@bzt I kind of [used to] suck at using blender and the animation script for rendering bigger animation frame images is a bit confusing for myself to understand. I wish I knew how it worked. If I could figure out how to re-render all of the source blender files I would gladly do that work. I am just lacking the blender script skills to do so without breaking things XD.
Hold on! I just did a bunch of successful experiments! Check this out: https://github.com/flareteam/flare-game/discussions/895#discussioncommen... ! I made successful Flare 4K animations for dual wielding arming sword and I also made Flare 4K grassland tilesets with new renders! XD. I looked very close at the screen shots that Clint Bellanger has with the link from @bzt here https://clintbellanger.net/articles/isometric_tiles/ and used my Blender 2.79 and the art source files and it turns out the original files were in specification to render at 4 times the size of the regular Flare assets. in fact the regular Flare assets were shrunk down with 25% / 0.25 render scale and by making that render scale go to 100% / 1.00 it produces Flare 4K freaking graphics wow! I might suck with Blender but my detective work was on point and I lucked out lol XD. AAAH I am so relieved to find this HUGE surge of creative power and having the realistic power to do so XD. So far it looks like Flare 4K is coming! https://www.youtube.com/watch?v=6JElrEbAcwY&ab_channel=Sam%26Dave-Topic
Can these collections deprecate over time if it is effectively a sort of live service / what happens if some files go missing on the servers? This feature looks to be quite convenient. I should use this in the future to hopefully make things work out in a good manner.
Does anyone have any interest / experience with Upscaling Art?
I am wondering about the process / general overview for a potential art campaign to Upscale Flare Art. As in the potential result of such a project could have a significant graphical quality upgrade for the Flare related games in the near future. Such Upscaled Flare Art could hopefully act as a useful interim / in-between art asset collection starting point / stepping stone for a potential future 'Flare HD'.
This potential Upscale of the original Flare Art could be a big upgrade from the pixelated but technically 4K resolution of the current enlarged x 4 graphical high resolution ~'4K' working prototype I call 'Flare x 4'. These Upscale Flare Art assets could lead a reasonable path forward towards hopefully a potential future 'Flare HD'; created with new rendered 4K Flare Art assets. High resolution 4K+ graphics running at high frame rates (e.g. 60 F.P.S.) are now possible with the powerful Flare Engine version 1.13+ with the 64-bit executable; that is available across all Major PC platforms. I have more details here if anyone is interested: https://github.com/flareteam/flare-game/discussions/895
@bzt Okay that is quite informative. I hope that once I add more assets from Open Game Art that I can ask the community for help and review the attribution / CREDITS.TXT to make sure everything is legal and proper and the way it should be.
I have all of my art files that I have obtained from Open Game Art stored away from my own work and separated by author. I made a clear effort to keep any work that was not my own / must be very clear legally on how to use / I need to make my attribution for their work with my credits properly / if I don't need it for a prototype I don't use it and keep it away quarantined in a library for browsing.
I make sure to keep all of the potential trouble making assets away from my video game prototype. As to avoid mixing art assets until I am absolutely sure that I can use the art assets. Even then I hope to ask the community each time that I add more art assets from Open Game Art; to hopefully make sure that I am operating properly and legally.
I am not quite at the step where I am making highly polished / high quality areas and general content for my video game. Yet hopefully when the Flare Engine is in a performance capability spot where I can be confident that the vast majority of critical and creatively empowering game features and mechanics are tested and proven to be working properly; maybe potentially hopefully with Flare Engine Version 1.14 and or 1.15? Then hopefully with due diligence in engine performance testing, feature scope goals and a reasonably manageable content creation scope. I can then shift creative gears and start carefully adding in extra art assets if needed and with open community review hopefully.
