As of today I can honestly say I'm using this sound in not one, but two games: Square Shooter EE and the yet unreleased Attack Vector. Not bad at all for something that started out as a toilet flushing...
But none that fits the bill, if you take the time to search for "32x64". There's very little art of any kind in that size. An incentive to make some more if you ask me, but I never learned to animate...
Shenkibeto, if nobody offers, you might have to accept a compromise, like settling for only four directions. Or put in some work yourself, like using a 3D rendering program and model to snap your own animation frames. What's your project like anyway? Isometric? Top down?
I don't think that's a reliable way to prevent commercial projects from using your assets.
Not if you want legal guarantees, no. But I assure you that most commercial projects will stay as far away from CC-BY-SA content as they can. I did mention speaking from experience, right? It happened when friends of mine with a commercial gaming portal asked permission to translate some of my blog posts. I pointed out the CC-BY-SA mark at the bottom, and suddenly they lost all interest -- even when I offered them an exclusive license for the translations. Similarly, you know Getty has a partnership with Flickr to license photos for commercial use? They won't touch anything with a CC license either. The one time a (different) company did approach me to license a photo for a commercial product, they asked for explicit permission, even though they didn't need to! Even a student did this, at the guidance of his teacher. And it was for a strictly non-commercial school project!
So yeah, I'm pretty confident about this. Please, please stop scaring honest people away from your content. That's not what protects you from abuse.
Another option would be to just go with CC-BY-SA. Anyone with commercial interests won't touch your content with a ten-foot pole; I speak from experience. The NC clause only stifles the little guy who might want to promote your work on a blog that happens to run ads (and makes no money from them, actually). Like mine, for example. And yes, the NC clause really is that broad. Maybe a court of law would decide otherwise... but I can't afford to take such a chance.
Technically, the CC licenses prohibit you from putting the content under DRM, or other hindrances to copying. I'm not sure if the content being inside a Flash file qualifies. On the one hand, there are tools to extract the media from SWFs. On the other hand, that requires a certain level of expertise. It could be taken either way, I think, but IANAL.
But! Remember that the only person who can complain about it is the author of the original art, and around here we tend to assume good faith. (Right? RIght?! I hope so!) So clearly stating the license, with a link to the source of your assets, is a huge step towards demonstrating good faith. It would certainly be enough for me. And if in doubt, ask for permission. But don't let doubt get in the way of your creativity.
You absolutely can sell a game with CC-BY-SA art in it, but said art would have to keep its license -- whoever buys the game must be able to extract the art and reuse it freely, according to the same terms.
These look like they could be used in a visual novel. If more of them were available, I might actually start coming up with ideas. (Disclaimer: not promises!) Was hoping to see something like that on OGA, in fact. Excellent work!
We already have such a mechanism, it's called "donations". But the moment you take money to improve your open source software, it turns into work, and that changes the relationship between user and developer completely.
Perhaps the most famous tool of this kind is GameMaker Studio, which has a free version, and the creators provide a marketplace for games too. That's the one I took for a test drive and can vouch for, but others exist, such as Construct 2. Another option would be to use a general-purpose visual programming language such as Scratch. (There are several of those, too.) But my advice is to buckle down and learn the basics of programming. The difficulty is not where you think!
Either way, I'd like to know which tool you chose (and what you made with it). Good luck!
As of today I can honestly say I'm using this sound in not one, but two games: Square Shooter EE and the yet unreleased Attack Vector. Not bad at all for something that started out as a toilet flushing...
But none that fits the bill, if you take the time to search for "32x64". There's very little art of any kind in that size. An incentive to make some more if you ask me, but I never learned to animate...
Shenkibeto, if nobody offers, you might have to accept a compromise, like settling for only four directions. Or put in some work yourself, like using a 3D rendering program and model to snap your own animation frames. What's your project like anyway? Isometric? Top down?
Not if you want legal guarantees, no. But I assure you that most commercial projects will stay as far away from CC-BY-SA content as they can. I did mention speaking from experience, right? It happened when friends of mine with a commercial gaming portal asked permission to translate some of my blog posts. I pointed out the CC-BY-SA mark at the bottom, and suddenly they lost all interest -- even when I offered them an exclusive license for the translations. Similarly, you know Getty has a partnership with Flickr to license photos for commercial use? They won't touch anything with a CC license either. The one time a (different) company did approach me to license a photo for a commercial product, they asked for explicit permission, even though they didn't need to! Even a student did this, at the guidance of his teacher. And it was for a strictly non-commercial school project!
So yeah, I'm pretty confident about this. Please, please stop scaring honest people away from your content. That's not what protects you from abuse.
Another option would be to just go with CC-BY-SA. Anyone with commercial interests won't touch your content with a ten-foot pole; I speak from experience. The NC clause only stifles the little guy who might want to promote your work on a blog that happens to run ads (and makes no money from them, actually). Like mine, for example. And yes, the NC clause really is that broad. Maybe a court of law would decide otherwise... but I can't afford to take such a chance.
Huh, good question. I'm not certain, actually.
Technically, the CC licenses prohibit you from putting the content under DRM, or other hindrances to copying. I'm not sure if the content being inside a Flash file qualifies. On the one hand, there are tools to extract the media from SWFs. On the other hand, that requires a certain level of expertise. It could be taken either way, I think, but IANAL.
But! Remember that the only person who can complain about it is the author of the original art, and around here we tend to assume good faith. (Right? RIght?! I hope so!) So clearly stating the license, with a link to the source of your assets, is a huge step towards demonstrating good faith. It would certainly be enough for me. And if in doubt, ask for permission. But don't let doubt get in the way of your creativity.
You absolutely can sell a game with CC-BY-SA art in it, but said art would have to keep its license -- whoever buys the game must be able to extract the art and reuse it freely, according to the same terms.
These look like they could be used in a visual novel. If more of them were available, I might actually start coming up with ideas. (Disclaimer: not promises!) Was hoping to see something like that on OGA, in fact. Excellent work!
Indeed! Where do I find my collection now? Not to change its settings but, you know, just to access the items in it again?
We already have such a mechanism, it's called "donations". But the moment you take money to improve your open source software, it turns into work, and that changes the relationship between user and developer completely.
Perhaps the most famous tool of this kind is GameMaker Studio, which has a free version, and the creators provide a marketplace for games too. That's the one I took for a test drive and can vouch for, but others exist, such as Construct 2. Another option would be to use a general-purpose visual programming language such as Scratch. (There are several of those, too.) But my advice is to buckle down and learn the basics of programming. The difficulty is not where you think!
Either way, I'd like to know which tool you chose (and what you made with it). Good luck!
Pages