttons, but it's straightforward) and it generates the apk. I imagine the newer android studio is similar.
If you want a game engine, Unity seems to be well used, is free (as in cost), and exports to android.
I don't think there's a way round installing something heavyweight, it's like asking to do windows development without installing the SDK. You can use something else instead, but game engines are still going to be fairly big. (Yes you can make a command line hello world a lot easier, but that's not useful on a platform like android.)
Note that the zip contains a license.txt with a different licence (Common Public License Version 1.0) to CC BY 3.0, this should probably be removed (or listed as a dual licence option) to avoid confusion.
I'm at http://mdwh.itch.io .
It's a really good place for hosting projects, as well as providing support for selling, including support for "pay what you want". No upfront costs, and you can choose how much revenue cut they take.
One thing to note is that it doesn't seem to be a place that you can just put something there and get many extra views/downloads - at least mine are extremely low even compared to say my own website, I guess it's not a place that many people visit as users. But nonetheless, it provides a site and payment system for developers to make use of. Also this is something that could change as it grows more popular - and I think the recently launched itch client for people to download is a huge step forward (similar to stream, desura, etc). And I wasn't aware of the forums either, I'll check those out.
"Since mobiles don't always let users browse around the files in package a URL link in your credits or legal screen should be fine, and (hopefully) much easier to do than trying to replicate the work yourself."
This is one of the things I've wondered about. I stick the gpl.txt if required into my archive, but is this sufficient for a device where even though it's in the package, lack of root privileges means the users can't view that...?
I also typically put a link in my apps to a help page which includes the CC URLs and a link to the GPL (but not the full text), but in some cases this is an online web page - I have wondered if this is fine for CC licences at least (the help page is typically included in the archive too, but again, the user generally can't access that on a non-rooted mobile device).
Also see https://musescore.org/en/handbook/soundfont for some handy links to various Soundfonts (SF2).
Rename it wizard.jpg and what's the issue? I would hope "man with long white hair and robes" isn't copyrighted, otherwise loads of RPGs and other fantasy media are out of luck (it could just as well be dumbledore).
Version 0.28 is now released! See https://sourceforge.net/p/gigalomania/blog/2015/10/version-028-released/ for more details. I've also updated the first post of this topic so it's more up to date.
Since writing that post, I've had a hunt around Open Game Art, and replaced a lot more of the graphics - I've released the new version (0.25) (see above for download links).
It's still far from perfect:
* The buildings are still placeholders - rendered with POVRay, but very simple.
* Some sprites (defenders, and the cannon, catapult) are static images rather than animated.
But still, looking better than it was! The full list of items used is at http://opengameart.org/content/art-used-in-gigalomania , or also see http://homepage.ntlworld.com/mark.harman/comp_gigalomania.html#licences for the full list. Of particular help were the LPC sprites, and this entry, allowing me to generate a range of animated characters.
Eclipse works as you describe, I just click a button (well OK, a few buttons, but it's straightforward) and it generates the apk. I imagine the newer android studio is similar.
If you want a game engine, Unity seems to be well used, is free (as in cost), and exports to android.
I don't think there's a way round installing something heavyweight, it's like asking to do windows development without installing the SDK. You can use something else instead, but game engines are still going to be fairly big. (Yes you can make a command line hello world a lot easier, but that's not useful on a platform like android.)
Note that Google play doesn't force apps to have DRM.
Note that the zip contains a license.txt with a different licence (Common Public License Version 1.0) to CC BY 3.0, this should probably be removed (or listed as a dual licence option) to avoid confusion.
Attribution should be given: http://developer.android.com/distribute/tools/promote/brand.html#brand-a...
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