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Sunday, September 21, 2014 - 16:03

An oversight, .org should be .com, whoops! Fixed it.

Friday, August 22, 2014 - 15:42

That topic title though... Regardless of language, do we really need to uppercase scream? I was sure this was spam and asking myself why it had so many relpies.

Wednesday, June 25, 2014 - 18:56

Just a heads up, the CC0 license does not require that people attribute you.

If you want to make sure people credit your work use a -BY license, for example CC-BY or OGA-BY.

Friday, March 28, 2014 - 03:14

Going on greenlight does not restrict you from also using other distribution channels.

Keep in mind that some distributors want exclusive deals, and having your game already on Greenlight may deter them.

Thursday, March 27, 2014 - 12:14

@capbros: Yes.
It's a nice process, if people like your game, you get in.
Just don't fall into the "idiot trap" of whining if people downvote something you've submitted, the market has spoken! ;)

Steam has by far the widest PC audience, and given that it has Windows, Mac, and Linux it welcomes cross-platform.

Free-to-play games, or even completely free games, can also make it onto Steam just fine.


@Sharm: You do not need a big following to get on Steam. Putting your game on Greenlight has the benefit of instant exposure, from there it quickly spreads via friends lists, "collections", and whatnot.

My game gets a few thousand views/votes per day.


If you submit to Steam Greenlight, keep in mind that you need to do frequent update posts on there, preferrably with screenshots and/or videos. If your game isn't ready for that, then don't rush it!

Friday, March 21, 2014 - 14:39

I, and APIStudios, waive the DRM clause for all our CC-BY licensed assets on


Friday, September 27, 2013 - 15:47


There was a conversation going on at the IRC at the time. No this is (sadly?) not a joke thread even if my reply was.

Friday, September 27, 2013 - 15:04

Here you go, colored blocks complete, CC-BY.

Attribution requirement: Jattenalle "The most handsome man ever and my boyfriend!"

Thursday, February 7, 2013 - 07:05

Your reasoning is spot on, for example the user might set the game to a resolution that his/her monitor does not support. Having the settings/config dialog outside the game makes it possible to change the resolution to a working one easily.

As to what options it should have: Everything you think the user should be able to change, the more you expose the better. Keep in mind that users also expect options in the actual game, things like gamma and volume are hard to change when you dont see/hear the immediate changes.

And definitely store it in a readable text file, that way users can examine it and make manual changes if they so wish (Custom resolutions come to mind for example)

Anything game-specific, such as difficulty, player-name or whatnot, could/should be in-game only.

Thursday, January 31, 2013 - 09:25