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Wednesday, December 17, 2014 - 04:36

Being both a content creator, and an indie game designer, I don't automatically write off the BY-SA license, though I do get how people would be apprehensive of using content under it. It's supremely vague whether someone must submit their work into the CC-BY-SA license upon using BY-SA works within it, however, my understanding is (and I don't claim to be a legal expert, it just makes sense) that the only time someone must put something under the BY-SA license, is if they've modified or used that work exclussively for the purpose of re-releasing that single work into the public. I don't think it can dictate how users release their own works, as far as I know, the only thing that can dictate release is NC (non-commercial), since the work cannot legally be used to make money. But even that doesn't dictate that the user's work MUST be BY-SA or similar.
For example:
A user is making a game that has both BY-SA and BY-NC (or similar) works attatched to it, the user cannot sell the game, but to my knowledge they don't have to release it to CC-BY-SA either. However, they must attribute each work used, and what license each work falls under.

Saturday, October 25, 2014 - 10:47

"@Jaden: I think you are underestimating how many possibilities there are even in a limited space.  Statements like "there is literally no other means of drawing high quality pixel art in those dimensions" are completely hyperbolic.  Let me reiterate: there is no question that this was intended to be a close copy of the RPG Maker base and that the similarities go well beyond coincidence.  This is simply not a matter of limited creative space.  That becomes a serious factor at very small resolutions (16x16, etc) but at this size it isn't really that relevant."

 

I wasn't exaggerating, but if you think I'm wrong, perhaps you could show us all at least 10 different ways to make a face that doesn't infringe any supposed copyright claim, on a pixel character using the same dimentions as the art in question, and in a way that can be incorporated into commonly used engines without a noticble difference? I wager you can't.

And while we're on that note, perhaps you could share your wisdom on how individuals are supposed to create a game, using limited amounts of graphics, all from different people, without them looking remotely similar in any way to each other, and actually make the game good? Afterall, this is a common problem amongst indie developers who have no money, who have no artists, and no way of drawing their own assets (either by limited time or experience or both). Graphical assets are next to impossible to find in sets, from a single artist, or even looking similar enough to use with each other, so what would you recommend? Again in the example; the developer has no money to work with.

I think that people making a huge deal out of a face (again, only one part of the sprite) is asinine. You show me in copyright where you can claim a few pixels like that, and I will gladly reassess my views on the matter. Until then, I will still say that this similarity is only that.
Again, I understand why the decision was made, and for safety is was a good call because you know corporations will use anything they can, but I don't agree that it was infringement.

Thursday, August 14, 2014 - 02:10

You may already know this by now, but if you use the GNU Image Manipulation Program, you can resize any block/sprite/etc. to a larger scale without losing quality by turning off interpolation. This simply resizes the image without the program extrapolating what a larger version might look like if there were more pixels available, and allows for the addition of pixels where they should be, so instead of a blurry image, you get the same thing, but bigger. Just keep in mind, however, that using a non-interpolation method restricts the quality based on multiples of the base sprite size. For example: an 8x8 sprite without interpolation will only give proper results with 16x16, 32x32, etc.

Just thought I'd pass that along for future conversions.