@Commander: mocking or serious, that is a bit close to breaking the "no discussion of religion" rule.
@withthelove:
Wouldn't distributing something as an NFT violate most of the licenses on OGA?
Insofar as repurposing an asset into an NFT counts as relicensing it, yes. Yes it does. Doubly so if the NFT itself does not indicate proper attribution and a link to the original. It could also be fraud given the way most NFTs are presented. Thus this: https://opengameart.org/content/warning-taking-art-from-opengameartorg-t...
However, I don't know of any specific examples of assets being taken from OGA and minted against the author's wishes. As I mentioned elsewhere, some OGA users removed all their art from OGA after a huge NFT scandal, but the NFT scalpers didn't burgle the assets from OGA, as far as I can tell. They were taken from twitter or other sources.
Thanks for the quick edit, VRS1. I was researching the answer to this while you were removing the components.
What I discovered is that it is not quite as black and white as "Unity assets not allowed on OGA". Some Unity Assets were deemed incompatible previously, but they may have been under the non-"free" EULA and it looks like the Unity EULA has since changed. At first it looks like this derivative could be ok because, per the FAQ:
Q: Can I distribute assets from the Asset Store?
A: Only to the extent that assets are embedded or incorporated into a game or digital product ("Licensed Product" for short):
Contains a substantial amount of original creative work developed or licensed from outside the Asset Store.
Has a purpose, features, and function beyond the distribution of assets.
A product is not "incorporated" into the Licensed Product if it is designed to allow your end users to extract or download assets separately from the Licensed Product.
You may use SDK assets to develop the Licensed Product, but your Licensed Product cannot include SDK assets at run-time without the publisher's permission.
Although this asset is not incorporated into a game, can it be considered a digital product or "Licensed Product"? It does contain substantial original creative work, it has a purpose beyond distribution of the original asset, though sharing it here on OGA means its purpose could be distribution of the "Licensed Product" a.k.a. this derivative. It is not designed to allow extraction of the original asset, and it doesn't contain any SDK components.
Unfortunately, in researching this just now, I found the following within the raw EULA:
2.2.1.1 Limitations on License. Without limiting the foregoing, END-USER may not, and has no right to, ...
(b) enable a customer or user of a Licensed Product to sell, transfer, distribute, lease, or lend the Assets for commercial gain or commercialize Assets within a Licensed Product,
Emphasis mine. There may be other stipulations of the EULA that make Unity Assets incompatible with OGA derivatives, so if anyone knows of other things, please mention them as it will simplify this.
Per the above, the only reason this derivative of Unity EULA asstes would be compatible with licenses on OGA is if it can be considered a "Licensed Product". However, if it is a "Licensed Product", it can't be sold, transferred, blah blah blah for commercial gain. which is incompatible with all the OGA licenses.
On the other hand, the following is also in the EULA:
2.7 Some components of Assets (whether developed by Unity or third parties) may also be governed by applicable open source software licenses. In the event of a conflict between the applicable EULA and any such open source licenses, the open source software licenses shall prevail with respect to those components.
It could mean that Unity assets marked "Free", when combined with other assets licensed CC-BY, then the derivative inherits the CC-BY license, as the conflict causes the FOSS license to prevail. However, I do not believe that is what is being said here. I believe this is irrespective of derivative license, and the FOSS license only prevails if that FOSS license is a component of the asset on the Unity Asset Store, not a component of a separate asset being derived with it.
Any thoughts?
Regardless of that, TL;DR: This asset is fine to use. The possibly incompatible components were removed. Great work VRS1! Do the Previews reflect the newly modified version?
"May I suggest that we move forward with getting the updated license descriptions posted to the site"
Trying to do that now, but the issue I'm running into is the suggested changes for that section still add confusion and often do not answer the question being asked. I agree the new language adds some important details, but until it answers more questions than it creates, it has no business in the FAQ section.
The old version says:
"This license requires you to release any modifications you make to the art work in question under the same license."
The new version says
"If you make derivative works, you must distribute them under the same license... The definition of a derivative work is not black and white and there is some ambiguity about how the term applies to using art works in a video game or related project. Creative Commons has attempted to provide some guidance on the issue here ... however they have yet to provide specific guidance for most common video game use scenarios .... One use case is clear and spelled out explicitly by the CC-SA-BY licenses: if you synchronize a moving image to a piece of music or sound effect licensed as CC-BY-SA, then you must distribute the resultant work as CC-BY-SA also. ...so long as you ... are prepared (and able) to release your project or parts of it as CC-SA-BY should they be deemed to constitute a derivative of the original work. Those working on projects for which this might be an issue (eg. closed source, commercial or non-CC-BY-SA open source development) are advised to seek qualified legal counsel before using CC-BY-SA 3.0 or CC-BY-SA 4.0 works in their project."
