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Sunday, July 14, 2013 - 14:19

Before using CC-BY-SA art in games you don't plan to release in their entirety as open source, I would strongly suggest you get permission from the artist (if the artist has given you permission to do something, then that takes precedence over any license).  While CC-BY-SA doesn't prevent commercial use, it doesn't work very well with typical business models.

If you're selling a game commercially and you don't want to let other people distribute the game for free once they buy it, it's better to stick with CC-BY and CC0.

Friday, July 12, 2013 - 19:47

Very nice.  I like it. :)

Friday, July 12, 2013 - 12:42

What license, though?

Even if you have permission to use the sprites in a program, it doesn't mean that the sprites have been released under an open license.

Can you provide the text of the emails?  For legal reasons, any commercial project making use of the sprites will need some kind of verification of the license.

Thursday, July 11, 2013 - 23:51

Was there a real post here that was deleted by mistake?

 

Thursday, July 11, 2013 - 22:33

Thanks! :)

Looks like the funding campaign is going pretty well.  It's nice to see a viable way for artists to get paid to create open content.

Keep at it!

Bart

Thursday, July 11, 2013 - 16:54

Acually they more or less abandoned the BGE, and the latest plan is to properly integrate parts of it with the main program as a sort of "interactive" rendering mode.

Does that actually mean it's being abandoned as an external tool?

Also, it seems to me that people do a lot of architectural rendering in Blender, and also that there's a fair amount of crossover between CAD programs and generalized 3D modeling tools like Blender.  One would think they could make a special mode with a slightly simplified interface for doing architectural stuff.

Thursday, July 11, 2013 - 16:34

hehe

Mostly it illustrates a potential confusion.  My answer would be "The OpenGameArt.org Bundle", but to me that's uncomfortably similar.

Regardless, no biggie.  It's not in the immediate plans anyway. :)

Thursday, July 11, 2013 - 15:52

I donated to this (note OpenGameArt.org on the donors list).

The title is a bit confusing, and while I compeltely support their efforts, I hope people understand that OpenGameArt.org isn't directly involved.  (Also, if I ever want to host a bundle campaign here, what do I call it?)

That being said, I have to congratulate them on an exemplary campaign for funding CC-licensed art work.  Might be a good example of a business model OGA can use.  (That is, feature some set of art, let people pay what they want, and pick their own split between the artist, charity, and a tip for OGA.)

Thursday, July 11, 2013 - 14:23

@bart my idea was to display a certain number of tiles based on the screen resolution. So the idea is to always display, say, seven by ten tiles always, and then each image is squashed into their respective tiles. I am already using the orthographic camera, with each tile being one unit.

It sounds to me that given your choice of resolution, your ideal number of tiles would be ten across by six down, and then redo the tiles at 80x80.  One problem you're having is that the aspect ratio (the ratio of the width to the height) is different in your art from what how you're drawing it on screen.  Right now, your art is square, but your tiles are actually rectangles, so the images on them are going to look a bit squeezed in one direction.

Anyway, you don't have to stick with that tile size or that resolution, but for the best quality, make sure that your tiles are square and that the resolution of your art is the same size as the tiles when they are drawn on screen.

Thursday, July 11, 2013 - 13:46

I notice there's a results link at the end.  I'd like to see the results again, but I don't want to skew your survey by filling it out another time.  Can you post the link here? :)

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