Okay this open discussion albeit long and very detailed has given myself a great deal of clarity of how to properly operate with many kinds of work licenses. As in for working with many kinds of open and closed source work regarding from a users perspective and author's perspective. Also in what to expect with common licenses found at least around the Open Game Art community. So I hope to focus on making more Flare related prototypes to test more and more critical mechanics. My current interest has been focused upon the Flare Engine Version 1.13+ 64-bit executable that can support enlarged x 4 graphics. Which can effectively support 4K+ graphical resolution with increase frames per second (e.g. 60 FPS) over the Legacy Flare Engine; with it's limiting 32-bit executable and low frame rate and pixelated graphics. Bit by bit.
Although I do find it reassuring to be able to find help within the creative community for even very complex potential issues and or significant details in regards to most everything legal XD. I also hope that with this big open discussion on the forum that it can help others in the future with making video games.
@Emcee Flesher Oh that is the RPG Maker MV tileset, I was making a Video Game with RPG Maker MV until it became unreasonably complex to expand the game play features to where I wanted them to be. I was effectively turning a tricycle into a helicopter so I killed my use of the RPG Maker series all together as a video game making tool. I inside relegated it's use for interim ~'concept building aid' / it can make rough around world maps pretty efficiently for exploring bigger scale ideas. So that is the basic story behind that world concept map and its tileset.
Be advised that one should not try to use RPG Maker series assets for the company / owners of the RPG Maker Series do not have open source licenses. Also if I recalled correctly, people get in legal trouble by the owners of the RPG Maker series / ~'Enterbrain' for I think if a person uses the RPG Maker Assets outside of video games made with the RPG Maker series engine. I think this is so that a person cannot just take all of the art assets from the RPG Maker series and use a different (open source / free) engine and sell that game without paying a sort of fee / royalty given to the owners of the RPG Maker series as if they would have if the video game was made with the RPG Maker engine.
I don't like it and I think the RPG Maker series kind of needs to either die or step up the plate and use their money to get to at least action combat like even 1986 The Legend of Zelda for example. https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ Don't buy this, the community makes better mods and the developers don't care to improve their engine. All of these new 'features' are mostly reskins of free mods for their last version of RPG Maker. For example they could make a 3D engine but they are a bunch of lazy people who do not use their money to offer a competitive product to their customers: I did this with free mods before MZ even released (before I killed it for it was just not good enough even though it could beat out thousands of crappy shovel ware RPG Maker Games (another reason to avoid the bad RPG Maker engine reputation for your video game), I killed it for I can do better): https://youtu.be/r2Bw3xeV1Po?t=221
@bzt "@WithinAmnesia: "How should such a special permission / special arrangement be clearly found with the video game and or where should such a thing be (in the video game credits, on the download page etc.)?"
No matter what the licenses are, you always have to have a "Terms of Use" page in your game (could be in a txt file downloaded in the same package, but it must exists). You should put it there, along with the other attributions."
I wonder how I should present / format my "Terms of Use"? What should a person like myself do in such a situation? I should put a "Terms of Use.txt" in my video game ZIP file / where the player gets my video game. Would this work for a "Terms of Use.txt" file (with something like this inside?):
"For display openly / publicly my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game: "*After a ~long series of confidential emails / out of respect Clint Bellanger I will only post a very small brief piece for educational [and legal] reasons / to add closure to this thread [/ article.]*
Myself: "So I can make a video game "built on" the Flare Engine and Fantasy core and all Open Source / GPL-3.0 License / CC-BY-SA license assets / components with proper permissions and with proper attribution of components creditor with credits and have a registered trademarked title and legally be the sole entity able to sell that exact version of the video game online? Also the community is legally forever free to modify my video game as long as the title is changed and the video game's content is at least once modified?"
Clint Bellanger: [The legal copyright owner of the Flare Engine and the Flare Game] "Basically yes on everything you said. This is one reason I chose the license, so that remixer and modders could safely release and sell their projects as long as they were also cool with other remixers and modders.""
To my current understanding I am acting legally and in good faith and with good will of the creative community / the Open Game Art community and with the Blessing of Clint Bellanger of his Flare Engine and Flare Game."
Would something like that work as a proper "Terms of Use.txt"? How should a "Terms of Use.txt" be made / formatted / presented to the player / user? What should be in the "Terms of Use.txt" for it to work as intended / be useful for person in my situation to openly show my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game?