This, IMO, is overly verbose. We already disclaim this FAQ as not being legal advice and recommend reading the full text and/or consulting a lawyer. This extra specificity prompts the questions "under what circumstances would my entire project be required to be released under the same license?" and "what constitutes a derivative work?"
The old language doesn't address these questions, but neither does the new language, so what is it adding? I do beleive we should work toward answering those additional questions, but until we can answer them, there is no point in listing details that only affect a minority of circumstances. The FAQ should be general recommendations, not an enumeration of edge cases.
Given our current understanding, does CC BY-SA require projects to be fully released -SA given the most common set of circumstances for said projects? Unless most projects would be required to be Shared Alike, then saying users must be prepared to do so is not general guidelines, it's niche. Nothing more than "Some projects as a whole may be considered derivatives of the artwork. See full license text" need be added. For GPL art, however, the extra warning may be warranted since the majority of projects could be strangely affected by the license GPL given the typical methods of packaging artwork in game projects.
I will continue to update that section of the FAQ, omitting the parts I mention above. I recognize those parts are important, but the changes so far will be no worse than the current version yet will not add undue confusion while we work out those details.
NFT's have a fantastic potential, but I personally believe that potential is not as broad as internet culture thinks it is:
The Good: Creating artificial scarcity in an artificial economy.
In the real world economy, scarcity handles itself. You do not need to destroy an apple every time someone eats an apple; the consumer destroys it themselves by consuming it. In artificial economies, like in video games, the items and resources in the game NEED to be scarce for the game to even function or be interesting, but there is no real reason the resources are scarce. In StarCraft, if all players automatically got infinite minerals with which to build infinite buildings and infinite units, it would destroy the gameplay. But it doesn't cost the players or the developers any actual resources or money to simply generate infinite wealth, infinite items, infinite units. The only thing stopping that from happening is an artificial limit in the code.
If you've ever played Old School RuneScape (OSRS), you may remember various seasonal items becoming highly sought after. These items often fetch a price thousands- or even millions- of times higher than their original market value. Having an item like a Purple Party Hat was a sign of prestige in the game. Why, though?
Only because of scarcity. The seasonal items were only generated by the game engine for a special holiday, then never produced again. That means you can't grind monsters hoping for one more of them as a rare drop. The only ones in existence where the ones already in circulation. In fact, such items became the ONLY items that obeyed the scarcity rules of a realistic economy. All other items were effectively renewable and ultimately infinite. If the demand for copper ingots ever went too high, you could just go mine more of them from the game server's infinite supply of them.
The demand (and therefore price) of rare seasonal items in OSRS abruptly plummeted when someone found, and exploited, an item duplication glitch. The finite supply of certain Party Hats became infinite. It didn't cause any sort of real-world recession or something, but it did hurt a lot of gameplay and piss off a lot of players. The games we play may just be for play, but we all take our fun seriously. No one wants to play a game that isn't fair, and a thriving community of friends can quickly become an abandoned wasteland due to scams in an artificial economy.
If an item is intended to be scarce in an artificial game economy, there is no better way to enforce its scarcity than with NFT technology. If the party hats had been on a block chain, there is really no way that an item duplication glitch would have worked. 'Oh, you now have two Pink Party Hat #23 of 100?' That is an obvious falsehood easily detectable by both players and developers. The NFT can only belong to one item, not two, so the ownership of the item would collapse back into a single player's inventory and the duplicator/scammer would be found out and punished immediately. Without associating the seasonal "unique" items with an NFT, the game engine has no way to tell the difference between an illegally duplicated item, and a proper copy of the item that was fairly created by the game and legitimately owned and traded by players.
Magic: The Gathering (MTG) did something similar to this when they digitized a card game that previously had physical cards. The Physical cards of MTG are tangible items that just can't be magically duplicated. Scarcity handles itself so long as MTG chooses not to print infinite cards. When they ported the game to a digital format, there stopped being any real reason they couldn't duplicate cards infinitely. No player is going to invest in a $10,000 digital copy of an ultra-rare card unless they can be sure the game company won't just print millions of them for a quick profit and at the same time devaluing the player's investment. Making the digital versions of the cards into something like an NFT, the rarity of cards is assured. Players can see the public ledger of cards, how many are in circulation, and rest easy knowing that
the developers are not creating value deflation by producing more than they said they would, and...
other players are not able to exploit a glitch that duplicates rare cards; every card has a specific identifier that cannot be duplicated or faked.
