You don't want to use free assets but you're asking for free assets to use?
I get where you're coming from, but the artists you're asking to work with you will have control over any content they create. Most artists working on a 'labor of love' project (aka not-paid, profit-share, 'free') prefer to release for free (non-exclusive) any assets they create for the project. I think you're going to have to decide which is more important; using assets that are free to everyone, or paying for exclusive assets that are unique to your project.
Remember that using non-exclusive assets doesn't remove the uniqueness from your game. The things that set your game apart are the gameplay, narrative, how you are using the assets... not the assets themselves. Also keep in mind you browse game assets, but your players do not. Players don't care that they could download the assets found in your game. Well, some do, but they tend to like your game more because of it.
If you can't pay money for assets, you'll want to have something else you can pay with. for 'labor of love' projects, that's often the shared passion for the project. People can't see the vision you have, though. You have to share that passion, not just expect it to infect others naturally.
One of the more important points on the post linked above is:
"Have several hours of real gameplay. This isn't just wandering around randomly generated terrain. Real quests, real NPCs, real levels, boss fights, whatever. The art can look horrible, but if you're asking people to work on your project out of the blue and you're not already established, you need to be prepared to show people that their art will be put to good use. ... you just want to provide a good amount of gameplay to prove that you're dedicated and able to finish your project."
You mentioned most artwork is currently placeholders. Perfect! :D Use free art found here on OGA to flush out those placeholders and share a playable demo. A demo that looks like garbage will attract far more artists than a pristine looking game that no one is allowed to see.
If the only difference between two submissions on OGA is how the sprites are arranged, that serves only to clutter an already under-curated archive of game assets. If there is significant value added beyond simple rearranging, file format, or packaging: Sure, that's great! Otherwise, that's essentially duplicating assets and bloating the archive. OGA will not encourage that kind of thing.
I do, however, agree that adding additional arrangments of assets to an existing submission is always better. For example, I would encourage submitters to include both a spritesheet, and package of those same individual sprite files, if they are willing.
"I'm finishing the editor right now, and then I'm going to work on the player."
I would love a user-friendly game editor with an LPC focus! I am messing with the editor now, but I'm itching to try out what I'm doing with the editor, so please let us know when that player is ready to try out. Even if it does't have all the features promised by the Editor, yet. :)
"I don't want to be rude so I won't say exactly what I'm saying I don't want to say which is rude"
You were asking him to read the documentation. also known as "reviewing your documentation". I did not misunderstand. I recognize the intent was to direct attention back to what was already provided and being neglected. My point is, it was done in a rude fashion, whether that was your intent or not. I have no issue with saying "please take a look at the links I provided above. They answer all the questions you are asking."
I do have a problem with terms like RTFM, namely because it is a near perfect example of what is outlined in the forum rule examples of what not to do. I am glad you consider that resolved. I need to make sure everyone understands why that isn't the way to talk to people here.
I assume so. I haven't asked the thousands of people using them, though. I mean, if OGA goes down, you wouldn't have access to the collection either.
If you're asking if it's ok for the credits file to contain links to a hypothetically-defunct OGA, then yes. The license doesn't require that you maintain a flawless copy of the internet, just that the links were valid at the time you obtained the asset.
I'm not sure I understand the question. "Files go missing"? You mean what happens if OGA dissappears from the internet? It's been around nearly as long as github. What if files go missing from github?
Ordinarily, the common license would be CC-BY-SA 4.0, but in this case, all authors (evert, sharm, withthelove, and DragonDePlatino) agreed to make those two assets available under later versions of the same license (OGA-BY 3.0 -> OGA-BY 4.0 -> CC-BY 4.0) so yes; derivatives can be licensed under CC-BY 4.0
Go to the bottom of your new collection page, and click "Download Credits File"
You'll get a nice complete list of all assets, licenses, links, and attribution. Stuff you've downloaded also counts as a collection, but I imagine not everything you downloaded are things you intend to use in the game. That's where creating a special collection comes in handy. You can curate the content in it as needed. Make multiple collections, even! If I'm working on multiple game projects at the same time, I have one collection for each project.
