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Everything posted by kellessdee
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About this time last year I started college, for computer programming. I had for the previous 2 years made a failed attempt at a love interest -- we were going to (or were supposed) teach english in foreign countries and travel the world...and well, that ended up not so well and I moved back in with my mom, eventually deciding to get into, what I had always dreamed of -- programming. Since then, not too much has changed. My plans have evolved slightly, I originally had planned to find some kind of programming job (or IT or whatever, as long as I could afford my lifestyle and a place to live) and start an independent game development company on the side (and possibly move to that full-time if it turned out worth it). That, and I was learning Ruby +RGSS, as I had just gotten back into the RPG Maker scene. Although I still have major plans for the game development company, rather than just becoming a computer programmer, I have applied (still waiting for a response) for a university program to get my Bachelor's of Applied Information Sciences (primarily dealing with System Security), and hope that pans out. So my plans for this year (and the next 3 years xD), buckle down and learn as much about computers as I can, and get the best grades I can... without going completely insane (if it isn't too late already :o), and still putting work into my hobby -- game design! I wish everyone much luck in their goals/endeavours this year! :D
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Which language do you prefer
kellessdee replied to RageMage's topic in Programming & Web Development
Yes you are correct, I find (out of the languages I know, any ways) that Ruby is the most object-oriented...hell, even a class definition is actually an instance of the class object...and even a block is an object.. I think object-oriented programming is one of the tougher paradigms to really get into, as we humans, despite interacting with objects everyday, think in a more procedural method. PHP would be more procedural, though I do believe it has some object-oriented influences. I think I'm being a little unfair when I clump all the web languages into one grouping. Although, generally, they are all needed to be used together when designing any kind of web application/website/etc., for the most part, they are all a complete language on their own -- albeit probably a bit more forgiving/dynamic than most languages. For example, I use Fedora 16 (Linux) with the gnome-3-shell desktop...all of the styling/functionality of the GUI of the shell itself is mostly written in CSS/Javascript, making it very lightweight (and infinitely easy to modify, without really breaking it :D) I think you could learn Ruby, if you were interested. It's tough to stick to it, and learn anything if you don't have a REAL interest in it. Which is probably why I haven't really gotten that deep into web development...because I am more interested in software/game development than web development itself. (Although, I have been wanting to look into RubyOnRails, for using ruby as a web development tool!) -
o.O I was going to post this long ramble about how events would be less work/more efficient than a script...but my internet went to crap and blah Then you posted this! It seems like a bit to set up, but much easier than I figured it might. That is some very well written ruby as well. Beautifully scripted. HERE WAS MY RANT ANY WAYS
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Haha, that's awesome. I can totally relate to this too. Way too many times do I take the most complicated approach for something soo simple...and thus miss what I am even really looking at.
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Which language do you prefer
kellessdee replied to RageMage's topic in Programming & Web Development
hooooo-boy, here we go. This is a tough question, I only really know a handful of languages (depending on how you want to define a programming language, any ways) However, it's really hard to pick a favourite. Obviously, when it comes down to choosing a language -- it's really situational. Personally, I love ruby. Super dynamic (duck-typing ftw!), EVERYTHING is actually an object (true object-oriented), and extremely expressive. The only true downside to ruby, is that it is inherently slower than compiled languages...which I'd argue that, it isn't even really a downside...ruby is written in C, and thus, can be extended WITH C for slow code...it even has "RubyInline," that can run OTHER languages (mainly used for writting C within ruby) right in your source code... So to me, ruby is infinitely flexible -- and the whole speed issue, really is a non-issue... Although, from here, I'd like to make a special