Even in OpenGL, hardware-accelerated alpha blending is noticeably SLOW. Which is why you have to enable it manually in the first place, and people often choose not to. Also, some programmers may develop games for retro platforms that don't support 32bpp at all.
Platforms such as J2ME and PyGame don't support image rotation natively, and doing it in real time during the game would be prohibitively slow. Besides, what's wrong with providing a little convenience?
Also, first you ask artists not to provide multiple rotations of a sprite, then you complain that you can't auto-rotate an image with a specific illumination pattern on it? Make up your mind.
As Buch points out, different games/platforms/programmers have different needs. I think your best bet is to ask nicely for a modified version of the specific art you'd like to use.
That tripped me up too, for about three seconds. Then I went ahead and reported the spamming user directly (there was just one). But a dedicated report spam button on collections doesn't hurt either.
I do give attribution in the game credits. But I was thinking to also repackage just those assets I used and upload them as such back on Open Game Art, in which case the new pack would be a derived work. My question was whether it would be useful.
But in the mean time I realized that if people want to see exactly what sounds I used and how, they can just download the game (well, once I make an archive available). So here on OGA a collection is enough.
I, for one, would be happy to help tag submissions. Been doing that on IFDB -- it's very satisfying. They even have a system whereas you can only edit your own tags for an entry, so people can't fight over classifications.
Project Wonderful operates on a bidding model, so revenue can vary a lot, depending on how many people are willing to bid for ad space on a gaming website, for example. But the time commitment to experiment with the platform is minimal, especially as a publisher. I say it's worth a try.
That said, I do have just such a website, with traffic well under 100 uniques per day (as registered by PW) and I've been earning just enough to reinvest in some ads of my own. YMMV.
Unfortunately, under the current coyright regime, fan art is at best tolerated, at the discretion of the franchise owner, who reserves the right to sue you out of existence any time.
But what counts as fan art? Suffice to say, people have been sued successfully for reusing three musical notes from someone else's song, or for framing a photo in a similar fashion. Wish I was kidding.
Short version: fan art of any kind is radioactive. Stay original.
A-hem! Flash may be free as in beer, but it's most definitely not open. Key points of the specification are secret, so open source implementations must make do with reverse engineering... which is specifically prohibited by the Flash EULA! Luckily, that particular provision is null and void in the EU, but what about the rest of the world? Also, what are the preferred codecs in Flash? H.264 and MP3, which are patent-encumbered! Net result: alternate implementations don't stand a chance. So much for openness.
Mono is in a similar situation: the parts of the CLR spec that are open are largely useless by themselves, and the rest must be clean-room reimplemented... which was a legal gray area until the Google-Oracle trial. And compatibility with .NET was always shaky at best even for those open parts of the spec. Even before the bad moves that shook the public's trust in Mono, it didn't stand a chance to compete.
Also, technically Delphi is an IDE. The language is called Object Pascal. So yeah.
No, there's nothing wrong with using commercial tools to develop commercial games, but open source games need open tools/platforms. Which Flash and .NET simply aren't. And even for commercial games, you might want to consider the risks of tying yourself up to a platform that could be yanked from under your feet. *cough* XNA *cough*
Even in OpenGL, hardware-accelerated alpha blending is noticeably SLOW. Which is why you have to enable it manually in the first place, and people often choose not to. Also, some programmers may develop games for retro platforms that don't support 32bpp at all.
Platforms such as J2ME and PyGame don't support image rotation natively, and doing it in real time during the game would be prohibitively slow. Besides, what's wrong with providing a little convenience?
Also, first you ask artists not to provide multiple rotations of a sprite, then you complain that you can't auto-rotate an image with a specific illumination pattern on it? Make up your mind.
As Buch points out, different games/platforms/programmers have different needs. I think your best bet is to ask nicely for a modified version of the specific art you'd like to use.
That tripped me up too, for about three seconds. Then I went ahead and reported the spamming user directly (there was just one). But a dedicated report spam button on collections doesn't hurt either.
I do give attribution in the game credits. But I was thinking to also repackage just those assets I used and upload them as such back on Open Game Art, in which case the new pack would be a derived work. My question was whether it would be useful.
But in the mean time I realized that if people want to see exactly what sounds I used and how, they can just download the game (well, once I make an archive available). So here on OGA a collection is enough.
All the art I posted so far is made with POV-Ray, and nobody seemed to mind. Also, POV-Ray isn't exactly closed-source either, so I wouldn't worry.
I, for one, would be happy to help tag submissions. Been doing that on IFDB -- it's very satisfying. They even have a system whereas you can only edit your own tags for an entry, so people can't fight over classifications.
There could be multiple CDs containing thematic selections of OGA content, much like those of Project Gutenberg.
T-shirts and other swag might just work too.
Project Wonderful operates on a bidding model, so revenue can vary a lot, depending on how many people are willing to bid for ad space on a gaming website, for example. But the time commitment to experiment with the platform is minimal, especially as a publisher. I say it's worth a try.
That said, I do have just such a website, with traffic well under 100 uniques per day (as registered by PW) and I've been earning just enough to reinvest in some ads of my own. YMMV.
+1 for Project Wonderful. They have options to only allow static ads on your ad boxes, and there are real people answering e-mail.
Also, I'd be fine with ads displayed alongside my submissions.
Unfortunately, under the current coyright regime, fan art is at best tolerated, at the discretion of the franchise owner, who reserves the right to sue you out of existence any time.
But what counts as fan art? Suffice to say, people have been sued successfully for reusing three musical notes from someone else's song, or for framing a photo in a similar fashion. Wish I was kidding.
Short version: fan art of any kind is radioactive. Stay original.
A-hem! Flash may be free as in beer, but it's most definitely not open. Key points of the specification are secret, so open source implementations must make do with reverse engineering... which is specifically prohibited by the Flash EULA! Luckily, that particular provision is null and void in the EU, but what about the rest of the world? Also, what are the preferred codecs in Flash? H.264 and MP3, which are patent-encumbered! Net result: alternate implementations don't stand a chance. So much for openness.
Mono is in a similar situation: the parts of the CLR spec that are open are largely useless by themselves, and the rest must be clean-room reimplemented... which was a legal gray area until the Google-Oracle trial. And compatibility with .NET was always shaky at best even for those open parts of the spec. Even before the bad moves that shook the public's trust in Mono, it didn't stand a chance to compete.
Also, technically Delphi is an IDE. The language is called Object Pascal. So yeah.
No, there's nothing wrong with using commercial tools to develop commercial games, but open source games need open tools/platforms. Which Flash and .NET simply aren't. And even for commercial games, you might want to consider the risks of tying yourself up to a platform that could be yanked from under your feet. *cough* XNA *cough*
Happy coding.
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