I just remember a tiny DOS program reading Russian texts letter-by-letter and yielding relatively audible results if not expect too much. And couldn't understand then, in late 90s - early 2000s, why Engish speech synthesis was so awful in comparison.
P.S. was somewhat confused listening to speech synthesised blender tutorials :D However, contemporary synthesis quality is really high.
Actually Russian&Ukrainian speech synthesis is not that complex at all. You really have an absolute relation between a letter and a sound with some easy rigor rules to follow. Its just the stresses that will pose the problem.
But English is a disaster :D Not speaking about French... where different letters in different combinations and conditions produce dramatically different results. Actually you'd need to make either a complete vocabulary voice-over (yielding nice&natural words, but inconsistent sound), or a phonetical vocabulary (consistency and much less work, but junction problem and unnatural artifacts). Even this approach will fail in general case, e.g. for read[ri:d]-read[red]-read[red].
So... recoding the samples is problem of the least concern.
Well... every letter of the English alphabet won't take you to vocal synthesizer (actually you are speaking of speech synthesis, rather than vocal, which is rather a musical term) - you need phonetical sounds (or even larger segments), not letters. There are few opensource speech synthesis software you may chesk, like FreeTTS, Praat, Ekho, eSpeak, Festival; they may have their samples under open licenses.
Mmmm... first of all try increasing resolution and color depth. If it's not intended for my mid-2000s mobile phone...
Sectond... try to skim through OGA to find some larger&good pixelart trees&tiles (maybe you'll prefer a good tileset for art consistency & easier license tracking).
If for some reason you don't want any external art in your game, then add some noise to the tiles (e.g. GIMP>Filters>Noise>Add RGB noise) they'll immediately start looking better.
I honestly believe, that it's harder to copy a design from a picture, than to make 'something' yourself as 'inspired by' but significantly different. When you copy - you have to make a quality copy... When you create - you are free to do anything (because you have one limitation less - no need to look (exactly) like reference work).
I've quickly skimmed google and found that "Ansgar Burchardt" is far from being "bosses in Linux". I'd recommend to contact the tech. committee so that it would be not 'the only opinion' on your project.
Another point: debain repos are awfully outdated. Good for stability but bad for quickly-developing projects like games. So packaging you own debs is better (as for my opinion).
I skimmed the text and found out that the onlyh problem they're adressing, is 'invalid' (or deliberately misleading) placement of CC-license on copyrighted source. But absolutely the same may be told about any other license, including commercial ones. So, the problem is not in CC-licenses, but in 'anonymous' license issuing by the people you don't know, and you can't make them responsible in case of misleading CC-ing a copyrighted material.
E.g. You commission a music to a composer. He writes it including a copyrighted 'owl' sound and releases it under some license. You get sued for using a copyrighted sound and you cannot readdress the law suit to the composer, because there is no formal agreement between you two (and no other track of him than e-mail).
At least, this is the way I've understood the article.
Best start is to learn some game engine: pick 'python' here http://en.wikipedia.org/wiki/List_of_game_engines and to do some (very) simple games. After getting the experience - improve the difficulty.
Second, think of your plan - would you like to work alone, or invite/hire collaborators. Think of your strong sides. If it's art, then make art-based game, if it's programming - make a complex and interesting game logic, etc.
Answer a question for yourself: what kind of game do you want to make and why? What is required for it? What are the problems? What are the opportunities? etc.
All art on OpenGameArt is free to use. But beware of anti-DRM-wavier of CC-type licenses (you might have problems with publishing it on Play Store).
Usually, you can freely pick any licenses you want, but you need to keep track of them (i.e. save license.txt with all files you download) to give credit to the authros if required by the license like CC-BY. Moreover, OpenGameArt requires to link back to the download page for the art (probably in the same license.txt).
истес-но (read as yestestvenno :D)
I just remember a tiny DOS program reading Russian texts letter-by-letter and yielding relatively audible results if not expect too much. And couldn't understand then, in late 90s - early 2000s, why Engish speech synthesis was so awful in comparison.