The Bad: The thieves are self-righteous and the buyers are falsely entitled.
In my opinion, NFT's don't even make sense outside of the kind of micro-economies outlined above. There is a place for them in specific environments where they provide something those environments couldn't otherwise have. But placing artificial scarcity in a real-world global economy isn't leveraging an untapped market, it's creating an artificial market, with artificial demand, and drip feeding the demand from an infinite supply. It's begging people to donate to your heroic cause to stop the orphan-crushing machine to nobly save the orphans! It only works so long as no one asks why you created the machine in the first place, or why you can't just stop using it to crush orphans that were already safe before you came along.
I have no issue with people seeking to make a fortune from the perceived scarcity of digital art. The problem comes when the people who are selling the digital art don't actually have any right to sell it in the first place. Even when the artwork is Public Domain, it is a problem. Public Domain allows all uses, even reselling it, though, right? Yes, but the problem is twofold:
An artist who dedicates their art to the public domain wants it to be free, forever, for everyone. Selling it as an NFT is the opposite of that.
As mentioned by others above, the point of an NFT is scarcity. Taking a freely available public piece of art, and claiming it is scarce, is a lie.
If the asset were contained within a micro-economy (like in a game) it would remain scarce, because the enforcement of the uniqueness of that item is automatic and backed up by the bounds of the micro-economy. In the world wide web, though, there are no such bounds and the asset associated with the NFT is functionally indistinguishable from any other copy of that asset, which is STILL FREE and still in the Public Domain.
If the buyer knows all that and still wants to buy the NFT, what is the harm? Well, the problem comes from the tendency of bad actors to be rewarded for bad behavior. The kind of people who take art that isn't theirs, and sell it as NFTs, are the kind of people who portray the NFT as scarce, and imply the buyer is getting exclusive rights over the asset, like... copyrights. These aren't just isolated victims falling for these claims/implications. These are a huge portion of buyers who believe they have the authority to tell all others to stop using the asset, or that they are the only person permitted to replicate and license the asset for use. This lie, in legal terms, can be called fraud.
What's worse is that the people minting the NFTs often act as if they're doing the artist a favor by stealing their art and selling it. "You get tons of exposure!"
OGA has lost a significant amount of quality assets because the artists were so frustrated by bad actors selling their assets as NFTs that they decided to erase all sources of their art from the internet. If the artist wanted to make money from it, they could easily do so themselves. Minting NFTs isn't difficult. Perhaps that's part of the problem; there are zero checks in place to make sure the minter actually has the authority to use the art. Despite significant outcry, multiple NFT hosting sites seem to intentionally ignore that need and continue to promote the theft of art for minting NFTs. Why would they stop something that makes them money?
I'm not saying all NFTs are stolen or immorally used against the artists wishes, but that is a huge problem that needs to be addressed if NFTs are ever going to be more than a joke at best and an infuriating detriment to the reputation and livelihood of artists at worst.
The Ugly: Blockchains are Unsustainable.
Every time a piece of cryptocurrency, NFT, or other blockchain item is traded, the ledger for that trade is added to the blockchain. This means the older the NFT gets, the more it is traded, the harder it is to calculate the next transaction. The longer the chain gets, the more resources are required to process the same tiny token.
I don't know the exact numbers behind the resources being dedicated to crypto transactions, but I know it is way more than it should be, and only getting worse. There is a real, tangible energy cost to using blockchain technology. The framework behind the tech needs to be reworked on a fundamental level if we expect to use it for longer than the next 10 years. Otherwise, we will be dedicating so many resources to calculating the next set of transactions, that the value of the transaction itself will not even pay for its own cost. Kind of like the can't help myself robot spending so much time trying to maintain its own functionality that it has no time to do anything useful besides keep itself from dying.
Thanks for the information. We're aware of stable diffusion. There is already some AI generated art on the site. Would you be willing to give more detailed steps on generating Stable diffusion art? In it's current form, this tutorial doesn't have a lot of information on how people might get started with it
Sure! Keep in mind you're only able to reference the text file in your credits IF your players are able to access the text file. If they can't get to the game files directly, you can't use this method. If they download your game, the text file needs to be downloaded with it and they have to be able to easily open it. having to hunt for a buried file within my android phone's obscure file system is not really viable. Better would be if the game opens the text file for the user when they tap on "see CREDITS-crops.txt" on the screen.