Wow, a lot has happened since 2017! The Flare Engine and Flare Game Patch 1.13 is nearly stable / finalized for a complete release. Flare Engine and Flare Game Patch 1.14 is hopefully on the way. Flare gamepad support is vastly optimized and improved. Flare with enlarged x 4 the graphical resolution / pixel density / visual display game presentation detail has a working prototype for all major PC operating systems. Windows has a no legacy memory issues with a new Windows 64-bit executable and 18.4 exabytes of usable RAM over the previous 4.2 gigabytes of usable RAM with the 32-bit executable of the legacy Flare Engine.
Justin Jacobs a.k.a Dorkster has been a Titan in empowering the Flare Engine. Also hopefully in pushing the capabilities of the Flare Engine into a being able to make video games that can with dignity and reason last well past the 2020's and beyond in terms of the gameplay quality of experience being able to stand the test of time. I hope that the Flare Engine can become a creative forge of future Classic Action Role Playing Games for this decade and subsequent decades thereafter. For the entire world creative community, rich or poor to thereby be creatively empowered.
There are new possibilities for gameplay and world exploration thanks to new art assets such as new animations and tilesets. In which I played my smart part as well in at least with creating dual wielding animations and adding navigable / climbable natural looking slopes to the Flare Game related art assets content. I hope that more and more people can enjoy the Flare Engine and the Flare Game. I hope that the creative community can find ways to keep making more cool games with the Flare Engine.
I hope people can eventually mature and properly grow their video games development interests and passions into potentially commercially viable video games. So as to probably reward and grow the work of the video game authors. Also to increase the high quality gameplay experience offered herein to the Open Game Art community and the creative community across the world.
I have hope that this community can grow larger and with more creative power. I hope that more creative people can see the potential with the Flare Engine and the related Flare Game to be empowered with to make great games worth playing. I see that currently there is a path ahead that can lead to great games made with the Flare Engine and related assets and components that can potentially change the world of video games as we know them. One person matters, anyone can improve the world so long as they keep fighting for what they believe in and listen to their heart of hearts and with their dreams and passions becoming unyielding.
With this belief and hope in the power of humanity across the world I feel confidence in that if the Flare Engine gets so creatively empowering that it can change the creative landscape of the world. In that anyone rich or poor can make a great game and become commercially viable in their dream to become a video game developer with full creative freedom and power. Then all that one needs is the passion to dream big, aim high and fight hard; become unyielding! I wonder what is to come for the creative community of Flare?
Okay, it seems to myself that there is a sense of resolution / overall clarity with how I am able to legally and in good faith and in good will from the creative community operate / develop and potentially commercially release my video game made with the Blessing of Clint Bellanger of his Flare Engine and Flare Game. Also there seems to be more clarity on what a person with regular circumstances can regularly expect when using the Flare Engine to make a video game for a hopefully commercially viable release and still be legal and healthy to do so.
For clarity / good practice in my credits I plan to openly / publicly host my special permission granted to myself / Clint Bellanger's Blessing of his Flare Engine and Flare Game to operate legally for my development and potential hopefully commercially viable release of my video game. I hope to also operate with good faith and with good will of the creative community / Open Game Art community.
As a working prototype it seems that including even my above quotation of my special permissions in the credits of my video game should be able to display openly / publicly my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game: "*After a ~long series of confidential emails / out of respect Clint Bellanger I will only post a very small brief piece for educational [and legal] reasons / to add closure to this thread [/ article.]*
Myself: "So I can make a video game "built on" the Flare Engine and Fantasy core and all Open Source / GPL-3.0 License / CC-BY-SA license assets / components with proper permissions and with proper attribution of components creditor with credits and have a registered trademarked title and legally be the sole entity able to sell that exact version of the video game online? Also the community is legally forever free to modify my video game as long as the title is changed and the video game's content is at least once modified?"
