Derivative versions of the files may or may not fall under the same license as the original depending on which license you choose to follow. Remember, you only need one of them. And then there's this bit:
You must include a copy of, or the Uniform Resource Identifier for, this License
(emphasis mine) -- you don't actually have to include the whole, lawyer-readable text of a Creative Commons license if that's inconvenient, just a link to it. Much like the CC license selector does for you.
You don't need to comply with all the licenses at once. Assets listed under multiple licenses like that can be reused under any one of those licenses, at your choice. That said, requirements differ: for CC-BY you only need to name the author, and if possible have a link back to where you got the assets (in the absence of more specific attribution instructions, that seems to be the common practice). For CC-BY-SA, you also have to make it clear that your version of the assets is distributed under the same license. A one-liner to that effect should do it in a pinch. For the GPL it's more complicated, ideally you should include a copy with your game, or at least a standard notice as explained here: http://www.gnu.org/licenses/gpl-howto.html. But I think that can be just a file included in the package, not necessarily presented to the user in-game.
Essentially, show good faith and nobody's going to fuss about the details. If in doubt, ask the author, but the whole point of open licenses is that you shouldn't need to.
Working with a set palette not only ensures consistency, making different sprites look like they belong together rather than clashing like a bad collage, but also sets the mood of the game: bright contrasting colors make for a cartoony feel, or at least a sunny atmosphere; reds, browns, yellows and dark greens immediately say "autumn", and so on. You also want to keep in mind the physics of vision: a level with darker colors, suggesting low light, should also have fewer colors, since our ability to see color is diminished in the dark. (At the logical extreme, remember how Limbo was rendered entirely in black and white? Tell me that's not a striking effect.) For example, your character looks like she's under some sort of pale, diffuse neon light, which fits the cyberpunk theme. You'll want to keep the same effect throughout, if not the same colors. In fact, keeping the theme in mind might help you choose other colors, which in turn will reinforce the theme, starting a virtuous cycle.
So yeah, do think in terms of palettes, even if you don't have technical limitations to deal with. :)
To add my two cents, allowing spaces to separate tags is a mistake: sometimes you really do want a multi-word tag. Sure, you can smash the words together or use a dash... but that just makes things look less natural.
As for how to help people use relatively consistent tags, the way Ive seen it done elsewhere is tag auto-completion. That way you're invited, but not required, to share a common vocabulary with other users. All the advantages of folksonomies without any of the downsides.
Well let's see... cube world with gravity that flips around and cel shading, at least that's somewhat novel. Also exploration-based gameplay, instead of the usual survival scenario. It looks like a game with potential, I guess. Good luck!
Derivative versions of the files may or may not fall under the same license as the original depending on which license you choose to follow. Remember, you only need one of them. And then there's this bit:
(emphasis mine) -- you don't actually have to include the whole, lawyer-readable text of a Creative Commons license if that's inconvenient, just a link to it. Much like the CC license selector does for you.
You don't need to comply with all the licenses at once. Assets listed under multiple licenses like that can be reused under any one of those licenses, at your choice. That said, requirements differ: for CC-BY you only need to name the author, and if possible have a link back to where you got the assets (in the absence of more specific attribution instructions, that seems to be the common practice). For CC-BY-SA, you also have to make it clear that your version of the assets is distributed under the same license. A one-liner to that effect should do it in a pinch. For the GPL it's more complicated, ideally you should include a copy with your game, or at least a standard notice as explained here: http://www.gnu.org/licenses/gpl-howto.html. But I think that can be just a file included in the package, not necessarily presented to the user in-game.
Essentially, show good faith and nobody's going to fuss about the details. If in doubt, ask the author, but the whole point of open licenses is that you shouldn't need to.
Thank you!
Working with a set palette not only ensures consistency, making different sprites look like they belong together rather than clashing like a bad collage, but also sets the mood of the game: bright contrasting colors make for a cartoony feel, or at least a sunny atmosphere; reds, browns, yellows and dark greens immediately say "autumn", and so on. You also want to keep in mind the physics of vision: a level with darker colors, suggesting low light, should also have fewer colors, since our ability to see color is diminished in the dark. (At the logical extreme, remember how Limbo was rendered entirely in black and white? Tell me that's not a striking effect.) For example, your character looks like she's under some sort of pale, diffuse neon light, which fits the cyberpunk theme. You'll want to keep the same effect throughout, if not the same colors. In fact, keeping the theme in mind might help you choose other colors, which in turn will reinforce the theme, starting a virtuous cycle.
So yeah, do think in terms of palettes, even if you don't have technical limitations to deal with. :)
Ah, aren't ontologies fun?
To add my two cents, allowing spaces to separate tags is a mistake: sometimes you really do want a multi-word tag. Sure, you can smash the words together or use a dash... but that just makes things look less natural.
As for how to help people use relatively consistent tags, the way Ive seen it done elsewhere is tag auto-completion. That way you're invited, but not required, to share a common vocabulary with other users. All the advantages of folksonomies without any of the downsides.
Either way, keep up the good work, and thank you.
Hi there! Your sample image turned out to fit quite well as an interior illustration to my latest project, a tabletop RPG. You can see it at http://claudeb.itch.io/tales-of-space-and-magic and https://www.scribd.com/doc/275032703/Tales-of-Space-and-Magic (well, the page in question isn't in the sample). But I promise it's looking good, and it's even attributed. Thanks!
So it does! Om nom nom!
Well let's see... cube world with gravity that flips around and cel shading, at least that's somewhat novel. Also exploration-based gameplay, instead of the usual survival scenario. It looks like a game with potential, I guess. Good luck!
Hi there! I'm using this in my game Glittering Light. You can play it on itch.io and on my website. Thank you very much!
Hi there! I'm using some of these tracks in my game Glittering Light. You can play it on itch.io and on my website. Thank you very much!
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