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Thursday, October 23, 2014 - 05:21

Hello, welcome.

What kind of art are you looking for? This request is devoid of any information that would attract artists. Can you provide any additional information?

I recommend checking out the "how and when to write a good art request" stiky

http://opengameart.org/forumtopic/how-and-when-to-write-a-good-art-request

This seems the same as your other request, except that one has more details: http://opengameart.org/comment/32268#comment-32268

Is this for a different project or something? Just bumping the request?

Monday, October 20, 2014 - 06:26

Nice!

...That is a weird jaw-trap (right-most column, 2nd row). Are there real traps that operate like that?

Wednesday, October 15, 2014 - 12:14

OGA has safe-harbor provisions? Cool! What/where are they?

Or are you referring to OCILLA § 512(c)? I think that might protect OGA, but it wouldn't protect anyone who downloaded and/or used the files, which would still suck for OGA since the community would lose trust.

Edit: Besides, to be protected by OCILLA § 512(c), OGA would have to proactively remove repeat offenders and/or be unaware of the offending material.

...and/or!

Wednesday, October 15, 2014 - 07:49

@smonos: :)  ...mind you, that is only in regards to the various RTP stuff. As Jaden indicated, there are separately licensed/priced packages which can be used in non-RPGMaker projects.

Wednesday, October 15, 2014 - 06:52

I've no comment on if the asset in question constitutes "Substantial similarity" or not, but I have some experience with Enterbrain's legal department.

Tap: "... the copyright holder actually shares their sprites for royalty-free distribution and does not even expect a credit for the work.  In that sense, the art is actually public domain except that there is the added condition that you have to buy RPG Maker. ..."

riidom a.k.a. byeOGA: "maybe someone could just ask the copyright holders how their stance is to art that aims at extending their own work?"

Jaden: "...About RPG Maker's License to use it's artwork: The end-user license agreement states that you can use any of their artwork from the RPG Maker Series, interchangably, as long as you own a copy of both the maker in which it is used, and the maker from which it came. So if you want to use the hero sprite from RPG Maker VX Ace in IG Maker, you'd have to own a copy of both programs to do so. But this only applies to the RPG Maker Series, and IG Maker...."

I have indeed contacted Enterbrain about this: http://opengameart.org/comment/22426#comment-22426

Enterbrain, the RPGMaker copyright holder, was very clear about this. To my disappointment, you can't just buy RPGMaker, then use the assets in non-RPGMaker projects. The license only allows for those assets to be used in RPGMaker, regardless of the royalty-free commercially-allowed state of those assets. No derivatives are allowed unless those derivatives are ONLY being used in RPGMaker.

Again, this is not a comment on wether the asset in question is considered a derivative, just a note on Enterbrain's stance on licensing.

Thursday, October 9, 2014 - 05:40

Speaking to spam accounts; The number of spam users I was getting on my own forums dropped off dramatically after I started using http://stopforumspam.com/

I set up their automatic spamification thingy that checks new users against a database of known spammers, but even without the automatic part, it's pretty useful for manually determining if a new user is a known spammer or not.

Don't know if you have something like this already, but thought I'd share just in case. :)

Monday, October 6, 2014 - 10:59

That is good advice. I think using old medieval English may be more thematically accurate, but harder for the player to understand (even for British English speakers). Also, this particular game takes place in a medieval-like setting, but it is not medieval England... or even planet Earth.

When I eventually translate the game into other languages like Mandarin or Polish, the thematic use of medieval English would be miserably obliterated by the translation anyway. What do you Brits and Anglophiles out there think? Just make a British Standard English "translation" along with the other translations? :)

Thursday, September 25, 2014 - 08:33

I love the Might and Magic games (and was also saddened by 8's failure to deliver... and 9's feeling of being only half finished.) I think those games had good gameplay AND good story, but the story didn't push itself in your face. On the contrary, I had to go looking for the story... which I very much enjoyed.

Obviously a game with good gameplay AND good story is the most desireable, but it is rare and difficult. Usually both features suffer because that goal is ambitious.

"One thing you should not do as a developer is to force people through the storyline by forcing them to watch cutscenes or make them click through endless messages, let them chose."

I am a bit conflicted about this because although I agree players should be able to skip boring text, I also feel like many games should be enjoyed for their story. Skipping through cutscenes and dialogue as fast as you can, then saying "meh, this game wasn't that great." is unfair to the experience the game designer is trying to provide.

The Final Fantasy games (especially the later ones) is pretty much ALL story with game play as an afterthought, but I still like them because the story is very interesting and I feel more connected to the characters than I do in a movie. However, I think these games still offer some way to speed through cutscenes and text to some degree, which is still a good feature even if your audience is the story-lovers; I must've played the beginning of Final Fantasy 6 like, twenty times. I don't need to see all the story elements because I have them memorized. *SKIP*

The corolary to skip-story-stuff-so-I-can-get-back-to-gameplay, is skipping gameplay components so I can get back to the story. In gathering ideas for my game project, I discovered nearly 40% of the target demographic that I spoke with would prefer to do away with that tedious combat and loot collecting nonsense and just get to the next chapter of the story. Another 40% wanted to skip past the stupid story garbage and get back to game play. Only the last 20% liked both story and game play.

This was by no means a large sample set (16 people?) so it may be statistically meaningless, but something to think about. If the designer feels both story and things like combat mechanics are components of the game as a whole, why is skipping story elements more valid than skipping non-story elements?

Monday, September 8, 2014 - 11:35

Curt: "Just wondering, why is this set GPL and the 48x48 version public domain?"

I am also curious about this.

Monday, September 8, 2014 - 11:21

For me the the link goes to "http://www.danabrancucci.com%c2%a0". I think this is caused by some whitespace characters in the URL when the link is created.

 

http://danabrancucci.carbonmade.com/ works fine. :)

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