re: art challenges - I agree we can make some improvements with how these are handled. Someone mentioned the way the challenge theme's are selected is not ideal. Any suggestions on a better model? I don't know if we should start out doing 2 a month just yet, but I think more than one every other month is certainly in order. What do you guys think about 1 a month, consistent schedule to start and see where that goes?
re: OGA jam requiring OGA assets - I know you guys said all this, but I feel that requring some OGA assets in an OGA game jam is obvious. I've never seen a game jam without a theme. Make a roguelike in 7 days, make a game about rabbits, make a game about viruses and diseases, make a game based on one of the episodes of Extra Credits. There is no game jam that just says "make a game. Tabletop game, video game, mind game, whatever. make it about anything". The OGA Game Jam's theme isopen game art.
I also found the requirement to use at least 6 assets from OGA trivially easy. I ended up using over 40 from OGA. I only had 2 assets that were under a proprietary license in my entry. Even if you looked through the OGA archive and found nothing that would work for your game... just make the assets specifically for your game, then share them on OGA. Now all (most?) of your game's assets are on OGA. That isn't cheating, that's what OGA is all about! :) Sharing game art.
I don't know about requring all assets be from an art challenge, but I don't see a problem with giving bonus points for any assets that are from an art challenge.
re: OGA lacking complete art - I get what you're saying, but I think this has more to do with that you have to wade through a lot of incomplete/incompatible art before you find some things that are complete and perfect. There are a lot of incomplete sets or art that isn't coehsive enough to make the entire game, but there are also a lot of art sets that are complete here. The Dungeon Crawl Stone Soup set I submitted, for example. It is literally every graphic used in the very much complete and playable game Dungeon Crawl Stone Soup.
The issue of giving feedback vs. sounding ungrateful is something I don't know how to solve. I generally let the artist know I found their art useful (how else would I have discovered things it's lacking?) then mention what might make it even better. Most artists welcome feedback like that (both positive and critical), and if not, well, just know you meant it in the best way and if they're still so offended they never come back, then that's probably not the kind of artist that's going to be a big loss for this community.
@Kuranyem: Wait, are you saying you found art that you feel was incomplete, so you added to it to make it more complete and useful to you, but you didn't share it because you felt like it wasn't complete and useful enough still? Isn't it still more useful than the original? Why wouldn't you share that? It may not be up to your own standards, but it's closer than what is currently available. It's going to be helpful to somebody. :)
Such a feature would probably be implemented after all the other features on this list, so it may be a while before you see something like this. In the meantime, you could create your own art categories (Your Perfect 2D art, Your Perfect Sound Effects, Your Perfect 3D models, etc.) and link to your categories list so people could see the categories exactly as you like them arranged.
Late response, but yes; more licenses selected = more flexibility. Typically more flexibility on the asset user's side. The user need only adhere to the terms of one of the licenses selected, not all of them at once. So if you have both CC-BY and OGA-BY selected, a user could choose to adhere to the OGA-BY license and not the CC-BY. This gives them the freedom to release their game (using your art) on XBox or the Apple App store (which impose DRM restrictions) while still being required to attribute you for your work and sharing the assets themselves under the same license.
Tudo neste site pode ser usado dessa maneira. Você nem precisa pedir permissão primeiro. Todos os artistas lhe deram permissão para usar a arte em seu projeto de jogo. Apenas certifique-se de dar crédito ao artista. Liste-os em sua tela de créditos e forneca um link para esta página.
I think you should have a plan to eventually use consistent media and have some idea of the approximate specifications for such media (dimensions, frames of animation, etc), but accept broad stand-in media that may be used in the interim; better to have something you can demonstrate even if it isn't the final version of the assets.
As for legal issues... it sounds like you want to protect your work. If this is a closed-source game, you'll need some proprietary license, but also you'll want to avoid GPL licensed assets (depending on how you incorporate them; there are ways to have a closed source project that uses GPL art, but it's weird and I am not versed enough to advise on this). I would strongly recommend creating an art collection and adding any assets here on OGA that you plan to use in your game. This will automatically track the proper licensing and attribution that you'll need for giving credit in your game.
NOTE: Before that, though, there is a potential licensing issue with the original IP you're using. Even if a company cancels a project or even goes out of business, that does NOT mean the copyright is expired or public domain. If the any of concept, characters, code, or assets you're using for your own remake are derived from the original game, it is very likely your project will end up getting a Cease and Desist right around the time you're going gold. Be sure this game is either a) not using any of the original games stuff and could be considered inspired by the original, but in no way a derivative of it, or b) you have explicit permission to create a remake of this game or the game's IP has been explicitly placed in the public domain.
