There are sites where I have had real troubles finding the download links, and more than once I got some adware instead of what I wanted to download ... but this site is pretty clean compared.
Orange hues work with blue, but they stick out quite a bit. Well, I guess that is just what you want. But finding an orange link is no easier than finding a blue link. And actually, in the early days of the www, all links were blue, so I'd rather recognize a blue text to be linky than an orange one ...
I've read it again and yes, it might be that I misinterpreted the "using copyrighted sprites as base" phrase. A newly created spritesheet with moves and positions compatible to the originals shouldn't be a problem, at least it is very common thing in the game modding community.
Cool, thanks for the offer :) The project is a bit young still, but once I have a good idea of the areas to explore, I'll need some matching music too. So far much is only proof of concept work, and due to change.
At the moment it seems I'll not include this feature. I consider it too annoying to the casual gamer.
There has been some progress on the merchant code, though. Selling and buying items works, except for the case when you try to swap an item of yours with one from the merchant. At the moment you must drop items for sale on a free space in the merchants inventory, otherwise the payment calculation won't work.
It's different in different places of the world, but often "derivative works" are included in copyright. I remember at least one case when one artist said he was "inspired by" another artists scuplture, and so a painting that he made was consdiered a copyright violation, because it was a derivative of the sculpture, even that it was not a scuplture by istelf and completely newly made. But it is extremely complicated as a quick web search revealed (you can can google the painting and scupluture problem, seems to be a more common and even example case that I thought first).
Late winter seems to be a good time for development. There is actually a new version, but no major additions, maybe except a first introduction of merchants and a merchant dialog. The payment system is still missing, will be part of the next release.
@redshrike: I've renamed the Bloodstone to Virilit, with a hint of the latin word for power or strength.
And I've got a question: In some roguelikes, enemy attacks can damage equipment. Acid corrodes metal items, fire burns wooden or paper items, electricity can damage metal, cold damages water (potions) in containers etc.
Do you think this is a good game mechanic, or do you consider it an annoyance?
I'm asking, because I feel uncertain which way to go.
If I use some environment mapping, my rendering tool won't give me a transparent background at the same time. But I've uploaded a second version where I manually removed the background. There are some limitations in the processes that I use.
"Can anyone give me a bottom line rule of thumb what course I should take if I'm wanting to stay within clear legal and ethical boundaries for a closed source commercial game? I'm guessing Public Domain is ok. How about CC-BY. How about GPL? What if someone adds "Public Domain" along with some other license?"
I think I can give some answers:
- Closed Source project + GPL assets = usually no go (LGPL allows use in closed source)
- Public Domain is free in any case. You can always use that.
- If work is published under multiple licenses, you can choose the license that fits your needs best. You only have to meet one license' requirements, not all.
- "Commercial" ist not a problem with GPL, "closed" is.
I didn't see such complaints often yet.
There are sites where I have had real troubles finding the download links, and more than once I got some adware instead of what I wanted to download ... but this site is pretty clean compared.
Orange hues work with blue, but they stick out quite a bit. Well, I guess that is just what you want. But finding an orange link is no easier than finding a blue link. And actually, in the early days of the www, all links were blue, so I'd rather recognize a blue text to be linky than an orange one ...
I'm using the 2.9.2 version for my builds.
I've read it again and yes, it might be that I misinterpreted the "using copyrighted sprites as base" phrase. A newly created spritesheet with moves and positions compatible to the originals shouldn't be a problem, at least it is very common thing in the game modding community.
Cool, thanks for the offer :) The project is a bit young still, but once I have a good idea of the areas to explore, I'll need some matching music too. So far much is only proof of concept work, and due to change.
At the moment it seems I'll not include this feature. I consider it too annoying to the casual gamer.
There has been some progress on the merchant code, though. Selling and buying items works, except for the case when you try to swap an item of yours with one from the merchant. At the moment you must drop items for sale on a free space in the merchants inventory, otherwise the payment calculation won't work.
http://sourceforge.net/projects/jewelhunt/
It's different in different places of the world, but often "derivative works" are included in copyright. I remember at least one case when one artist said he was "inspired by" another artists scuplture, and so a painting that he made was consdiered a copyright violation, because it was a derivative of the sculpture, even that it was not a scuplture by istelf and completely newly made. But it is extremely complicated as a quick web search revealed (you can can google the painting and scupluture problem, seems to be a more common and even example case that I thought first).
But IANAL so I can give real advice here.
Late winter seems to be a good time for development. There is actually a new version, but no major additions, maybe except a first introduction of merchants and a merchant dialog. The payment system is still missing, will be part of the next release.
http://sourceforge.net/projects/jewelhunt/
@redshrike: I've renamed the Bloodstone to Virilit, with a hint of the latin word for power or strength.
And I've got a question: In some roguelikes, enemy attacks can damage equipment. Acid corrodes metal items, fire burns wooden or paper items, electricity can damage metal, cold damages water (potions) in containers etc.
Do you think this is a good game mechanic, or do you consider it an annoyance?
I'm asking, because I feel uncertain which way to go.
If I use some environment mapping, my rendering tool won't give me a transparent background at the same time. But I've uploaded a second version where I manually removed the background. There are some limitations in the processes that I use.
Very nice! Much better than my own well.
"Can anyone give me a bottom line rule of thumb what course I should take if I'm wanting to stay within clear legal and ethical boundaries for a closed source commercial game? I'm guessing Public Domain is ok. How about CC-BY. How about GPL? What if someone adds "Public Domain" along with some other license?"
I think I can give some answers:
- Closed Source project + GPL assets = usually no go (LGPL allows use in closed source)
- Public Domain is free in any case. You can always use that.
- If work is published under multiple licenses, you can choose the license that fits your needs best. You only have to meet one license' requirements, not all.
- "Commercial" ist not a problem with GPL, "closed" is.
But I'm not a lawyer, this is just my opnion.
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