Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

879677 Posts in 32996 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 04:29:15 PM
TIGSource ForumsCommunityCompetitionsAssemblee: Part 1!
Pages: 1 2 [3] 4 5 ... 14
Print
Author Topic: Assemblee: Part 1!  (Read 48171 times)
johnnoz
Level 0
***



View Profile WWW
« Reply #30 on: October 24, 2009, 08:44:38 PM »

oooh awesome compo idea. I may try creating some assets and if I actually get anything done make a thread :D
Logged
roboprez
Level 1
*


Got to love them pixels


View Profile WWW Email
« Reply #31 on: October 24, 2009, 08:54:26 PM »

This is going to be so awesome! Unfortunately i'm going to have to wait a month until i'm any use. Well, got some time to get some practice with Flixel
Logged

nihilocrat
Level 10
*****


Full of stars.


View Profile WWW Email
« Reply #32 on: October 24, 2009, 08:54:58 PM »

So I can just bang out 2-minute loops of music without actually having to think of what sort of thing they go to?

And I get to do the same with 3D models?

Hells fuckin' yeah.
Logged

FrankieSmileShow
Level 3
***


OOOOOH! >:O


View Profile WWW Email
« Reply #33 on: October 24, 2009, 08:59:16 PM »

I am interested in both halves of the competition! Can I do both, as long as I don't use my own first part resources in my second part entry?
I like the idea of just going nuts and making diverse resources for not one game in particular, and just do as much as possible.

And I guess its probably best if the author does not comment on his own art much, or it might limit the designers' imagination about its various possible uses...
Logged

studio13
Level 0
**



View Profile WWW Email
« Reply #34 on: October 24, 2009, 09:25:56 PM »

Huh this looks like fun. I'll have time in November to make a pile of sound effects, sound designs, voices, ambiences and other audio bits (not music). I'm open to collaborating with artists that want a sound set for characters. Is that allowed ? I could also use some advice on how to use a media player in my thread that would allow people to preview (play) my sounds in the thread ... any ideas ? help ...
Logged
GregWS
Level 10
*****


a module, repeatable in any direction and rotation


View Profile
« Reply #35 on: October 24, 2009, 10:41:16 PM »

Really solid compo Derek!  Beer!
Logged
BorisTheBrave
Level 10
*****


View Profile WWW
« Reply #36 on: October 25, 2009, 01:40:08 AM »

I hate to be a stick in the mud, but I have copyright concerns. As a programmer, I don't like the idea of using assets without explicit permission to do so - a random guy could come along later, make unreasonable demands, and scupper my project. E.g. I'd like to showcase a piece of work indefinitely after the contest is over. Equally, artists must be concerned about what happens to their assets after the competition. What if a guy goes on to sell his compo game?

Could you provide a license for assets posted. Everything has to be posted under that, or freer? As far as I care, it doesn't have to be fancy, just a series of bullet points detailing it to put my mind at rest. IANAL.

I'd recommend something like:
By submitting assets you grant the right to non-commercial perpetual irrevocable use of the asset for projects submitted within the competition.

People feeling more generous should use one of the creative commons licences.

Also, I'm keen, though it sounds like it's going to be hella hard to sort through all the created stuff. I'm reminded of early click and play days, where nothing in the standard library fit together in style or theme.
Logged
Aik
Level 4
****


View Profile Email
« Reply #37 on: October 25, 2009, 02:39:55 AM »

Awesome. And not starting the programming until after November? Superawesome.
Logged
Dataflashsabot
Level 2
**


View Profile
« Reply #38 on: October 25, 2009, 02:56:25 AM »

Woo, methinks me'll make a thread and knock up some crappy awesmoe assets :D (maybe not in that order)
Logged
FrankieSmileShow
Level 3
***


OOOOOH! >:O


View Profile WWW Email
« Reply #39 on: October 25, 2009, 05:58:43 AM »

I hate to be a stick in the mud, but I have copyright concerns. As a programmer, I don't like the idea of using assets without explicit permission to do so - a random guy could come along later, make unreasonable demands, and scupper my project. E.g. I'd like to showcase a piece of work indefinitely after the contest is over. Equally, artists must be concerned about what happens to their assets after the competition. What if a guy goes on to sell his compo game?

Could you provide a license for assets posted. Everything has to be posted under that, or freer? As far as I care, it doesn't have to be fancy, just a series of bullet points detailing it to put my mind at rest. IANAL.

I'd recommend something like:
By submitting assets you grant the right to non-commercial perpetual irrevocable use of the asset for projects submitted within the competition.

People feeling more generous should use one of the creative commons licences.

Also, I'm keen, though it sounds like it's going to be hella hard to sort through all the created stuff. I'm reminded of early click and play days, where nothing in the standard library fit together in style or theme.

From what I read on the OP, the art is to be released with something like this CC license:
http://creativecommons.org/licenses/by-nc-sa/2.5/ca/
Well thats what I got from reading it, I think that is reasonable.
Logged

Alex Vostrov
Level 3
***


Oh no! It's a paper crane!


View Profile WWW Email
« Reply #40 on: October 25, 2009, 06:12:43 AM »

This is a pretty awesome idea for a compo.  I'm a bit busy polishing off my latest game right now, but maybe I can get it done it time to participate.

Either way, I'm looking forward to what people come up with.

Edit:  Derek, I have 4 suggestions for the rules:

1.  If you contribute to Part 1, you're not allowed to use your own work in Part 2.  That would defeat the spirit of the competition.

2.  Excessive use of procedural art in Part 2 is discouraged.  I guess particle systems and stuff would be ok, but you can build a whole game with randomly generated art if you wanted and we already had a procedural compo.

3. I presume that we can't start work on Part 2 until it's greenlit?  Can I prototype design ideas?

4. Converting between formats should be allowed, I think, as long as the core work remains unchanged.
« Last Edit: October 25, 2009, 06:32:22 AM by Alex Vostrov » Logged

You should check out my games and writing here.
Twitter
Facebook
Formspring - ask me questions.
LemonScented
Level 7
**



View Profile Email
« Reply #41 on: October 25, 2009, 09:17:33 AM »

I'm up for getting involved in the code/design part of this competition. Is it a stipulation on the code side that ALL of the code be written from scratch in a month, or is it okay to build on the engine I already have? (I'm not talking about just slapping assets into an already-completed game, but using a pre-existing game engine to build the game on top of once the second month starts).
Logged

piyush86
Level 0
**


View Profile Email
« Reply #42 on: October 25, 2009, 09:39:16 AM »

My first compo.... Evil
Logged
Almost
Level 0
***



View Profile WWW Email
« Reply #43 on: October 25, 2009, 09:51:32 AM »

Sounds very cool.

Yeah, the legalities of what we're allowed to do with the assets is important to know. A Non-Commercial License means that a flash game can't be distributed through sites like kongregate that generate ad revenue..

Also: final assets should be sorted somehow, perhaps assign tags to each something like "Art, 3D", "Music, Sound"
Logged

A game of mine: Ten Second War
prof
Level 0
**


View Profile Email
« Reply #44 on: October 25, 2009, 10:40:36 AM »

nice.
Maybe you could say an *almost-date* for the programmers ?
Logged
Pages: 1 2 [3] 4 5 ... 14
Print
Jump to:  

Theme orange-lt created by panic