Clint Bellanger: [The legal copyright owner of the Flare Engine and the Flare Game] "Basically yes on everything you said. This is one reason I chose the license, so that remixer and modders could safely release and sell their projects as long as they were also cool with other remixers and modders.""
To my current understanding I am acting legally and in good faith and with good will of the creative community / the Open Game Art community and with the Blessing of Clint Bellanger of his Flare Engine and Flare Game. I hope that this open discussion can increase the legal clarity for the creative community and improve the legal confidence for people in regular circumstances to feel confident and able in with making a hopefully commercially viable video game working with the Flare Engine. I hope that everyone's effort herein can form a ~'guide' / legal path forward towards a clear and hopefully more convenient way for the creative community to use the Flare Engine in regular circumstances with commercial viability as a goal for the video game developer / author.
@Ragnar Random I do not want to bug Clint Bellanger about legalities unless I absolutely have to. It was already an inconvenience for Clint to play email tag back and forth with myself and for each other become clear with what I could commercially do with the Flare Engine and the Flare Game. I think it took close to a week and multiple forums / websites to respectfully get a dialog going. I understand that he is also busy with other things in his life. So I feel even worse in kind of pulling him into something that can potentially be quite inconvenient. I would like to listen to as much feedback as I can before acting. That being said I would like to better understand how I should act in good faith and in good will with regards in how I should present my circumstance / special permission / blessing from Clint Bellanger with my video game. The more feedback (within reason) the better I find it.
Well the more perspectives and voices the better I find it @Ragnar Random . It is pretty true that these very fine details that are all connected in a big legal web with GPL-3.0 License can be quite tiring to get a grip on. They might even argue against people in the future using it under good faith if their goal is to make sharing as convenient and ~'free' to use for the public user and commercialize for the subsequent author. Although that being said I am glad that this whole ~'can of worms' / complex legal relationship with the Flare Engine and the GPL-3.0 License is open to the public; clear to understand and with upholding the good will of the community. I hope that in the future new and current creative people using / planning to use the Flare Engine find themselves to be less inconvenienced / not scared to use the Flare Engine; and in a more clear to understand legal situation for everyone here in the Open Game Art community.
I hope that we can get to a place where all of the legal details are ~'ironed out' / publicly discussed and can be seen by the public and have some hopefully useful examples of how to legally and healthily commercialize and share video games built with the Flare Engine and its GPL-3.0 License. For example maybe @Danimal could make a ~'commercial version' / invest more time and resources for his mod and be able to justify the time and effort with the peace of mind that he can sell the video game legally. As in with by following some examples / ~'guides' found here. I hope that more people can make cool video games and hopefully we can get to a place where new people can find clear and convenient examples / ~'guides' to follow for legally making their own hopefully commercially viable video games; even the video games working with the Flare Engine and its GPL-3.0 License.
I wonder what such a legal ~'guide' to make a video game with the Flare Engine would look like if we get to a point of open legal clarity for the creative community with how to make a video game running on the Flare Engine and its GPL-3.0 License; perhaps we are already there? Perhaps someone like @MedicineStorm (and or a person with a general interest in community building) would be interested in making (a) clear legal guide(s) to follow for video game authors / creative people within regular circumstances on how to legally make a video game that can work with the Flare Engine and its GPL-3.0 License? With also still having the video game author have the sole legal ownership of their own video game that only they can legally sell to the world? Effectively making a legal development ~'guide' / path to follow to successfully legally navigate around the potential legal issues found with the Flare Engine's GPL-3.0 License; verses a video game developer trying to sell their work legally, fairly and with peace of mind. As in keeping the right to their intellectual properly and still conveniently and healthily be able to sell their unique work / video games to the world.
@bzt I kind of [used to] suck at using blender and the animation script for rendering bigger animation frame images is a bit confusing for myself to understand. I wish I knew how it worked. If I could figure out how to re-render all of the source blender files I would gladly do that work. I am just lacking the blender script skills to do so without breaking things XD.