P.S. was somewhat confused listening to speech synthesised blender tutorials :D However, contemporary synthesis quality is really high.
Actually Russian&Ukrainian speech synthesis is not that complex at all. You really have an absolute relation between a letter and a sound with some easy rigor rules to follow. Its just the stresses that will pose the problem.
But English is a disaster :D Not speaking about French... where different letters in different combinations and conditions produce dramatically different results. Actually you'd need to make either a complete vocabulary voice-over (yielding nice&natural words, but inconsistent sound), or a phonetical vocabulary (consistency and much less work, but junction problem and unnatural artifacts). Even this approach will fail in general case, e.g. for read[ri:d]-read[red]-read[red].
So... recoding the samples is problem of the least concern.
Well... every letter of the English alphabet won't take you to vocal synthesizer (actually you are speaking of speech synthesis, rather than vocal, which is rather a musical term) - you need phonetical sounds (or even larger segments), not letters. There are few opensource speech synthesis software you may chesk, like FreeTTS, Praat, Ekho, eSpeak, Festival; they may have their samples under open licenses.
Mmmm... first of all try increasing resolution and color depth. If it's not intended for my mid-2000s mobile phone...
Sectond... try to skim through OGA to find some larger&good pixelart trees&tiles (maybe you'll prefer a good tileset for art consistency & easier license tracking).
If for some reason you don't want any external art in your game, then add some noise to the tiles (e.g. GIMP>Filters>Noise>Add RGB noise) they'll immediately start looking better.
I honestly believe, that it's harder to copy a design from a picture, than to make 'something' yourself as 'inspired by' but significantly different. When you copy - you have to make a quality copy... When you create - you are free to do anything (because you have one limitation less - no need to look (exactly) like reference work).
I've quickly skimmed google and found that "Ansgar Burchardt" is far from being "bosses in Linux". I'd recommend to contact the tech. committee so that it would be not 'the only opinion' on your project.
Another point: debain repos are awfully outdated. Good for stability but bad for quickly-developing projects like games. So packaging you own debs is better (as for my opinion).
I skimmed the text and found out that the onlyh problem they're adressing, is 'invalid' (or deliberately misleading) placement of CC-license on copyrighted source. But absolutely the same may be told about any other license, including commercial ones. So, the problem is not in CC-licenses, but in 'anonymous' license issuing by the people you don't know, and you can't make them responsible in case of misleading CC-ing a copyrighted material.
E.g. You commission a music to a composer. He writes it including a copyrighted 'owl' sound and releases it under some license. You get sued for using a copyrighted sound and you cannot readdress the law suit to the composer, because there is no formal agreement between you two (and no other track of him than e-mail).
At least, this is the way I've understood the article.
Well... I've never tried myself neither of those. But 'as many say' Unity is the best thing around and free for low-income games.
Depends on many factors.
1. Free/commercial game development.
2. Your programming experience.
3. Amount of time&money you're ready to spend.
Best start is to learn some game engine: pick 'python' here http://en.wikipedia.org/wiki/List_of_game_engines and to do some (very) simple games. After getting the experience - improve the difficulty.
Second, think of your plan - would you like to work alone, or invite/hire collaborators. Think of your strong sides. If it's art, then make art-based game, if it's programming - make a complex and interesting game logic, etc.
Answer a question for yourself: what kind of game do you want to make and why? What is required for it? What are the problems? What are the opportunities? etc.
edragonpein, hi!
All art on OpenGameArt is free to use. But beware of anti-DRM-wavier of CC-type licenses (you might have problems with publishing it on Play Store).
Usually, you can freely pick any licenses you want, but you need to keep track of them (i.e. save license.txt with all files you download) to give credit to the authros if required by the license like CC-BY. Moreover, OpenGameArt requires to link back to the download page for the art (probably in the same license.txt).
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