@1800theWolf: In a similar fasion to how this submission refers to the CREDITS-crops.txt for its credit information, you may be able to refer to the same file within your credits screen. Something like:
"Boss Battle" song by ISAo, OGA-BY 3.0 "Space weapon" sprite by knik1985, CC-BY 3.0 "LPC Crops" sprites; See CREDITS-crops.txt, CC-BY-SA 3.0 or CC-BY-SA 4.0 or GPL 3.0 "Red Dragon" sprite by ZaPaper, CC-BY 3.0
Often, such credits files are used to list the credit that is due to every author that contributed to a work. These weren't just made by bluecarrot16 alone. Every author that helped must be credited in order to use the assets.
In this case, however, there are extra details in the credits file (beyond just attribution information) that are there to help you determine the best license and attribution, depending on which parts you plan to use. If you plan to use the entire set, or if you just want to keep things simple by crediting all the authors regardless of which subcomponents you actually end up using, the first 20 lines of the file should be sufficient. Or this:
About 50 words. It's possible to reduce that further based on which parts you actually use, but for that you'll have to read and understand what the credits file is telling you, and not just count how many words it has in it. :P
@Commander: mocking or serious, that is a bit close to breaking the "no discussion of religion" rule.
@withthelove:
Insofar as repurposing an asset into an NFT counts as relicensing it, yes. Yes it does. Doubly so if the NFT itself does not indicate proper attribution and a link to the original. It could also be fraud given the way most NFTs are presented. Thus this: https://opengameart.org/content/warning-taking-art-from-opengameartorg-t...
However, I don't know of any specific examples of assets being taken from OGA and minted against the author's wishes. As I mentioned elsewhere, some OGA users removed all their art from OGA after a huge NFT scandal, but the NFT scalpers didn't burgle the assets from OGA, as far as I can tell. They were taken from twitter or other sources.
Thanks for the quick edit, VRS1. I was researching the answer to this while you were removing the components.
What I discovered is that it is not quite as black and white as "Unity assets not allowed on OGA". Some Unity Assets were deemed incompatible previously, but they may have been under the non-"free" EULA and it looks like the Unity EULA has since changed. At first it looks like this derivative could be ok because, per the FAQ:
Although this asset is not incorporated into a game, can it be considered a digital product or "Licensed Product"? It does contain substantial original creative work, it has a purpose beyond distribution of the original asset, though sharing it here on OGA means its purpose could be distribution of the "Licensed Product" a.k.a. this derivative. It is not designed to allow extraction of the original asset, and it doesn't contain any SDK components.
Unfortunately, in researching this just now, I found the following within the raw EULA:
Emphasis mine. There may be other stipulations of the EULA that make Unity Assets incompatible with OGA derivatives, so if anyone knows of other things, please mention them as it will simplify this.
Per the above, the only reason this derivative of Unity EULA asstes would be compatible with licenses on OGA is if it can be considered a "Licensed Product". However, if it is a "Licensed Product", it can't be sold, transferred, blah blah blah for commercial gain. which is incompatible with all the OGA licenses.
On the other hand, the following is also in the EULA:
It could mean that Unity assets marked "Free", when combined with other assets licensed CC-BY, then the derivative inherits the CC-BY license, as the conflict causes the FOSS license to prevail. However, I do not believe that is what is being said here. I believe this is irrespective of derivative license, and the FOSS license only prevails if that FOSS license is a component of the asset on the Unity Asset Store, not a component of a separate asset being derived with it.
Any thoughts?
Regardless of that, TL;DR: This asset is fine to use. The possibly incompatible components were removed. Great work VRS1! Do the Previews reflect the newly modified version?
Trying to do that now, but the issue I'm running into is the suggested changes for that section still add confusion and often do not answer the question being asked. I agree the new language adds some important details, but until it answers more questions than it creates, it has no business in the FAQ section.
The old version says:
The new version says
This, IMO, is overly verbose. We already disclaim this FAQ as not being legal advice and recommend reading the full text and/or consulting a lawyer. This extra specificity prompts the questions "under what circumstances would my entire project be required to be released under the same license?" and "what constitutes a derivative work?"
The old language doesn't address these questions, but neither does the new language, so what is it adding? I do beleive we should work toward answering those additional questions, but until we can answer them, there is no point in listing details that only affect a minority of circumstances. The FAQ should be general recommendations, not an enumeration of edge cases.