note for C -- C would definitely be my next runner up (if not even more of my favourite.) C is statically-typed and procedural. It is commonly referred to as a mid-level programming language, due to the fact that you have nearly the same low-level control over the machine's hardware (as say, assembler) except with the more abstract, high-level syntax. Plus, C was designed to be a multi-purpose language, and thus there are no restrictions arbitrarily placed on the programmer. Also, it's REALLY fast. (To me C/C++ might as well be the same language, with different paradigms...so I'd give C++ a big thumbs up, though I don't really know C++) But, out of all the languages I know OF (not necessarily know myself), I think `D` would REALLY be my favourite (I'll learn it eventually, one language at a time...I'm technically still learning C) D is really cool, it takes the low-level/speed/no restrictions/etc concepts of C/C++, and mixes it in with the safe-programming (C/C++ can actually damage hardware, if one is not careful)/dynamic concepts of interpreted languages, and from what I have read; it does a good job. More info: http://dlang.org/ If I could pick a least favourite/worst language....Java. Java's pretty good for making simple apps and whatnot, but IMO -- it tries to take the best of Compiled languages to mix with the best of Interpreted languages, and instead ended up with the worst of both worlds. Statically-typed (C-Like), except slower... >.< Not saying it doesn't have it's uses...just that, it's not THAT good at them (IMO) I would consider C# worse than java...but C# is essentially a compiled java (much faster), while still a little more dynamic than C/C++. But, I REALLY hate that it is a proprietary micro$oft programming language based around the .NET framework. I hate proprietary languages (and I hate micro$oft, but that's another story) Then, we could get into web-based languages (HTML, Javascript, PHP, CSS)--They are fun, easy to pickup, hard to master languages. I'd like to get into them more, but web development is kinda on the backburner for me. Look what you made me do! (haha, j/k I love rambling about this stuff) But, back at you ragemage: If you really plan to get into programming (especially in terms of game development), you're gonna learn a lot of languages--and in fact, a single project may make use of multiple languages (Like I said about ruby/C, but that's just one example -- a lot of professional game company's will actually develop a scripting language specifically for their game...I believe Quake has it's own language). While I think you should learn something like C/C++ for games primarily, don't look at it like the be all end all. A lot of programmers do this, but the thing is, C/C++ is a LOT slower of development times... Using a language like ruby, to say prototype something as proof of concept, then translating the working code into C/C++ could probably be much faster. (or even extending ruby, with those languages) Although you can accomplish much more with C++, it really comes down to -- is it necessary? For a large-scale application/game, C++ will usually be the best choice. But for a simple app, that doesn't use much machine resources in the first place -- could easily be written in a dynamic language, without performing noticeably slower. So, to paraphrase Frank Zappa, are you attempting to cure head lice via decapitation? Any ways, I don't want to deter you from learning C++, just want to make you more open to learning many languages :D As for cleaning/prettying up your C++ source code, well, all I can really do is hopefully point you in the right direction. Most languages have their own styles, mixed with the programmer's personal style... http://geosoft.no/development/cppstyle.html Here are the more common coding style conventions for C++ They are meant to help people make neater/more readable code, so I hope that helps. -
Working on lesson 7....f'real this time. http://youtu.be/5kcc0Ew_GQg << that was why I fell behind :(
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Yupperz :D Ruby comes with a `Time` class - current_time = Time.now # Get current time/date current_time.month # Get month as a number current_time.day # Get the day number current_time.hour # Get the current hour current_time.min # Get the current minute current_time.sec # Get the second current_time.yday # Get the day of the year current_time.wday # Get the day of the week If you want more info about the time class and it's methods: http://ruby-doc.org/core-1.9.3/Time.html
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remote desktop ubuntu 11.10
kellessdee replied to madanchi's topic in Computers, Internet and Tech Talk
I've never used it before, nor do I know if it's EXACTLY what you want -- but I think this should do the trick: FreeNX https://help.ubuntu....mmunity/FreeNX From what I know, any type of machine can connect to a linux desktop from a FreeNX client. Hope this helps! -
