You are mistaken, mold. CC-BY is perfectly fine as a "make any changes you want as long as I am credited" license, and the original poster hasn't requested anything that necessitates the share-alike label.
"why was it necessary to create an special license -- OGA-BY -- just so people can use free art on a single, specific platform (iOS)? Is that single platform so incredibly important? Really?"
Well, depending on what measure you're using, iOS is either the most popular, most profitable gaming platform currently being developed for, or it's second only to the desktop PC. It's hugely important. Forbidding the use of CC assets on such a platform would be detrimental to the developers attempting to use the assets, and to the CC movement as a whole.
I have no idea whether it is possible to reconcile the terms of the CC-BY license with Apple's DRM on a technical or semantic level, but I do believe that it's possible to use the iOS platform while maintaining the "spirit" of creative commons by properly attributing the artists, open sourcing code or assets where appropriate, and making payments to the contributing artists if necessary.
That's interesting - I was going for more of a Kirby vibe than a Pokemon one. Maybe I'll try writing some Pokemon-styled tracks in the future to see how they compare.
That's actually a fairly cheap price for a composer. Consider that a minute of music might take several hours to compose and master, and that you're paying for the time of a skilled, trained professional.
You are mistaken, mold. CC-BY is perfectly fine as a "make any changes you want as long as I am credited" license, and the original poster hasn't requested anything that necessitates the share-alike label.
Still, it's not a big deal either way.
In the same vein, I recommend the Internet Archive's flickr account. Again, all public domain.
https://www.flickr.com/photos/internetarchivebookimages/
There's a lot of game-making potential buried in these types of collections. Here are some examples.
Character portraits:
https://www.flickr.com/photos/internetarchivebookimages/tags/bookidremin...
Full-body portraits with a lot of personality:
https://www.flickr.com/photos/internetarchivebookimages/tags/bookidmasqu...
Visual novel backgrounds:
https://www.flickr.com/photos/internetarchivebookimages/tags/bookidourdo...
More backgrounds - there are a lot like this:
https://www.flickr.com/photos/internetarchivebookimages/tags/bookiditaly...
Get digging. I'm currently making a game that's around ~70% public domain art assets.
You guys are being too harsh. These tiles look like ass to me.
"why was it necessary to create an special license -- OGA-BY -- just so people can use free art on a single, specific platform (iOS)? Is that single platform so incredibly important? Really?"
Well, depending on what measure you're using, iOS is either the most popular, most profitable gaming platform currently being developed for, or it's second only to the desktop PC. It's hugely important. Forbidding the use of CC assets on such a platform would be detrimental to the developers attempting to use the assets, and to the CC movement as a whole.
I have no idea whether it is possible to reconcile the terms of the CC-BY license with Apple's DRM on a technical or semantic level, but I do believe that it's possible to use the iOS platform while maintaining the "spirit" of creative commons by properly attributing the artists, open sourcing code or assets where appropriate, and making payments to the contributing artists if necessary.
That's interesting - I was going for more of a Kirby vibe than a Pokemon one. Maybe I'll try writing some Pokemon-styled tracks in the future to see how they compare.
That's actually a fairly cheap price for a composer. Consider that a minute of music might take several hours to compose and master, and that you're paying for the time of a skilled, trained professional.