I can't speak for the entire community, but as a developer I can tell you what I look for.
Although I (and many other developers) tend to use retro graphics, I don't really look for chiptune music to match. Having higher bit rate music paired with lower bit graphics seems to really bring out a feeling of wonder and adventure in my opinion.
Just posting stuff and see what people like is a good approach.
One thing I find more valuable than the type of music is how it's categorized. Adding useful tags to anything you upload is super helpful because it makes it easier for people to find your music. If you have a song called "orange dreamsicle sunset over an angry heart", the title of the song is artistic, but it doesn't help anyone find the song by itslef because no one will use any of those words when searching for a song. Having relevant and descriptive tags (like "spooky, electronica, orchestral, forest, melancholy, subdued, excitement, chiptune, anger, silly, heavy metal, volcanoe, evil, romantic") will boost you to the top of the popularity index in no time.
Sets of themes are also cool. A colleciton of music that portrays all the major emotions (sad theme, happy theme, angry theme, etc.) or common game environments (dungeon theme, cave theme, forest theme, ocean theme, metropolis theme), stuff like that. Having sets of tracks that are designed to work with each other to form a complete package for a game are incredibly helpful.
I know that's a tall order. Not expecting the moon, here. Just letting you know what I find most valuable as a developer. :)
@cdoty: you're right. I should have offered a direct answer. Sorry.
@kmcconaughey: As long as you make the artwork availbe like in a file in the game files you should be fine. BUT, some would disagree. I'm not a lawyer and you'll ultimately have to decide for yourself, but this is my opinion. :)
Yeah, I don't feel like the current audio system is cumbersome at all.
"...At a minimum, a radio player should allow users to have a listen,..." OGA does this already. Preview player.
"...rate and 'favorite' tracks,..." OGA does this already. Favorite button and comments.
"...and maybe edit playlists." OGA does this already. Search Into Collection and Add To Collection.
+1 to this:
"...unlike Jamendo, the intention isn't to provide a music streaming service where people listen to music (e.g., in the background), it's to provide music for game developers to download and integrate into their games..."
@kmcconaughey: You are wise to ask about this and it's good you're getting all your ducks in a row. However, that particular question about CC BY-SA has been discussed many times before:
I am not saying "don't ask this question any more, it has already been discussed." I am saying, although there is a general consensus, there is unfortunately no difinitive answer that covers all project situations or art assets you may be interested in.
You may have to do quite a bit of research and then come to your own conclusion. To be safe, you can always ask each artist if they are ok with what you have in mind. The point of licenses is so you don't have to ask the artists what is ok and what is not, but the question you rase is a sticky one, so it's best to be sure if you can.
Failing that, only an intellectual property lawyer could really give you a solid answer. Even then, an IP lawyer could only give you advice about your specific project and the select assets you are interested in using.
I'm not totally clear on the nature of hilty's "Non-Commercial - Art" collection, but I don't think it is any indicator of what can or cannot be used in a commercial project. Pretty much everything in that collection could be used in a commercial project so long as the individual license terms are adhered to. (NONE of the license terms for the art in that collection have terms preventing commercial use.)
"How would people feel if OGA did a little bit of filename munging? "
Sounds good to me. All my filenames are arbitrary already. Might as well make it easy for downloaders to trace it back to the OGA entry they got it from.
I can't speak for the entire community, but as a developer I can tell you what I look for.
Although I (and many other developers) tend to use retro graphics, I don't really look for chiptune music to match. Having higher bit rate music paired with lower bit graphics seems to really bring out a feeling of wonder and adventure in my opinion.
Just posting stuff and see what people like is a good approach.
One thing I find more valuable than the type of music is how it's categorized. Adding useful tags to anything you upload is super helpful because it makes it easier for people to find your music. If you have a song called "orange dreamsicle sunset over an angry heart", the title of the song is artistic, but it doesn't help anyone find the song by itslef because no one will use any of those words when searching for a song. Having relevant and descriptive tags (like "spooky, electronica, orchestral, forest, melancholy, subdued, excitement, chiptune, anger, silly, heavy metal, volcanoe, evil, romantic") will boost you to the top of the popularity index in no time.
Sets of themes are also cool. A colleciton of music that portrays all the major emotions (sad theme, happy theme, angry theme, etc.) or common game environments (dungeon theme, cave theme, forest theme, ocean theme, metropolis theme), stuff like that. Having sets of tracks that are designed to work with each other to form a complete package for a game are incredibly helpful.
I know that's a tall order. Not expecting the moon, here. Just letting you know what I find most valuable as a developer. :)
@cdoty: you're right. I should have offered a direct answer. Sorry.
@kmcconaughey: As long as you make the artwork availbe like in a file in the game files you should be fine. BUT, some would disagree. I'm not a lawyer and you'll ultimately have to decide for yourself, but this is my opinion. :)
@cdoty: I... agree. :? I guess i'm not sure why this was direct at me? Are you just confirming what I said?
Yeah, I don't feel like the current audio system is cumbersome at all.
+1 to this:
@kmcconaughey: You are wise to ask about this and it's good you're getting all your ducks in a row. However, that particular question about CC BY-SA has been discussed many times before:
I am not saying "don't ask this question any more, it has already been discussed." I am saying, although there is a general consensus, there is unfortunately no difinitive answer that covers all project situations or art assets you may be interested in.
You may have to do quite a bit of research and then come to your own conclusion. To be safe, you can always ask each artist if they are ok with what you have in mind. The point of licenses is so you don't have to ask the artists what is ok and what is not, but the question you rase is a sticky one, so it's best to be sure if you can.
Failing that, only an intellectual property lawyer could really give you a solid answer. Even then, an IP lawyer could only give you advice about your specific project and the select assets you are interested in using.
Best of luck. :)
I'm not totally clear on the nature of hilty's "Non-Commercial - Art" collection, but I don't think it is any indicator of what can or cannot be used in a commercial project. Pretty much everything in that collection could be used in a commercial project so long as the individual license terms are adhered to. (NONE of the license terms for the art in that collection have terms preventing commercial use.)
Ah, interesting. Something like this? https://www.youtube.com/watch?v=Vh0lCHYI1ls
I am not a great artist, just curious about the game theme.
Sounds good to me. All my filenames are arbitrary already. Might as well make it easy for downloaders to trace it back to the OGA entry they got it from.
groovy. I love the Win image.
Hey, that brings up a question I had about the "Rage" faces. Do you (or anyone) know if they are CC0?
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