Also Justin Jacobs / Dorkster pointed out these Flare HDcore renders with more detail (rendered at x 2 the scale of the regular Flare image render frames.): https://github.com/flareteam/flare-game/issues/209 + https://github.com/clintbellanger/flare-hdcore . So if all else fails perhaps I could use those to upscale to better help the AI with more detail.
Hold on! I just did a bunch of successful experiments! Check this out: https://github.com/flareteam/flare-game/discussions/895#discussioncommen... ! I made successful Flare 4K animations for dual wielding arming sword and I also made Flare 4K grassland tilesets with new renders! XD. I looked very close at the screen shots that Clint Bellanger has with the link from @bzt here https://clintbellanger.net/articles/isometric_tiles/ and used my Blender 2.79 and the art source files and it turns out the original files were in specification to render at 4 times the size of the regular Flare assets. in fact the regular Flare assets were shrunk down with 25% / 0.25 render scale and by making that render scale go to 100% / 1.00 it produces Flare 4K freaking graphics wow! I might suck with Blender but my detective work was on point and I lucked out lol XD. AAAH I am so relieved to find this HUGE surge of creative power and having the realistic power to do so XD. So far it looks like Flare 4K is coming! https://www.youtube.com/watch?v=6JElrEbAcwY&ab_channel=Sam%26Dave-Topic
Can these collections deprecate over time if it is effectively a sort of live service / what happens if some files go missing on the servers? This feature looks to be quite convenient. I should use this in the future to hopefully make things work out in a good manner.
Does anyone have any interest / experience with Upscaling Art?
I am wondering about the process / general overview for a potential art campaign to Upscale Flare Art. As in the potential result of such a project could have a significant graphical quality upgrade for the Flare related games in the near future. Such Upscaled Flare Art could hopefully act as a useful interim / in-between art asset collection starting point / stepping stone for a potential future 'Flare HD'.
This potential Upscale of the original Flare Art could be a big upgrade from the pixelated but technically 4K resolution of the current enlarged x 4 graphical high resolution ~'4K' working prototype I call 'Flare x 4'. These Upscale Flare Art assets could lead a reasonable path forward towards hopefully a potential future 'Flare HD'; created with new rendered 4K Flare Art assets. High resolution 4K+ graphics running at high frame rates (e.g. 60 F.P.S.) are now possible with the powerful Flare Engine version 1.13+ with the 64-bit executable; that is available across all Major PC platforms. I have more details here if anyone is interested: https://github.com/flareteam/flare-game/discussions/895
@bzt Okay that is quite informative. I hope that once I add more assets from Open Game Art that I can ask the community for help and review the attribution / CREDITS.TXT to make sure everything is legal and proper and the way it should be.
I have all of my art files that I have obtained from Open Game Art stored away from my own work and separated by author. I made a clear effort to keep any work that was not my own / must be very clear legally on how to use / I need to make my attribution for their work with my credits properly / if I don't need it for a prototype I don't use it and keep it away quarantined in a library for browsing.
I make sure to keep all of the potential trouble making assets away from my video game prototype. As to avoid mixing art assets until I am absolutely sure that I can use the art assets. Even then I hope to ask the community each time that I add more art assets from Open Game Art; to hopefully make sure that I am operating properly and legally.
I am not quite at the step where I am making highly polished / high quality areas and general content for my video game. Yet hopefully when the Flare Engine is in a performance capability spot where I can be confident that the vast majority of critical and creatively empowering game features and mechanics are tested and proven to be working properly; maybe potentially hopefully with Flare Engine Version 1.14 and or 1.15? Then hopefully with due diligence in engine performance testing, feature scope goals and a reasonably manageable content creation scope. I can then shift creative gears and start carefully adding in extra art assets if needed and with open community review hopefully.