@RiverTuneGames: Every author who has submitted content to this site has already given permission for you to use their assets. You don't even have to ask. :)
re: art challenges - I agree we can make some improvements with how these are handled. Someone mentioned the way the challenge theme's are selected is not ideal. Any suggestions on a better model? I don't know if we should start out doing 2 a month just yet, but I think more than one every other month is certainly in order. What do you guys think about 1 a month, consistent schedule to start and see where that goes?
re: OGA jam requiring OGA assets - I know you guys said all this, but I feel that requring some OGA assets in an OGA game jam is obvious. I've never seen a game jam without a theme. Make a roguelike in 7 days, make a game about rabbits, make a game about viruses and diseases, make a game based on one of the episodes of Extra Credits. There is no game jam that just says "make a game. Tabletop game, video game, mind game, whatever. make it about anything". The OGA Game Jam's theme is open game art.
I also found the requirement to use at least 6 assets from OGA trivially easy. I ended up using over 40 from OGA. I only had 2 assets that were under a proprietary license in my entry. Even if you looked through the OGA archive and found nothing that would work for your game... just make the assets specifically for your game, then share them on OGA. Now all (most?) of your game's assets are on OGA. That isn't cheating, that's what OGA is all about! :) Sharing game art.
I don't know about requring all assets be from an art challenge, but I don't see a problem with giving bonus points for any assets that are from an art challenge.
re: OGA lacking complete art - I get what you're saying, but I think this has more to do with that you have to wade through a lot of incomplete/incompatible art before you find some things that are complete and perfect. There are a lot of incomplete sets or art that isn't coehsive enough to make the entire game, but there are also a lot of art sets that are complete here. The Dungeon Crawl Stone Soup set I submitted, for example. It is literally every graphic used in the very much complete and playable game Dungeon Crawl Stone Soup.
The issue of giving feedback vs. sounding ungrateful is something I don't know how to solve. I generally let the artist know I found their art useful (how else would I have discovered things it's lacking?) then mention what might make it even better. Most artists welcome feedback like that (both positive and critical), and if not, well, just know you meant it in the best way and if they're still so offended they never come back, then that's probably not the kind of artist that's going to be a big loss for this community.
@Kuranyem: Wait, are you saying you found art that you feel was incomplete, so you added to it to make it more complete and useful to you, but you didn't share it because you felt like it wasn't complete and useful enough still? Isn't it still more useful than the original? Why wouldn't you share that? It may not be up to your own standards, but it's closer than what is currently available. It's going to be helpful to somebody. :)
Ask Mr Medeiros if he'd be willing to share his work here as well.
Sidescroller tilesets (1 of 4):
Sidescroller tilesets (2 of 4):
Sidescroller tilesets (3 of 4):
Sidescroller tilesets (4 of 4):
^+1
Such a feature would probably be implemented after all the other features on this list, so it may be a while before you see something like this. In the meantime, you could create your own art categories (Your Perfect 2D art, Your Perfect Sound Effects, Your Perfect 3D models, etc.) and link to your categories list so people could see the categories exactly as you like them arranged.
It was certainly inspired by LoZ, but the proportions and details are very different. I don't see much evidence of actual derivation.
Late response, but yes; more licenses selected = more flexibility. Typically more flexibility on the asset user's side. The user need only adhere to the terms of one of the licenses selected, not all of them at once. So if you have both CC-BY and OGA-BY selected, a user could choose to adhere to the OGA-BY license and not the CC-BY. This gives them the freedom to release their game (using your art) on XBox or the Apple App store (which impose DRM restrictions) while still being required to attribute you for your work and sharing the assets themselves under the same license.
Tudo neste site pode ser usado dessa maneira. Você nem precisa pedir permissão primeiro. Todos os artistas lhe deram permissão para usar a arte em seu projeto de jogo. Apenas certifique-se de dar crédito ao artista. Liste-os em sua tela de créditos e forneca um link para esta página.
I think you should have a plan to eventually use consistent media and have some idea of the approximate specifications for such media (dimensions, frames of animation, etc), but accept broad stand-in media that may be used in the interim; better to have something you can demonstrate even if it isn't the final version of the assets.
As for legal issues... it sounds like you want to protect your work. If this is a closed-source game, you'll need some proprietary license, but also you'll want to avoid GPL licensed assets (depending on how you incorporate them; there are ways to have a closed source project that uses GPL art, but it's weird and I am not versed enough to advise on this). I would strongly recommend creating an art collection and adding any assets here on OGA that you plan to use in your game. This will automatically track the proper licensing and attribution that you'll need for giving credit in your game.
NOTE: Before that, though, there is a potential licensing issue with the original IP you're using. Even if a company cancels a project or even goes out of business, that does NOT mean the copyright is expired or public domain. If the any of concept, characters, code, or assets you're using for your own remake are derived from the original game, it is very likely your project will end up getting a Cease and Desist right around the time you're going gold. Be sure this game is either a) not using any of the original games stuff and could be considered inspired by the original, but in no way a derivative of it, or b) you have explicit permission to create a remake of this game or the game's IP has been explicitly placed in the public domain.
Ok, new problem discovered; it doesn't go to the correct page if there are multiple pages of comments. Will have to look into it more.
@RiverTuneGames: Every author who has submitted content to this site has already given permission for you to use their assets. You don't even have to ask. :)
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