Given our current understanding, does CC BY-SA require projects to be fully released -SA given the most common set of circumstances for said projects? Unless most projects would be required to be Shared Alike, then saying users must be prepared to do so is not general guidelines, it's niche. Nothing more than "Some projects as a whole may be considered derivatives of the artwork. See full license text" need be added. For GPL art, however, the extra warning may be warranted since the majority of projects could be strangely affected by the license GPL given the typical methods of packaging artwork in game projects.
I will continue to update that section of the FAQ, omitting the parts I mention above. I recognize those parts are important, but the changes so far will be no worse than the current version yet will not add undue confusion while we work out those details.
"texture"?
What is the functional difference between "Tilesetize" and "Spritesheetize"?
NFT's have a fantastic potential, but I personally believe that potential is not as broad as internet culture thinks it is:
The Good: Creating artificial scarcity in an artificial economy.
In the real world economy, scarcity handles itself. You do not need to destroy an apple every time someone eats an apple; the consumer destroys it themselves by consuming it. In artificial economies, like in video games, the items and resources in the game NEED to be scarce for the game to even function or be interesting, but there is no real reason the resources are scarce. In StarCraft, if all players automatically got infinite minerals with which to build infinite buildings and infinite units, it would destroy the gameplay. But it doesn't cost the players or the developers any actual resources or money to simply generate infinite wealth, infinite items, infinite units. The only thing stopping that from happening is an artificial limit in the code.
If you've ever played Old School RuneScape (OSRS), you may remember various seasonal items becoming highly sought after. These items often fetch a price thousands- or even millions- of times higher than their original market value. Having an item like a Purple Party Hat was a sign of prestige in the game. Why, though?
Only because of scarcity. The seasonal items were only generated by the game engine for a special holiday, then never produced again. That means you can't grind monsters hoping for one more of them as a rare drop. The only ones in existence where the ones already in circulation. In fact, such items became the ONLY items that obeyed the scarcity rules of a realistic economy. All other items were effectively renewable and ultimately infinite. If the demand for copper ingots ever went too high, you could just go mine more of them from the game server's infinite supply of them.
The demand (and therefore price) of rare seasonal items in OSRS abruptly plummeted when someone found, and exploited, an item duplication glitch. The finite supply of certain Party Hats became infinite. It didn't cause any sort of real-world recession or something, but it did hurt a lot of gameplay and piss off a lot of players. The games we play may just be for play, but we all take our fun seriously. No one wants to play a game that isn't fair, and a thriving community of friends can quickly become an abandoned wasteland due to scams in an artificial economy.
If an item is intended to be scarce in an artificial game economy, there is no better way to enforce its scarcity than with NFT technology. If the party hats had been on a block chain, there is really no way that an item duplication glitch would have worked. 'Oh, you now have two Pink Party Hat #23 of 100?' That is an obvious falsehood easily detectable by both players and developers. The NFT can only belong to one item, not two, so the ownership of the item would collapse back into a single player's inventory and the duplicator/scammer would be found out and punished immediately. Without associating the seasonal "unique" items with an NFT, the game engine has no way to tell the difference between an illegally duplicated item, and a proper copy of the item that was fairly created by the game and legitimately owned and traded by players.
Magic: The Gathering (MTG) did something similar to this when they digitized a card game that previously had physical cards. The Physical cards of MTG are tangible items that just can't be magically duplicated. Scarcity handles itself so long as MTG chooses not to print infinite cards. When they ported the game to a digital format, there stopped being any real reason they couldn't duplicate cards infinitely. No player is going to invest in a $10,000 digital copy of an ultra-rare card unless they can be sure the game company won't just print millions of them for a quick profit and at the same time devaluing the player's investment. Making the digital versions of the cards into something like an NFT, the rarity of cards is assured. Players can see the public ledger of cards, how many are in circulation, and rest easy knowing that
The Bad: The thieves are self-righteous and the buyers are falsely entitled.
In my opinion, NFT's don't even make sense outside of the kind of micro-economies outlined above. There is a place for them in specific environments where they provide something those environments couldn't otherwise have. But placing artificial scarcity in a real-world global economy isn't leveraging an untapped market, it's creating an artificial market, with artificial demand, and drip feeding the demand from an infinite supply. It's begging people to donate to your heroic cause to stop the orphan-crushing machine to nobly save the orphans! It only works so long as no one asks why you created the machine in the first place, or why you can't just stop using it to crush orphans that were already safe before you came along.