Okay this open discussion albeit long and very detailed has given myself a great deal of clarity of how to properly operate with many kinds of work licenses. As in for working with many kinds of open and closed source work regarding from a users perspective and author's perspective. Also in what to expect with common licenses found at least around the Open Game Art community. So I hope to focus on making more Flare related prototypes to test more and more critical mechanics. My current interest has been focused upon the Flare Engine Version 1.13+ 64-bit executable that can support enlarged x 4 graphics. Which can effectively support 4K+ graphical resolution with increase frames per second (e.g. 60 FPS) over the Legacy Flare Engine; with it's limiting 32-bit executable and low frame rate and pixelated graphics. Bit by bit.
Although I do find it reassuring to be able to find help within the creative community for even very complex potential issues and or significant details in regards to most everything legal XD. I also hope that with this big open discussion on the forum that it can help others in the future with making video games.
@Emcee Flesher Oh that is the RPG Maker MV tileset, I was making a Video Game with RPG Maker MV until it became unreasonably complex to expand the game play features to where I wanted them to be. I was effectively turning a tricycle into a helicopter so I killed my use of the RPG Maker series all together as a video game making tool. I inside relegated it's use for interim ~'concept building aid' / it can make rough around world maps pretty efficiently for exploring bigger scale ideas. So that is the basic story behind that world concept map and its tileset.
Be advised that one should not try to use RPG Maker series assets for the company / owners of the RPG Maker Series do not have open source licenses. Also if I recalled correctly, people get in legal trouble by the owners of the RPG Maker series / ~'Enterbrain' for I think if a person uses the RPG Maker Assets outside of video games made with the RPG Maker series engine. I think this is so that a person cannot just take all of the art assets from the RPG Maker series and use a different (open source / free) engine and sell that game without paying a sort of fee / royalty given to the owners of the RPG Maker series as if they would have if the video game was made with the RPG Maker engine.
I don't like it and I think the RPG Maker series kind of needs to either die or step up the plate and use their money to get to at least action combat like even 1986 The Legend of Zelda for example. https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ Don't buy this, the community makes better mods and the developers don't care to improve their engine. All of these new 'features' are mostly reskins of free mods for their last version of RPG Maker. For example they could make a 3D engine but they are a bunch of lazy people who do not use their money to offer a competitive product to their customers: I did this with free mods before MZ even released (before I killed it for it was just not good enough even though it could beat out thousands of crappy shovel ware RPG Maker Games (another reason to avoid the bad RPG Maker engine reputation for your video game), I killed it for I can do better): https://youtu.be/r2Bw3xeV1Po?t=221
@bzt
"@WithinAmnesia: "How should such a special permission / special arrangement be clearly found with the video game and or where should such a thing be (in the video game credits, on the download page etc.)?"
No matter what the licenses are, you always have to have a "Terms of Use" page in your game (could be in a txt file downloaded in the same package, but it must exists). You should put it there, along with the other attributions."
I wonder how I should present / format my "Terms of Use"? What should a person like myself do in such a situation? I should put a "Terms of Use.txt" in my video game ZIP file / where the player gets my video game. Would this work for a "Terms of Use.txt" file (with something like this inside?):
"For display openly / publicly my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game:
"*After a ~long series of confidential emails / out of respect Clint Bellanger I will only post a very small brief piece for educational [and legal] reasons / to add closure to this thread [/ article.]*
Myself:
"So I can make a video game "built on" the Flare Engine and Fantasy core and all Open Source / GPL-3.0 License / CC-BY-SA license assets / components with proper permissions and with proper attribution of components creditor with credits and have a registered trademarked title and legally be the sole entity able to sell that exact version of the video game online? Also the community is legally forever free to modify my video game as long as the title is changed and the video game's content is at least once modified?"
Clint Bellanger: [The legal copyright owner of the Flare Engine and the Flare Game]
"Basically yes on everything you said. This is one reason I chose the license, so that remixer and modders could safely release and sell their projects as long as they were also cool with other remixers and modders.""
To my current understanding I am acting legally and in good faith and with good will of the creative community / the Open Game Art community and with the Blessing of Clint Bellanger of his Flare Engine and Flare Game."
Would something like that work as a proper "Terms of Use.txt"? How should a "Terms of Use.txt" be made / formatted / presented to the player / user? What should be in the "Terms of Use.txt" for it to work as intended / be useful for person in my situation to openly show my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game?
