This is a mistake. The problem is not really with the authors though. It is with your peers. Your attribution is your first defense that the assets you use are not stolen. If you fail to attribute your assets you may be forced to find them again in an "or else" setting.
When the author says their work its free for you to use it because they released it under CCO, they have already given their permssion for. you to use the asset, some mention they want the credit and some don't so it creates a grey area of confusion for us. Therfore, this argument is not about stealing the asset, its about not giving the credit because not all the authors ask for their credit. So we have to do these credit lists of everything. I don't work in the commercial industry so I wouldn't know all the ins and outs about the crediting side of it...I don't mind doing the credit list for cco stuff, its just a little bit more work...
At the moment my game is just only 1 player between just the player and the hundreds of enemies with random encounter level progresions so every now and again when you go through the invisible checkpoints,
Umm I actually embedded my non CCO credit list inside the game code itself. (for now.) instead of in a seaprate credits list. But here's the problem with the credit system that I see. If you're doing a small game project, then the system works all fine. if you only using a few game assets. 50 or under.
But if you have hundreds of CCO assets Why cant' we write something in our credits like. "All Game Assets (unless otherwise noted) and their respective authors have kindly released their materials under the Creative Commons CCO Public Domain License". and then just provide the main link back to the site. Surely that takes care of all those people rather than having to list down every single person and their asset individually.
For the type of game I'm making, the credit list could wind up being over a megabyte in size just to list everybody of every asset in the game. Who wants to sit there for ages scrolling through all that in the credits screen, you be there for ages just like watching the film credits, they take a long time to get through.
Well He did say said 'better to be safe than sorry' so I got the impression that he was saying we could be in trouble with the law if we fail to credit authors of CCO assets. even though he id say its kind to credit even if you don't need to. but Those people who do release under CCO should understand that CCo is a license of zero rights, and yes that license does avoid all the legal hassels with the other issues with all these rights and stiuplations.
I've decided not to use the Ravenmore's bevel assest, Instead I used a couple of CCO public domain button assets instead for doing the bevelling effect and an CCO asset from Flare . Now what you are trying to tell me is that I need to credit all CCO works I use or its copyright infringement trouble of the rights of the authors which you fear, well that sounds like a silly load of nonsense.
CCO license has no author rights at all...So I am free by the law to give credit or not to because its a public domain license.
So I don't reocognize authors rights under that license because the law don't recognize their rights therefore it is not mandatory for me to have to credit all those authors who release their work under CCO. So If we choose to credit them its only because we're gratitude for the contribution they made to the public domain.
Therefore under this license, if you wish to credit you can and don't get into trouble and if you don't want to credit then you won't get into trouble.
But under CCO license the law simply says the choice to credit those authors or not is us up to us and we won't be in any trouble since CCO is a no rights license. so there's no copyright infringement, because under that license there are no rights !!! So the authors who release their work under this license have got no rights anymore unless they change to a different license other than CCO.
I have all the icons all over the place because I'm still umm figuring out what to do with them all !!!
For this is not a windows GUI interface where I can move windows around, because I don't know how to open up a windows gui screen in batch code yet to display all my game graphics in so it be possible for me to have sprites and animation in the game and possibly also scrolling my game screens, so i had to use the windows dos console instead to display my graphics in where everything is fixed and static.....
I think the Ravenmore's set will best suit the game for the diaglog text screen would look nice if I added this into my screens with the Pieces of Eight pirate font for the text diaglog.
The user interface is not there yet, but its slowly getting there............it looks nice in places, the overdrive stuff stands out ok, but overall its needs more work. The icons look dark and dreary at the start because the interface has been set up so when you obtain all the items and spells in the game, it all lights up like a christmas tree with nice bright colors..
As for the white lines, they were put there as guidlines to line up all the icons i hadn't removed them, I may have to turn them into thin white lines to tidy it up.
I've now added the Pieces of Eight font to the game Dialog text window for a test screen. Take a look at the link now. (Top Link). And what the game would've looked like if I went for a bigger screen size (Third Link).
any attribution required for using this ?
This is a mistake. The problem is not really with the authors though. It is with your peers. Your attribution is your first defense that the assets you use are not stolen. If you fail to attribute your assets you may be forced to find them again in an "or else" setting.
