"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.
It's a misleading example, as Java can do one line initialisation:
Vector v = Arrays.asList( new char[]{'a', 'b', 'c', 'd', 'e', 'f', 'g'} );
And Vector is ancient; these days you'd write it as:
List<char[]> v = Arrays.asList( new char[]{'a', 'b', 'c', 'd', 'e', 'f', 'g'} );
It's still not quite as quick as Python, but it isn't the long winded mess as suggested in the example.
Whilst Java also requires extra additional lines for the class and function, "how much boilerplate code you need to get started" isn't that great a method of comparing languages - by this reasoning, BASIC comes out great for hello world :) When you have a large codebase, the extra lines from things like functions aren't significant, and also how well the code can be structured is more important than a pure number of lines count.
It's also about choosing the right tool for the job - languages like Python, Perl, Lua etc are great for producing code quickly with minimal code; they also come with useful types that are built into the language rather than being classes written in that language. So they're especially useful for things like scripting and prototyping. But that doesn't mean they're better for everything.
"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...
It's a misleading example, as Java can do one line initialisation:
Vector v = Arrays.asList( new char[]{'a', 'b', 'c', 'd', 'e', 'f', 'g'} );
And Vector is ancient; these days you'd write it as:
List<char[]> v = Arrays.asList( new char[]{'a', 'b', 'c', 'd', 'e', 'f', 'g'} );
It's still not quite as quick as Python, but it isn't the long winded mess as suggested in the example.
Whilst Java also requires extra additional lines for the class and function, "how much boilerplate code you need to get started" isn't that great a method of comparing languages - by this reasoning, BASIC comes out great for hello world :) When you have a large codebase, the extra lines from things like functions aren't significant, and also how well the code can be structured is more important than a pure number of lines count.
It's also about choosing the right tool for the job - languages like Python, Perl, Lua etc are great for producing code quickly with minimal code; they also come with useful types that are built into the language rather than being classes written in that language. So they're especially useful for things like scripting and prototyping. But that doesn't mean they're better for everything.
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