Also I was looking for some examples of how to make / present / format Terms of Use for a video game creators and I found this website with a sort of guide: https://www.termsfeed.com/blog/terms-conditions-games/
Does this sort of ~'Terms of Use' website guide have a degree of relevancy or is this more something for making custom licenses?
Wow, a lot has happened since 2017! The Flare Engine and Flare Game Patch 1.13 is nearly stable / finalized for a complete release. Flare Engine and Flare Game Patch 1.14 is hopefully on the way. Flare gamepad support is vastly optimized and improved. Flare with enlarged x 4 the graphical resolution / pixel density / visual display game presentation detail has a working prototype for all major PC operating systems. Windows has a no legacy memory issues with a new Windows 64-bit executable and 18.4 exabytes of usable RAM over the previous 4.2 gigabytes of usable RAM with the 32-bit executable of the legacy Flare Engine.
Justin Jacobs a.k.a Dorkster has been a Titan in empowering the Flare Engine. Also hopefully in pushing the capabilities of the Flare Engine into a being able to make video games that can with dignity and reason last well past the 2020's and beyond in terms of the gameplay quality of experience being able to stand the test of time. I hope that the Flare Engine can become a creative forge of future Classic Action Role Playing Games for this decade and subsequent decades thereafter. For the entire world creative community, rich or poor to thereby be creatively empowered.
There are new possibilities for gameplay and world exploration thanks to new art assets such as new animations and tilesets. In which I played my smart part as well in at least with creating dual wielding animations and adding navigable / climbable natural looking slopes to the Flare Game related art assets content. I hope that more and more people can enjoy the Flare Engine and the Flare Game. I hope that the creative community can find ways to keep making more cool games with the Flare Engine.
I hope people can eventually mature and properly grow their video games development interests and passions into potentially commercially viable video games. So as to probably reward and grow the work of the video game authors. Also to increase the high quality gameplay experience offered herein to the Open Game Art community and the creative community across the world.
I have hope that this community can grow larger and with more creative power. I hope that more creative people can see the potential with the Flare Engine and the related Flare Game to be empowered with to make great games worth playing. I see that currently there is a path ahead that can lead to great games made with the Flare Engine and related assets and components that can potentially change the world of video games as we know them. One person matters, anyone can improve the world so long as they keep fighting for what they believe in and listen to their heart of hearts and with their dreams and passions becoming unyielding.
With this belief and hope in the power of humanity across the world I feel confidence in that if the Flare Engine gets so creatively empowering that it can change the creative landscape of the world. In that anyone rich or poor can make a great game and become commercially viable in their dream to become a video game developer with full creative freedom and power. Then all that one needs is the passion to dream big, aim high and fight hard; become unyielding! I wonder what is to come for the creative community of Flare?
Okay, it seems to myself that there is a sense of resolution / overall clarity with how I am able to legally and in good faith and in good will from the creative community operate / develop and potentially commercially release my video game made with the Blessing of Clint Bellanger of his Flare Engine and Flare Game. Also there seems to be more clarity on what a person with regular circumstances can regularly expect when using the Flare Engine to make a video game for a hopefully commercially viable release and still be legal and healthy to do so.
For clarity / good practice in my credits I plan to openly / publicly host my special permission granted to myself / Clint Bellanger's Blessing of his Flare Engine and Flare Game to operate legally for my development and potential hopefully commercially viable release of my video game. I hope to also operate with good faith and with good will of the creative community / Open Game Art community.
As a working prototype it seems that including even my above quotation of my special permissions in the credits of my video game should be able to display openly / publicly my special arrangement / special permissions / the Blessing of Clint Bellanger of his Flare Engine and Flare Game:
"*After a ~long series of confidential emails / out of respect Clint Bellanger I will only post a very small brief piece for educational [and legal] reasons / to add closure to this thread [/ article.]*
Myself:
"So I can make a video game "built on" the Flare Engine and Fantasy core and all Open Source / GPL-3.0 License / CC-BY-SA license assets / components with proper permissions and with proper attribution of components creditor with credits and have a registered trademarked title and legally be the sole entity able to sell that exact version of the video game online? Also the community is legally forever free to modify my video game as long as the title is changed and the video game's content is at least once modified?"
