I've been thinking and talking about this game most of today. I told some coworkers about it and they wanted to see the game. I would really like to see this game in action! Link us to your poop-filled game!
I'd like to make games too. If I manage to make good games that can make money in some way I like the idea of not getting sued for using free assets on OGA. I'd like to think people put things on OGA because they want to see them used in a game somewhere, not because they want to set a legal trap. Any time I have questions I ask the artist who made something I want to use. That seems to be the only sure method of making games 100% safely.
Thank you for the summary mdwh, I appreciate that :) Now my bullet-style response to your bullet-style summary:
I agree - additional restrictions can get out of hand and people don't realize CC licenses don't allow that. Attribution instructions are not a place to give additional license restrictions.
The anti-DRM clause in CC licenses and GPL is a part of the license (maybe core to some, not everyone). Because it's not publicized it's not well recognized.
There does not need to be a consensus, I agree with this too. I encourage waiving the anti-DRM clause specifically for anyone who makes money off their creative works (like Sharm, Redshrike, Kenney... and a rather long list of other professional graphic artists AND musicians who list their awesome stuff on OGA). If your assets can't legally be used on iOS and you aren't aware of this you're missing a huge potential audience that might pay good money for your work.
I'm not trying to change the nature of the OGA community or to change the site. I'm trying to help working professionals understand the choices they're making (and unintentionally making).
Surt, you're hilarious. Thank you for pointing out the odd and funny looking sequence.
Did I stretch anything wrongly/incorrectly scale a tile somewhere? If so I'll fix it to reflect the awesome work Sharm produced. MS Paint doesn't always behave correctly.
JaidynReiman, I bundle things like this because I want to use them. Having several separate files to manage is more complicated than having everything in 1 sheet, especially with smaller tile sizes. The other to do is remove duplicates; some of the animated objects were present in the basic tiles. The other piece that gets me is sprite management; it's hard for me to justify including a separate file for death sprites when I have an entire other file for sprite animations. Putting everything in one place simplifies everything with small sets.
I'm just learning to build games and have to agree with you djonvincent; 3D games are a hell of a lot harder to make than 2D games. Just to get a decent 2D game working can take weeks, maybe even months depending on the genra and play style used. That time might not include the endless hours spent polishing maps, GUI, play mechanics, etc. I haven't attempted to make anything 3D in recent years, especially not a game, but what I've tried in the past was lengthy and time-consuming at minimum.
Good luck with future endevors and well done with this tutorial!
It seems like a decent decoration to me if used once or twice.
I've been thinking and talking about this game most of today. I told some coworkers about it and they wanted to see the game. I would really like to see this game in action! Link us to your poop-filled game!
I'd like to make games too. If I manage to make good games that can make money in some way I like the idea of not getting sued for using free assets on OGA. I'd like to think people put things on OGA because they want to see them used in a game somewhere, not because they want to set a legal trap. Any time I have questions I ask the artist who made something I want to use. That seems to be the only sure method of making games 100% safely.
Thank you for the summary mdwh, I appreciate that :) Now my bullet-style response to your bullet-style summary:
I'm not trying to change the nature of the OGA community or to change the site. I'm trying to help working professionals understand the choices they're making (and unintentionally making).
That looks like an entire discussion in one post. Any chance you'd like to summarize that so it's a little easier to read?
@Dwapoon
Here are the base LPC assets:
http://lpc.opengameart.org/static/lpc-style-guide/
Surt, you're hilarious. Thank you for pointing out the odd and funny looking sequence.
Did I stretch anything wrongly/incorrectly scale a tile somewhere? If so I'll fix it to reflect the awesome work Sharm produced. MS Paint doesn't always behave correctly.
JaidynReiman, I bundle things like this because I want to use them. Having several separate files to manage is more complicated than having everything in 1 sheet, especially with smaller tile sizes. The other to do is remove duplicates; some of the animated objects were present in the basic tiles. The other piece that gets me is sprite management; it's hard for me to justify including a separate file for death sprites when I have an entire other file for sprite animations. Putting everything in one place simplifies everything with small sets.
I'm just learning to build games and have to agree with you djonvincent; 3D games are a hell of a lot harder to make than 2D games. Just to get a decent 2D game working can take weeks, maybe even months depending on the genra and play style used. That time might not include the endless hours spent polishing maps, GUI, play mechanics, etc. I haven't attempted to make anything 3D in recent years, especially not a game, but what I've tried in the past was lengthy and time-consuming at minimum.
Good luck with future endevors and well done with this tutorial!
Right, that's the sticky license clause. That stops people from relicensing a derivative differently than the original. What are you pointing out?
I wish I could favorite this twice.
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