Just a brief update -- getting the judging going has been taking longer than we expected, so it's possible that judging may go a week or two into September. We apologize for the delay.
The Liberated Pixel Cup code entries have been posted!
Note that due to the larget volume of entries (48 code entries alone, plus a large number of art entries), judging may take longer than we had originally thought. Our current time frame for judging is the end of August. We'll keep people posted on our progress.
Also note that the judges have not had time yet to thoroughly go through each entry, so it's possible that some may be mislabeled (HTML5, team vs. individual, etc). If you see any mislabeled entries or duplicates, please let us know and we'll fix them ASAP.
Just a brief accouncement:
To avoid any confusion with respect to timezones, there will be a 24 hour grace period for code submissions. That is, we will accept code submissions until 11:59 PM Pacific Daylight Time on August 1st, 2012. Please note that absolutely no submissions will be accepted after this time.
The submission form for the code portion of the contest is now available at this link:
http://opengameart.org/node/add/lpc-code-entry
Just a reminder, please read the rules and the licensing instructions before submitting your entry.
Best of luck to all the contestants!
So you're working on your Liberated Pixel Cup game entry submission. To ensure that LPC games remain free for everyone to use, we have some fairly strict rules around licensing. We've put together this guide to help you make sure you properly comply with licensing for Liberated Pixel Cup. These things aren't just important for entering into Liberated Pixel Cup, they're also generally good policy!
The following commands and advice assume you're working from the toplevel directory of your code repository / package, so keep that in mind!
The first thing you want to do is include the appropriate license files. You want to save both the plaintext version of GPL 3.0 and a copy of CC BY-SA 3.0 in plaintext format (it's a little known fact that Creative Commons does in fact have plaintext versions of its core licenses). Assuming you're operating from the command line, this is as simple as running:
wget http://www.gnu.org/licenses/gpl-3.0.txt wget http://creativecommons.org/licenses/by-sa/3.0/legalcode.txt -O cc-by-sa-3.0.txt
Next, you should create a COPYING.txt file that clarifies the licensing of your program and its assets. This template should be good enough to get you started:
======================== Software and source code ======================== This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. For details on authorship, see AUTHORS.txt ======================================== Artwork, music, and other assets/content ======================================== Artwork, music, and other non-software assets/content in this repository are dual licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported and the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. You should have received a copy of the GNU General Public License along with this work. If not, see <http://www.gnu.org/licenses/>. Likewise, you should have received a copy of the Creative Commons Attribution-ShareAlike 3.0 Unported legalcode with this work. If not, see <http://creativecommons.org/licenses/by-sa/3.0/>. For details on authorship of various resources, see AUTHORS.txt
If you are just using assets from the Liberated Pixel Cup proper, these will all be dual-licensed to GPLv3 and CC BY-SA 3.0, so the above should be correct. If not, but you have compatibly licensed assets that you are using, you should add a section titled "Additional assets" and explain the differences in licensing.
Next, create a file called AUTHORS.txt and fill in the following:
Code authors ============ This program was written by the following people: - Aeva Q. Hacker - Gregory P. Codefellow Asset attribution ================= Assets were authored by the following people: Lanea Zimmerman - grass.png - holek.png - treetop.png - trunk.png - princess.png Charles Sanchez - bat.png - bee.png - big_worm.png - eyeball.png
… and so on. So, change the code attribution section to the group of people who worked on your project. Next, fill in the asset attribution section. This might seem tedious, but it shouldn't be too hard. Two things that should make things simpler:
Aside from that, if you used assets from OpenGameArt or elsewhere, just attribute properly in the pattern shown above.
There's only one more thing you need to do to properly mark your project, and that's to add a license notice to your source code files. In whatever commenting system is appropriate for your programming language, add lines like the following (in this case, we used python-style comments):
# <one line to give the program's name and a brief idea of what it does.> # Copyright (C) <year> <name of author> # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>.
(…obviously filling in fields in the first two lines.)
At this point, you've fulfilled all requirements for properly licensing your Liberated Pixel Cup project! However, there's one more thing you might wish to add as it's good practice: adding a README file. Open up a file called README.txt, and insert something like the following:
============= Project title ============= Something something description of your project goes here! Blah blah you might insert other information here like: - Source repository: http://example.org/foo/gitchekcout/ - Mailing list: http://example.org/mygame/mailinglist/ Building and running -------------------- Insert information here on how to build and run your game. Something like: $ sudo package-manager install some-dependencies $ ./configure && make then run the program like: $ ./rungame
At this point you're good! Good luck on your entries, all!