"Would it be okay to just credit Open Game Art and their users?"
In many cases, no. If the work is licensed CC-By or CC-By-SA, it is a legal requirement that you give credit as specified by the author. It really is your responsibility as a dev to keep records as you go. If you got it off of OGA, it really shouldn't take too long to find it again. The archive isn't really all that large. If it's off random sites, keeping correct records applies double. You're going to likely be running into issues of self-written or inconsistent licensing, not to mention people uploading files that aren't theirs with erroneous permissions they aren't legally allowed to give (see, for instance, almost all of Tindeck). You really do need to keep that all straight.
Sorry, I know that that isn't the most favorable answer, but them's the breaks.
Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
First: this looks totally awesome. I really love the retro feeling to the interface, plus the extra effort you went to on the manual's cover. I'm looking forward to giving it a shot when I get some time.
There are, however, a few people missing from the credits section on your site--from the screenshots, I noticed two people who had collaborated with me on enemy graphics weren't mentioned (Blarumyrran and LordNeo). My suggestion is that you keep careful track of that, since it's a lot more effort to go back and try to remember every listing you got things from.
Hello! I must say, this project is very interesting, and the designs you all have shown off so far look great.
As a pixel artist the designs would be the bit that I would be able to work with (though the CC-By-SA licensing means that generally I wouldn't, for reasons that have been discussed a few times around here). So when it comes to the 3D side of things I'm just a somewhat uninformed spectator, albeit one who is hopeful that they might make development easier for games I like.
So, if you'll pardon my 3D ignorance, I have a couple of questions on that front (which others in my general situation might as well).
1) What does it mean logistically for the models to be unskinned and unrigged? From my basic understanding this would seem to indicate that they still wouldn't be game-ready for most applications, but would require a fair amount of extra work to animate. But I know I could be very wrong on that.
2) What sort of polycount are the models aimed to have? I know that's not an issue for a game like FLARE which would render them as sprites, but it could of course be very important for a truly 3D game.
I only say it because it's generally very hard for devs to find good artists willing to invest a lot of time in a game that isn't far along in development. So many games fail at this stage that the artist is left with nothing after having done a huge amount of work, not to mention the time/emotional investment in the project overall. So they learn to be very selective pretty quickly, even if the idea for a game sounds like a lot of fun.
Have you taken a look around OGA for placeholders? You're much more likely to find an experienced artist if your game is at a later stage of development (aka, more likely to ultimately succeed).
Suggestion: put the medium in the title or at the top. You almost had me ready to enter there :(
Two threads about this atm. Here's the other one: http://opengameart.org/forumtopic/free-the-monsters
"Would it be okay to just credit Open Game Art and their users?"
In many cases, no. If the work is licensed CC-By or CC-By-SA, it is a legal requirement that you give credit as specified by the author. It really is your responsibility as a dev to keep records as you go. If you got it off of OGA, it really shouldn't take too long to find it again. The archive isn't really all that large. If it's off random sites, keeping correct records applies double. You're going to likely be running into issues of self-written or inconsistent licensing, not to mention people uploading files that aren't theirs with erroneous permissions they aren't legally allowed to give (see, for instance, almost all of Tindeck). You really do need to keep that all straight.
Sorry, I know that that isn't the most favorable answer, but them's the breaks.
Great work! It's awesome to see an asset I made used in such a cool way.
Beautiful work! I love the style and palette.
Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
First: this looks totally awesome. I really love the retro feeling to the interface, plus the extra effort you went to on the manual's cover. I'm looking forward to giving it a shot when I get some time.
There are, however, a few people missing from the credits section on your site--from the screenshots, I noticed two people who had collaborated with me on enemy graphics weren't mentioned (Blarumyrran and LordNeo). My suggestion is that you keep careful track of that, since it's a lot more effort to go back and try to remember every listing you got things from.
Anyway, I'll definitely be watching this project.
Hello! I must say, this project is very interesting, and the designs you all have shown off so far look great.
As a pixel artist the designs would be the bit that I would be able to work with (though the CC-By-SA licensing means that generally I wouldn't, for reasons that have been discussed a few times around here). So when it comes to the 3D side of things I'm just a somewhat uninformed spectator, albeit one who is hopeful that they might make development easier for games I like.
So, if you'll pardon my 3D ignorance, I have a couple of questions on that front (which others in my general situation might as well).
1) What does it mean logistically for the models to be unskinned and unrigged? From my basic understanding this would seem to indicate that they still wouldn't be game-ready for most applications, but would require a fair amount of extra work to animate. But I know I could be very wrong on that.
2) What sort of polycount are the models aimed to have? I know that's not an issue for a game like FLARE which would render them as sprites, but it could of course be very important for a truly 3D game.
I only say it because it's generally very hard for devs to find good artists willing to invest a lot of time in a game that isn't far along in development. So many games fail at this stage that the artist is left with nothing after having done a huge amount of work, not to mention the time/emotional investment in the project overall. So they learn to be very selective pretty quickly, even if the idea for a game sounds like a lot of fun.
Have you taken a look around OGA for placeholders? You're much more likely to find an experienced artist if your game is at a later stage of development (aka, more likely to ultimately succeed).
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