WHOOPs, I forgot the `:` in front of the symbol is should read: alias :new_update_compass :update unless method_defined? :new_update_compass As for the MapManager, try to think of it like your rpg maker xp tiles. A 2 dimensional grid. Rather than tiles, each square would be an entire map...imagine you took all the maps in your game and laid them out, side by side, as they would appear in game flow. [N W][ N ][N E] [ W ][ X ][ E ] [s W][ S ][s E] Assuming X is the current map the player is on, and N is to the north That would be, say, your entire world. However, some maps might be INSIDE another map (i.e. a house in a village) and thus, that would mean 2 maps actually belong to that "section" of your world. So, say, on your map1, if the player walks south they end up in map2 if they walk east from map2 they end up in map3 if they walk north from map3 they end up in map4 it would look like this: [ [[1],[4]], [[2],[3]] ] Now, lets say map 1 also has a house in it...well technically, that house map is in the same location as map 1...so [ [[1,5],[4]], [[2 ],[3]] ] Now, the "house" map (map 5) is in the same tile as map1 EDIT: Also, i should probably mention it, you'll have to build a grid that includes ALL your game maps, [ [[ids],[ids],[ids],[ids],[ids]], [[ids],[ids],[ids],[ids],[ids]], [[ids],[ids],[ids],[ids],[ids]] [[ids],[ids],[ids],[ids],[ids]] ] This would be a world, that has 4x5 main maps -- it will be bigger/smaller depending on the number of maps in your game. I know it's an irritating work around--but it's really the best you'll get with RPG Maker (that I know of, if anyone knows a better way speak up). [ASIDE, JUST SOME OF KELLS THOUGHTS]Does a 2d game really need a persistent compass? It's not like you can change your orientation...as well as, its just using up what little screen space RMXP gives you to work with... What about just giving the player a world map and drawing an x on it?
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The problem with this kind of script, is that rpg maker does not provide any way of getting some kind of map directional relativity. i.e. there's no easy way to find the path from Map A to Map B Nonetheless, I thought I might try and tackle this one. Instructions: -Put above Main -Configure MapManager, C_FORE (_IMG, _X, _Y) To configure MapManager, think of it as a 2d grid or matrix of your world map, and put every map id that would belong to that x, y location within an array. i.e you have 5 maps in your world, map01 is a map which contains an inner map (house), map02 - and then map03, map04 and map05 are to the left, bottom left and bottom of map01, respectively MapManager = [ [ [1, 2], [3] ], [ [5], [4] ] ] It looks a little odd, but this was the quickest (that I could see) way to query relative map locations. If you think of the array like a grid, it may be easier to see what I mean [ [[ (0,0) ], [ (1,0) ]], [[ (0,1) ], [ (1,1) ]] ] Each x, y location must be an array of MapIDs in order to account for inner maps, etc. SOME WARNINGS(IMPORTANT): -I made this in linux, so I haven't really tested it...I hope it does SOMETHING -I have not yet accounted for what happens when you are on the same map as your target location -- if the script works, right now it should make the compass point north. I wanted to see that the basics work before touching on that. -currently, to use this script you must first call $compass.show to show the compass, $compass.hide hides it; as well as set a target location, by using $game_map.set_target_location(map_id) Lemme know what happens! # Configure your map here. # Think of the world as a 2D Grid, and place each # map id into the array accordingly. MapManager = [ [[id], [id], [id], [id]], [[id], [id], [id], [id]] ] # If you want a background for the compass # use these configurations C_BACK_IMG = nil C_BACK_X = nil C_BACK_Y = nil # The following configuration is for the foreground # of the compass. This will be the rotating part C_FORE_IMG = "" C_FORE_X = 0 C_FORE_Y = 0 # NOTE: any _IMG should be a filename # any _X or _Y should be integers, representing # the compass's screen x, y position class Game_Map attr_reader :map_id def initialize @map_id = 18 end def set_target_location(id) MapManager.each_index do |y| MapManager[y].each_index do |x| if MapManager[y][x].include?(id) @target_x, @target_y = x, y return end end end end def remove_target @target_x = @target_y = nil end def current_map_location MapManager.each_index do |y| MapManager[y].each_index do |x| if MapManager[y][x].include?(@map_id) return [x, y] end end end end def relative_direction_to_target return 0 if !@target_x || !