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Friday, January 20, 2017 - 07:46

Whoops, let me add to tldr;

distribute derivatives of cc-by-sa works as cc-by-sa

Friday, January 20, 2017 - 07:44

Some additional points:

you must specify that you used the works under terms of the cc-by license and include a copy of the cc-by license with your distribution.

cc-by/cc-by-sa both include an 'anti-DRM' clause in them, meaning you can't distribute the works through channels that impose some sort of DRM on the works (eg. IOS AppStore, XBLive, PSN, possibly Steam/Android depending on how you slice things)   As a rule of thumb, end users must be able to directly access the source images, sound files, etc. whenever/wherever they download the work.   For example, on PC, if you distribute the works along side the executable for your game, they should be stored in a well named file and folder structure and in their native file formats (jpg, png, mp3, etc).

 

If you have created new works based on cc-sa stuff, you don't have to share them with the world, but if you do (including sharing them via your game) you must distribute them under terms of the cc-by-sa license.  That means specifying them as under cc-by-sa and including them in your game distribution as I just described for other cc-by-sa assets.   It nevers hurst to post them to OGA also!  :)

 

tldr;

don't distribute cc-by/sa assets on DRM'd platforms.

include cc-by/sa assets in their native formats in your game distribution 

include the full text of the cc-by/sa license(s) with your game distribution 

Include a 'readme.txt' or 'licenses.txt' file with your game, listing which assets are used, crediting their authors and specifying which license(s) they are used undsr 

 
Thursday, January 19, 2017 - 08:08

 

Do you mean a tutorial program that teaches new artists how to anti-alias their works?

or a utility program that automatically anti-aliases an existing image?

 
Wednesday, January 18, 2017 - 12:32

 

Let me toss out another random thought:  what about a bonus for submitting any alterations, derivatives or auxiliary works that a dev creates to use in their code project?

ex. I make 'Mama Vampira' in which Mama must save all the poor baby vampires from the wicked mortals who are out to stake them through the heart.  To do it, I take ElizaWy's LPC babies and add teeth and a cutesy crying animation as well as a death animation where a a stake goes through their little baby hearts and they turn to dust.  I also add a stroller for Mama to push the baby vamps around in.  Why not award some bonus points if I take the time to bubdle these changes up and submit them as a derivative work?

 

Tuesday, January 17, 2017 - 21:35

If it's 2 art challenges a month and 1 programming challenge a month and they are to relate, should the two art themes be related somehow?  For a really cheesy example 'Life' and 'Death' and then the programming challenge is 'Life and Death'.

Tuesday, January 17, 2017 - 11:18

Just chiming in with my two cents, I agree with foz, a sticky forum thread for theme suggestions and let whom ever is running the challenge set the theme, either from the suggestions or something of their own.    Voting on a theme just seems like an extra layer of busy work.

 
Monday, January 16, 2017 - 21:48

 

oops, looks like I'm guilty of jumping into late into this conversation without reading all the way up.

So yeah, I think I was basically suggesting what chasersgaming already said:

first month (4 weeks) create art theme and art itself. Vote, determine winner.

second month (4 weeks) create jam and develop game, vote,determine winner.

 

 

Monday, January 16, 2017 - 21:44

I love this idea and agree it'd be great to have some platform for showcasing all the great works that come into OGA.

With the forwarning that I am hopelessly over committed in my own projects right now, and probably unlikely to participate in the near future, so certainly nothing should be catered to my tastes, here's my two cents on the idea...

 

I like the idea of a bonus for using some of the challenge art assets, but not so sure about the 'unique' stuff, why try and restrict who can use what?   I'm not sure it serves anyone to have folks compete to 'claim' assets, in some ways it works against the entire idea of OGA (ie open assets).

 

Any ground rules on what submissions should/must entail?   Platform, code, license restrictions/requirements?

 

Another thought, I like the 3 weeks on, 1 week off concept.  Seems like a decent amount of time.  But an alternate approach would be to try an sync it closer with the art contests so that the themes could match up.

For example, forgetting the difficulty of coding anything in a week, imagine if the art theme was 'Rebirth' one week, and the next week, the programming challenge ran with the same theme.

So first, the art assets for the theme come in, and then the games/demos or whatnot for the theme come in.

I don't know if I'm explaining that correctly, but the idea would be to have the programming themes match the art themes, and in this way you'd (hopefully) get a natural cross over of the two (ie. art assets from the challenges being used in coding challenges).

 

Maybe a better example would be this:  Imagine monthly contests, one for art and one for code.  They can run at the same time, the art gets a new theme every month, and the code challenge gets the theme from the previous month's art challenge.

 

I will add that doing much of anything without making some custom art, either tweaks to existing stuff, or small stuff (UI, particles, etc), is quite difficult, perhaps not a strict requirement that everything be taken from OGA.  Maybe an ask that anything new be submitted to OGA under one of the licenses?

 

 
Sunday, January 15, 2017 - 14:43

 

sits down, reads book.

munches on an apple.

 

Those are long idles, is that what you are looking for?  or just general standing idle?

 
Sunday, January 15, 2017 - 13:55

 

That's really cool!  In the past, I've seen this kind of effect simulated by using 'hard' or 'soft' normals for the vertices of a model.  That is generating normals per-face or per-vertex (smoothed across all faces a normal sits on).   But I can see where this approach is smarter, cleaner and gives you much more control over the final normals.  Great idea! 

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