When the author says their work its free for you to use it because they released it under CCO, they have already given their permssion for. you to use the asset, some mention they want the credit and some don't so it creates a grey area of confusion for us. Therfore, this argument is not about stealing the asset, its about not giving the credit because not all the authors ask for their credit. So we have to do these credit lists of everything. I don't work in the commercial industry so I wouldn't know all the ins and outs about the crediting side of it...I don't mind doing the credit list for cco stuff, its just a little bit more work...
Ok thanks for clariying that,
At the moment my game is just only 1 player between just the player and the hundreds of enemies with random encounter level progresions so every now and again when you go through the invisible checkpoints,
Such a lot of work went into making it, Does it come in different colors than the blue roofs?
Umm I actually embedded my non CCO credit list inside the game code itself. (for now.) instead of in a seaprate credits list. But here's the problem with the credit system that I see. If you're doing a small game project, then the system works all fine. if you only using a few game assets. 50 or under.
But if you have hundreds of CCO assets Why cant' we write something in our credits like. "All Game Assets (unless otherwise noted) and their respective authors have kindly released their materials under the Creative Commons CCO Public Domain License". and then just provide the main link back to the site. Surely that takes care of all those people rather than having to list down every single person and their asset individually.
For the type of game I'm making, the credit list could wind up being over a megabyte in size just to list everybody of every asset in the game. Who wants to sit there for ages scrolling through all that in the credits screen, you be there for ages just like watching the film credits, they take a long time to get through.
Well He did say said 'better to be safe than sorry' so I got the impression that he was saying we could be in trouble with the law if we fail to credit authors of CCO assets. even though he id say its kind to credit even if you don't need to. but Those people who do release under CCO should understand that CCo is a license of zero rights, and yes that license does avoid all the legal hassels with the other issues with all these rights and stiuplations.
I've decided not to use the Ravenmore's bevel assest, Instead I used a couple of CCO public domain button assets instead for doing the bevelling effect and an CCO asset from Flare . Now what you are trying to tell me is that I need to credit all CCO works I use or its copyright infringement trouble of the rights of the authors which you fear, well that sounds like a silly load of nonsense.
CCO license has no author rights at all...So I am free by the law to give credit or not to because its a public domain license.
So I don't reocognize authors rights under that license because the law don't recognize their rights therefore it is not mandatory for me to have to credit all those authors who release their work under CCO. So If we choose to credit them its only because we're gratitude for the contribution they made to the public domain.
Therefore under this license, if you wish to credit you can and don't get into trouble and if you don't want to credit then you won't get into trouble.
But under CCO license the law simply says the choice to credit those authors or not is us up to us and we won't be in any trouble since CCO is a no rights license. so there's no copyright infringement, because under that license there are no rights !!! So the authors who release their work under this license have got no rights anymore unless they change to a different license other than CCO.
I don't even use DRM as I think DRM is used if you gonna put the game up on steam, so I might look at the other interface sets instead.
if I remove the magic spell icons down below, then there's plenty of space for those rectangle tab menus to go all along the bottom. of the screen.
I have all the icons all over the place because I'm still umm figuring out what to do with them all !!!
For this is not a windows GUI interface where I can move windows around, because I don't know how to open up a windows gui screen in batch code yet to display all my game graphics in so it be possible for me to have sprites and animation in the game and possibly also scrolling my game screens, so i had to use the windows dos console instead to display my graphics in where everything is fixed and static.....
I think the Ravenmore's set will best suit the game for the diaglog text screen would look nice if I added this into my screens with the Pieces of Eight pirate font for the text diaglog.
The user interface is not there yet, but its slowly getting there............it looks nice in places, the overdrive stuff stands out ok, but overall its needs more work. The icons look dark and dreary at the start because the interface has been set up so when you obtain all the items and spells in the game, it all lights up like a christmas tree with nice bright colors..
As for the white lines, they were put there as guidlines to line up all the icons i hadn't removed them, I may have to turn them into thin white lines to tidy it up.
I've now added the Pieces of Eight font to the game Dialog text window for a test screen. Take a look at the link now. (Top Link). And what the game would've looked like if I went for a bigger screen size (Third Link).
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