@target_y x, y = current_map_location # Get new target x,y relative to 0, 0 target_x, target_y = @target_x - x, @target_y - y # Get relative angle angle = Math.atan2(target_y, target_x) # Convert to degrees, where 0 is north (angle * 180.0 / Math::PI + 90) % 360 end end class Spriteset_Map alias :new_update_compass :update unless method_defined? :new_update_compass def update new_update_compass $compass.update end end class Compass def show return if @sprite @sprite = Sprite.new @sprite.bitmap = RPG::Cache.picture(C_FORE_IMG) @sprite.x, @sprite.y = C_FORE_X, C_FORE_Y if C_BACK_IMG @back = Sprite.new @back.bitmap = RPG::Cache.picture(C_BACK_IMG) @back.x, @back.y = C_BACK_X, C_BACK_Y end end def hide return unless @sprite @sprite.dispose; @sprite = nil if @back @back.dispose; @back = nil end end def update return unless @sprite angle = $game_map.relative_direction_to_target.to_i @sprite.angle = angle if @sprite.angle != angle end end $compass = Compass.new
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Hello there and welcome! Have you tried the VX Ace trial yet? I think you might enjoy it (or perhaps you did, hence why you are excited :D) If you have any questions in your journey of learning Ruby or RGSS, feel free to post your questions around here -- and we'll help you to the best of our ability. ps. You could drop me a PM as well, I wouldn't mind; but you never know -- someone else may answer you faster than me. Thanks for the plug :D Excellent, I hope they can help you learn a lot. If you have any specific questions about anything in the lessons, drop me a message or post in the master topic. You could also comment on the blogs, but I don't think I get any kind of notification from that (so I may not see it for a while xD)
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Awesome responses guys. It's unfortunate that we can't all get a large, competent team together -- as I am sure a lot of people have grand ideas, that unfortunately don't work out; due to such constraints. @bigace: I dunno if you were meaning to point it out, but you indirectly make a good point -- sometimes a game can get too big for one person. We all love to be ambitious, but maybe sometimes it's a good idea to start small and build on that @foxkit: "Will I have to rework anything to make the component fit?" I like this, because it reminds me of something I read a while back. When planning games, it's usually good to plan a bit larger scale than what you may need -- then if you want to scale the project later on, it is much easier. But then again, we're usually only a handful of people per project. @marked I am the EXACT same way. I think I have rewritten the current section of my project at least 3 or 4 times...from scratch xD. Sometimes though, it does have an advantage; as you get to physically see what works and what doesn't...and in a sense that ALMOST is like planning -- just a little less abstract.
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Oh man, thank you! I love new music, and I agree with you on the foreign/foreign-language music thing completely. It's going to take me a bit to listen to these! I always enjoy hearing something new, no matter where it's from. Lately I have been listening to a lot of electronica, so it generally lacks lyrics, but I do have some musicians that I would like to share here.
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ruby Gosu -- A Ruby Game Development Library
kellessdee replied to kellessdee's topic in Programming & Web Development
Wow, I REALLY appreciate your comment. I'm glad I have indirectly motivated you! To me, game development and programming is definitely a passion, and to me it's fun learning experience which, unfortunately, in some cases is unavailable to some people. That is why I really like RPG Maker, and other similar engines. Let's be straight here, programming isn't really for everyone (for various reasons), but I like to do what I can to help people get started with such things! And since most of my knowledge came about through other people sharing information/experiences and what not, I only feel it's fair that I pass it on! I actually want to create an opensource project, akin to RPG Maker, based around Gosu...but, if it happens, it won't be for a while. But you can also bet that if I do start it, I will be posting it around here :D I wish you good luck with all your endeavours -- and hope you have fun and learn a lot in the process. -
ruby Learning Ruby -- Master Topic
kellessdee replied to kellessdee's topic in Programming & Web Development