Clint Bellanger: [The legal copyright owner of the Flare Engine and the Flare Game]
"Basically yes on everything you said. This is one reason I chose the license, so that remixer and modders could safely release and sell their projects as long as they were also cool with other remixers and modders.""
To my current understanding I am acting legally and in good faith and with good will of the creative community / the Open Game Art community and with the Blessing of Clint Bellanger of his Flare Engine and Flare Game. I hope that this open discussion can increase the legal clarity for the creative community and improve the legal confidence for people in regular circumstances to feel confident and able in with making a hopefully commercially viable video game working with the Flare Engine. I hope that everyone's effort herein can form a ~'guide' / legal path forward towards a clear and hopefully more convenient way for the creative community to use the Flare Engine in regular circumstances with commercial viability as a goal for the video game developer / author.
@Ragnar Random I do not want to bug Clint Bellanger about legalities unless I absolutely have to. It was already an inconvenience for Clint to play email tag back and forth with myself and for each other become clear with what I could commercially do with the Flare Engine and the Flare Game. I think it took close to a week and multiple forums / websites to respectfully get a dialog going. I understand that he is also busy with other things in his life. So I feel even worse in kind of pulling him into something that can potentially be quite inconvenient. I would like to listen to as much feedback as I can before acting. That being said I would like to better understand how I should act in good faith and in good will with regards in how I should present my circumstance / special permission / blessing from Clint Bellanger with my video game. The more feedback (within reason) the better I find it.
Well the more perspectives and voices the better I find it @Ragnar Random . It is pretty true that these very fine details that are all connected in a big legal web with GPL-3.0 License can be quite tiring to get a grip on. They might even argue against people in the future using it under good faith if their goal is to make sharing as convenient and ~'free' to use for the public user and commercialize for the subsequent author. Although that being said I am glad that this whole ~'can of worms' / complex legal relationship with the Flare Engine and the GPL-3.0 License is open to the public; clear to understand and with upholding the good will of the community. I hope that in the future new and current creative people using / planning to use the Flare Engine find themselves to be less inconvenienced / not scared to use the Flare Engine; and in a more clear to understand legal situation for everyone here in the Open Game Art community.
I hope that we can get to a place where all of the legal details are ~'ironed out' / publicly discussed and can be seen by the public and have some hopefully useful examples of how to legally and healthily commercialize and share video games built with the Flare Engine and its GPL-3.0 License. For example maybe @Danimal could make a ~'commercial version' / invest more time and resources for his mod and be able to justify the time and effort with the peace of mind that he can sell the video game legally. As in with by following some examples / ~'guides' found here. I hope that more people can make cool video games and hopefully we can get to a place where new people can find clear and convenient examples / ~'guides' to follow for legally making their own hopefully commercially viable video games; even the video games working with the Flare Engine and its GPL-3.0 License.
I wonder what such a legal ~'guide' to make a video game with the Flare Engine would look like if we get to a point of open legal clarity for the creative community with how to make a video game running on the Flare Engine and its GPL-3.0 License; perhaps we are already there? Perhaps someone like @MedicineStorm (and or a person with a general interest in community building) would be interested in making (a) clear legal guide(s) to follow for video game authors / creative people within regular circumstances on how to legally make a video game that can work with the Flare Engine and its GPL-3.0 License? With also still having the video game author have the sole legal ownership of their own video game that only they can legally sell to the world? Effectively making a legal development ~'guide' / path to follow to successfully legally navigate around the potential legal issues found with the Flare Engine's GPL-3.0 License; verses a video game developer trying to sell their work legally, fairly and with peace of mind. As in keeping the right to their intellectual properly and still conveniently and healthily be able to sell their unique work / video games to the world.
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