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Thursday, March 27, 2014 - 02:15

woah.. just discovered this...

Thursday, March 27, 2014 - 01:18

Wow, I love the idea, awesome job! Can't believe I missed this!

Saturday, March 22, 2014 - 00:13

@johndh: My thoughts exactly, couldn't have said it better myself.

Friday, March 21, 2014 - 19:10

I don't know if there is a grudge against Apple in here or what, but a tiny website like OGA isn't going to do anything about how Apple handles their licensing.  Infact, the only people that the anti-DRM affects are small indie developers who do games usually for a hobby, usually making little to nothing.  As far as morally objectionable.. the anti-DRM clause is a fine print technicallity that many people disagree with/didn't even know about when they posted their artwork.  It is a little parisite that noone wants on their artwork, except for a few artists who had donators remorse.

 

If you want your artwork to sit on a website, have no one use it, and absolutely not used for commercial use.. then use CC-BY-NC-SA.  CC-BY, on the other-hand had a much different intent.

 

EDIT:  I'm also saying this after I've personally gone and gotten my game art assets anti-DRM waived... and donated a lot of my own art on this website under CC-BY.

Friday, March 21, 2014 - 18:45

William,

Being in the exact same position as you before.. I had a little bit of time to reflect on my DRM experience...

When people give you the right to use their artwork under CC-BY-3.0 (not SA).. they want you to use their artwork and give them credit.  They are saying, "Use my artwork, just give me credit like this:".  NOT "Here is my artwork.. credit me.. but I really wanted this Ant-DRM clause in there so you can't put it on Steam or iOS."  Honestly, when people feel like the later, they'll always list their art as CC-BY-SA instead.  You shouldn't have resistance from Apple on the anti-DRM clause in CC-BY-3.0.  I've seen iOS games use RPG Maker graphics and make it onto the App Store...  (which is completely illegal).  I feel the whole DRM issue pretty silly, and isn't something you necessarily have to worry about.. especially with how small of a developer you and I are.  I have put hundreds of hours into my iOS game and expect to get hardly any money in return. 

Friday, January 17, 2014 - 00:30

Wow, great work Red!  They looks so fluid!

Friday, January 10, 2014 - 13:59

Is that a beer glass with a face? :)

Monday, January 6, 2014 - 00:10

Great! I was actually considering doing this a while ago!

Monday, December 30, 2013 - 16:58

Wow, These are beautifully done.  Thanks for the contribution and the generous licensing!

Sunday, December 29, 2013 - 15:31

@mikhog-

I'm not sure what you mean by similar resources?  I use LPC tilesets for my game which I ended up getting CC-By-3.0 permission for on an individual basis.  With characters and such, the GIMP spritesheets could be rather easily altered to add robots, vampires, aliens, cowboys, agents, etc.  

As for the greyscale spritesheet I use, I just added that in a separate download above "PartsSpriteSheetVersion1.zip".  Hope this is what you meant.  Its doesn't currently have all the assets that the Gimp file has.  (If you wanted all 12 walking frames for each asset in greyscale, however, you can go into Gimp and change each asset to greyscale and then export them.  I haven't done that and that would be very time consuming.)

Fat Zombie: Oh My Goodness... I've had those zombie assets up since March 20th and no one has told me I forgot to include the fat zombie in the download.  Lol!  That was suppose to be accessible to everyone!  Whoops... I'll change that.

-Curt

Extra Note:  I saw your game made some progress, :) I like it!

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