Programming Challenge Solutions Alright, some of these are kind of late, but before I release the next lesson on looping, I'd like to go over the solutions to the challenges I presented to you. These challenges could be tackled in MANY different ways, my solutions are just one way to do it -- the key to really knowing if you solved the problem is a major concept in programming: Does the ACTUAL output MATCH the EXPECTED results. In other words, if the program does what it is supposed to -- it works. Coding Challenges (A): 1. Write a script, that takes two numbers from the user, and performs some kind of mathematic operation on them. 2. Write a script, that takes the users first and last name, and creates an e-mail address for them, in the format: lastname.firstname@pretendwebsite.extension firstname should be the user's inputted first name lastname should be the user's inputted last name pretendwebsite.extension can be any website name you wish Coding Challenges (B) I did not include the solution to the extra challenge. The reason I did not include this solution, is as I would like to teach you about ranges in a later lesson, in more detail. The challenge was more to give you practice learning about other objects ruby has to offer, through the documentation on your own. If you did attempt it, and wanted to know the solution -- shoot me a message 1. Write a program that takes a student's grade as a number/percentage, and prints out their letter grade. Grade Table Letter Grade Numeric Grade F 0-60 D 61-70 C 71-80 B 81-90 A 91-100 2. Modify the previous program, to also display a + or - after the letter. The +/- modifier is based on the last digit of the numeric grade: Grade Modifications Last Digit Modifier 1-3 - 4-7 <blank> 8-0 + ex. 81 = B-, 94 = A, 68 = D+. Remember, and F is only an F, you cannot get an F- 3. Given an amount of money (less than $1.00), compute the number of quarters, dimes, nickels, and pennies needed. 4. A leap year is any year divisible by 4, unless the year is divisible by 100, but not 400. Write a program to tell if a year is a leap year. 5. Write a program that, given the number of hours an employee worked and the hourly wage, computes the employee's weekly pay. Count any hours over 40 as overtime at time and a half. And there you have it. Those are the solutions for each coding challenge thus far, save the extra challenges using "Ranges." I know right now, these little programs don't seem very practical (or maybe you do), but what I really want you to get out of these challenges, is learning how to take an english word problem, and turn it into instructions that a computer can follow. Computers are inherently stupid, and must be told every little detail along the way - as it can only understand simple instructions. To get you thinking about how computers process instructions, I have a little exercise I'd love for you to try out. This doesn't involve any code writing - all I want from you, is some instructions on HOW to make a peanut butter sandwich. Yup, that's right - give me some instructions on how to make a peanut butter sandwich.</blank> -
ruby Gosu -- A Ruby Game Development Library
kellessdee posted a topic in Programming & Web Development
I have been experimenting a bit with various Ruby game libraries recently, and I think that I have found my favourite. I would like to present to you ... Gosu Official Website: http://www.libgosu.org I am not affiliated with Gosu in any way, I just really liked it, and wanted to share it with you as well! Why Gosu? Out of the many ruby game libraries that I have been testing - RGSS3, RubyGame, rubysdl; to be specific - I feel that Gosu is the better library on several aspects. Flexibility and Simplicity I felt that Gosu was the simplest (next to RGSS) while still leaving a lot of room for flexibility, while still being a quite powerful library. It only has 9 classes (in the Ruby bindings), but I feel, that is really all you would need to make a good game. Plus, Gosu's design integrates well with other ruby libraries, for when it isn't powerful enough. Opensource RGSS3 is really the only non-opensource library I had been working with, but it's definitely a benefit. Being opensource, a lot more people are working together on keeping Gosu bug-free, and it means you have access to the source code as well. Multiplatform That's right, it works on Linux, Windows AND Mac OS X! 'Nuff said. Still Active Unfortunately, RubyGame's activity seems to have hit a standstill (although it is opensource as well, so that doesn't mean it's the end of it just yet) and rubysdl seems to be slightly less active (however, this could mean that it is simply just THAT bugfree xD), nonetheless, Gosu seems to have the most active development out of these libraries I mentioned. (source: https://www.ruby-too.../game_libraries ) So, if you are handy with ruby, and if RGSS just isn't enough for you. I suggest you give Gosu a whirl! The concepts are a bit different than RGSS, but there are plenty of resources to get started! Gosu Official Website: http://www.libgosu.org/ Gosu Ruby Reference: http://www.libgosu.org/rdoc/ Gosu Wiki: https://github.com/jlnr/gosu/wiki/ Getting Started Windows: https://github.com/j...rted-on-Windows Linux: https://github.com/j...tarted-on-Linux Mac OS X: https://github.com/j...Started-on-OS-X Gosu Ruby Tutorial: https://github.com/j...i/Ruby-Tutorial Gosu Source Code: https://github.com/jlnr/gosu Looks like I went a bit overboard on the links... well, just for fun here's some more More info on RubyGame: http://rubygame.org/ More info on RubySDL: http://www.kmc.gr.jp...rubysdl.en.html -