You don't want to use free assets but you're asking for free assets to use?
I get where you're coming from, but the artists you're asking to work with you will have control over any content they create. Most artists working on a 'labor of love' project (aka not-paid, profit-share, 'free') prefer to release for free (non-exclusive) any assets they create for the project. I think you're going to have to decide which is more important; using assets that are free to everyone, or paying for exclusive assets that are unique to your project.
Remember that using non-exclusive assets doesn't remove the uniqueness from your game. The things that set your game apart are the gameplay, narrative, how you are using the assets... not the assets themselves. Also keep in mind you browse game assets, but your players do not. Players don't care that they could download the assets found in your game. Well, some do, but they tend to like your game more because of it.
If you can't pay money for assets, you'll want to have something else you can pay with. for 'labor of love' projects, that's often the shared passion for the project. People can't see the vision you have, though. You have to share that passion, not just expect it to infect others naturally.
Which is the primary purpose for this sticky post: https://opengameart.org/forumtopic/how-and-when-to-write-a-good-art-request
One of the more important points on the post linked above is:
You mentioned most artwork is currently placeholders. Perfect! :D Use free art found here on OGA to flush out those placeholders and share a playable demo. A demo that looks like garbage will attract far more artists than a pristine looking game that no one is allowed to see.
If the only difference between two submissions on OGA is how the sprites are arranged, that serves only to clutter an already under-curated archive of game assets. If there is significant value added beyond simple rearranging, file format, or packaging: Sure, that's great! Otherwise, that's essentially duplicating assets and bloating the archive. OGA will not encourage that kind of thing.
I do, however, agree that adding additional arrangments of assets to an existing submission is always better. For example, I would encourage submitters to include both a spritesheet, and package of those same individual sprite files, if they are willing.
Thank you, and understood.
I would love a user-friendly game editor with an LPC focus! I am messing with the editor now, but I'm itching to try out what I'm doing with the editor, so please let us know when that player is ready to try out. Even if it does't have all the features promised by the Editor, yet. :)
"I don't want to be rude so I won't say exactly what I'm saying I don't want to say which is rude"
You were asking him to read the documentation. also known as "reviewing your documentation". I did not misunderstand. I recognize the intent was to direct attention back to what was already provided and being neglected. My point is, it was done in a rude fashion, whether that was your intent or not. I have no issue with saying "please take a look at the links I provided above. They answer all the questions you are asking."
I do have a problem with terms like RTFM, namely because it is a near perfect example of what is outlined in the forum rule examples of what not to do. I am glad you consider that resolved. I need to make sure everyone understands why that isn't the way to talk to people here.
Forum rules:
Choose a nicer way to request review of your documentation, please.
I assume so. I haven't asked the thousands of people using them, though. I mean, if OGA goes down, you wouldn't have access to the collection either.
If you're asking if it's ok for the credits file to contain links to a hypothetically-defunct OGA, then yes. The license doesn't require that you maintain a flawless copy of the internet, just that the links were valid at the time you obtained the asset.
the collection system is only for OGA assets, so OGA would have to disappear for the links to die.
I'm not sure I understand the question. "Files go missing"? You mean what happens if OGA dissappears from the internet? It's been around nearly as long as github. What if files go missing from github?
This situation is essentially identical to the one discussed here: https://opengameart.org/forumtopic/remixing-by-30-and-by-40
Ordinarily, the common license would be CC-BY-SA 4.0, but in this case, all authors (evert, sharm, withthelove, and DragonDePlatino) agreed to make those two assets available under later versions of the same license (OGA-BY 3.0 -> OGA-BY 4.0 -> CC-BY 4.0) so yes; derivatives can be licensed under CC-BY 4.0
a CREDITS file is especially easy for any assets on OGA:
You'll get a nice complete list of all assets, licenses, links, and attribution. Stuff you've downloaded also counts as a collection, but I imagine not everything you downloaded are things you intend to use in the game. That's where creating a special collection comes in handy. You can curate the content in it as needed. Make multiple collections, even! If I'm working on multiple game projects at the same time, I have one collection for each project.
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