I have no issue with people seeking to make a fortune from the perceived scarcity of digital art. The problem comes when the people who are selling the digital art don't actually have any right to sell it in the first place. Even when the artwork is Public Domain, it is a problem. Public Domain allows all uses, even reselling it, though, right? Yes, but the problem is twofold:
If the asset were contained within a micro-economy (like in a game) it would remain scarce, because the enforcement of the uniqueness of that item is automatic and backed up by the bounds of the micro-economy. In the world wide web, though, there are no such bounds and the asset associated with the NFT is functionally indistinguishable from any other copy of that asset, which is STILL FREE and still in the Public Domain.
If the buyer knows all that and still wants to buy the NFT, what is the harm? Well, the problem comes from the tendency of bad actors to be rewarded for bad behavior. The kind of people who take art that isn't theirs, and sell it as NFTs, are the kind of people who portray the NFT as scarce, and imply the buyer is getting exclusive rights over the asset, like... copyrights. These aren't just isolated victims falling for these claims/implications. These are a huge portion of buyers who believe they have the authority to tell all others to stop using the asset, or that they are the only person permitted to replicate and license the asset for use. This lie, in legal terms, can be called fraud.
What's worse is that the people minting the NFTs often act as if they're doing the artist a favor by stealing their art and selling it. "You get tons of exposure!"
OGA has lost a significant amount of quality assets because the artists were so frustrated by bad actors selling their assets as NFTs that they decided to erase all sources of their art from the internet. If the artist wanted to make money from it, they could easily do so themselves. Minting NFTs isn't difficult. Perhaps that's part of the problem; there are zero checks in place to make sure the minter actually has the authority to use the art. Despite significant outcry, multiple NFT hosting sites seem to intentionally ignore that need and continue to promote the theft of art for minting NFTs. Why would they stop something that makes them money?
I'm not saying all NFTs are stolen or immorally used against the artists wishes, but that is a huge problem that needs to be addressed if NFTs are ever going to be more than a joke at best and an infuriating detriment to the reputation and livelihood of artists at worst.
The Ugly: Blockchains are Unsustainable.
Every time a piece of cryptocurrency, NFT, or other blockchain item is traded, the ledger for that trade is added to the blockchain. This means the older the NFT gets, the more it is traded, the harder it is to calculate the next transaction. The longer the chain gets, the more resources are required to process the same tiny token.
I don't know the exact numbers behind the resources being dedicated to crypto transactions, but I know it is way more than it should be, and only getting worse. There is a real, tangible energy cost to using blockchain technology. The framework behind the tech needs to be reworked on a fundamental level if we expect to use it for longer than the next 10 years. Otherwise, we will be dedicating so many resources to calculating the next set of transactions, that the value of the transaction itself will not even pay for its own cost. Kind of like the can't help myself robot spending so much time trying to maintain its own functionality that it has no time to do anything useful besides keep itself from dying.
Any chance these could be combined into a "turkey game art pack" instead of multiple individual submissions?EDIT: Fixed, thanks! :)
Thanks for the information. We're aware of stable diffusion. There is already some AI generated art on the site. Would you be willing to give more detailed steps on generating Stable diffusion art? In it's current form, this tutorial doesn't have a lot of information on how people might get started with it
Sure! Keep in mind you're only able to reference the text file in your credits IF your players are able to access the text file. If they can't get to the game files directly, you can't use this method. If they download your game, the text file needs to be downloaded with it and they have to be able to easily open it. having to hunt for a buried file within my android phone's obscure file system is not really viable. Better would be if the game opens the text file for the user when they tap on "see CREDITS-crops.txt" on the screen.
@1800theWolf: In a similar fasion to how this submission refers to the CREDITS-crops.txt for its credit information, you may be able to refer to the same file within your credits screen. Something like:
Often, such credits files are used to list the credit that is due to every author that contributed to a work. These weren't just made by bluecarrot16 alone. Every author that helped must be credited in order to use the assets.
In this case, however, there are extra details in the credits file (beyond just attribution information) that are there to help you determine the best license and attribution, depending on which parts you plan to use. If you plan to use the entire set, or if you just want to keep things simple by crediting all the authors regardless of which subcomponents you actually end up using, the first 20 lines of the file should be sufficient. Or this:
About 50 words. It's possible to reduce that further based on which parts you actually use, but for that you'll have to read and understand what the credits file is telling you, and not just count how many words it has in it. :P
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