Yeah, generating speech is much more difficult than stringing together the sounds of letters. I suggest reading about it on Wikipedia, it is a fascinating and complex topic.
Firstly, we are talking about the original BSD license that has the advertising clause. The modern BSD license does not have that clause and allows linking with the GPL. If you had read the Wikipedia article, you would know this.
Secondly, the Free Software Foundation has stated that they do not consider a GPL'd game program (etc) to be "linking" with the art assets that it uses. Though I don't know whether this has ever been tested in a court of law.
The advertising clause is incompatible because it imposes an extra restriction, and the GPL (at least v2) states that no further restrictions can be placed on the software.
Yeah Godot is lacking documentation, especially for the 3D stuff.
But I am planning on trying it soon for a 3D game. The features seem modern enough for me, and I want to support an open source engine rather than a commercially focussed engine.
My main concern was (is) that scaling low resolution tiles (32x32) by non-integer factors leads to rather ugly distortions. So by default I will only scale by 1.0, 2.0 or 3.0 and have an option to allow scaling to fit the browser inner window.
Vector graphics would really suit one of the games I am working on (kinda on the back-burner right now), but as you probably know there isn't much of it on this site. Hopefully we'll see more of it appear here, as the need to make games supporting a variety of resolutions is not going to go away.
Don't the CC licenses let you choose which parts to use?
In this case, you just have CC-SA (share-alike) without the BY (attribution).
Yeah, generating speech is much more difficult than stringing together the sounds of letters. I suggest reading about it on Wikipedia, it is a fascinating and complex topic.
This site has some GIMP tutorials: http://libregraphicsworld.org
Firstly, we are talking about the original BSD license that has the advertising clause. The modern BSD license does not have that clause and allows linking with the GPL. If you had read the Wikipedia article, you would know this.
Secondly, the Free Software Foundation has stated that they do not consider a GPL'd game program (etc) to be "linking" with the art assets that it uses. Though I don't know whether this has ever been tested in a court of law.
The advertising clause is incompatible because it imposes an extra restriction, and the GPL (at least v2) states that no further restrictions can be placed on the software.
See http://en.wikipedia.org/wiki/BSD_license
This might be usable for left/right directions, but lacks all the rotations a DOOM sprite would need:
http://opengameart.org/content/lpc-wolf-animation
Here is a rottweiler model which could be rendered in the 5 (or 8) rotations and animations needed to replace the wolfenstein dog:
http://opengameart.org/content/benny-the-rottweiler
Yeah Godot is lacking documentation, especially for the 3D stuff.
But I am planning on trying it soon for a 3D game. The features seem modern enough for me, and I want to support an open source engine rather than a commercially focussed engine.
Yeah, I got a fairly good idea what to do now.
My main concern was (is) that scaling low resolution tiles (32x32) by non-integer factors leads to rather ugly distortions. So by default I will only scale by 1.0, 2.0 or 3.0 and have an option to allow scaling to fit the browser inner window.
Thanks everyone for the advice.
Vector graphics would really suit one of the games I am working on (kinda on the back-burner right now), but as you probably know there isn't much of it on this site. Hopefully we'll see more of it appear here, as the need to make games supporting a variety of resolutions is not going to go away.
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