Today, I was reading a book I got recently -- "Professional C++" by Marc Gregoire, Nicholas A. Solter, Scott J. Kleper. (Haha, how exciting...well I think it is) Or, more specifically, I was reading a chapter from within that book about planning and designing your programs BEFORE programming them. Now, I'm sure we all realize the importance of this aspect of development (despite being guilty of jumping in and building without a plan...I know I am xD) Nonetheless, there was one analogy presented in the chapter that really stuck in my head, and I feel illustrates this issue VERY WELL. The book goes on to relate this to programming design, however, I feel that this analogy can be applied/related to ANY type of development, especially games. Games, have a lot of aspects (story, characters, gameplay, graphics, sound, programming, etc.) that all not only need a solid design, but also need a way to work together - these aspects, brought together as one unifying system, is what really makes a game. With that said, I personally believe each of those aspects need equal attention in planning/designing, then require additional design plans on how they will all fit together, which is why you see commercial game development teams having teams for each individual aspect -- it's important. Unfortunately though, with amateur/indie/hobbyist game developers (like most of us) it is, for the most part, extremely difficult to acquire vast teams. And as a result (as I see, and have seen in the past) it seems that we usually decide which areas to plan, and which to just ad-lib (maybe not, but I know I've done it A LOT, and interestingly enough...all those past games never saw any kind of release). Now, I *try* to plan as much as I can before jumping into ANYTHING. For me, I find starting at the most abstract/conceptual level (what I want to do, usually just a nice overview of the entire game/system) and then breaking it down into smaller, more detailed chunks, continuously until I get to the most primitive level of the game/projects functions/requirements. I feel this is a really good method for me, to allow me to play with ideas and leave a lot of room for expansion. Now, maybe this isn't the best method. And it may not be -- for you. So, I would like to leave you with a few questions: Do you spend a lot of time planning/designing before you build? Which aspects do you find you give the most attention to when designing? I'd love to hear your thoughts on this, and I'd also love for you to share any tips/advice you have on planning -- or even your methodologies. I'm a problem solver at heart, and sometimes the best way to solve a problem is to see it from different angles. So, tell me, what do you think about planning/design?
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A little behind schedule, but Lesson 7 will still be released later today. (And I PROMISE, the solutions to the exercises WILL be posted xD)
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Solutions are now available: http://www.rmxpunlimited.net/forums/topic/8091-learning-ruby-master-topic/page__gopid__69645#entry69645
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Stolen resource in Elirium Faith - An Announcement
kellessdee replied to LusiferNazi's topic in General Game Development
Okay excellent, I'm glad everything could be worked out :) And actually, the original post isn't really harsh in anyway. And I appreciate that it was written very maturely and calmly. It could have easily been very harsh. And also, the reaction was only natural -- most of us would have reacted similarly. And I do hope to see a preview in the future! [as a side note, do you guys have plans to translate any of your games? You seem to be able to write English VERY well.] -
Stolen resource in Elirium Faith - An Announcement
kellessdee replied to LusiferNazi's topic in General Game Development
First off, I want to say, there's no animosity here (with me anyways) at all. Also, that I do understand what LuZi is feeling. I can tell what effort he/she went through, and I do admire that talent and dedication. I also wanted to point out that I actually have nothing against you guys using whatever resources from whatever game (as long as you don't try to take full credit of course...and actually, that edit of the dragon tear is REALLY well done, I actually think it looks really nice.) My *ONLY* issue with the whole thing, is that LuZi is unnecessarily trying ruin kevin's reputation. Because, although I can see the issue with people thinking LuZi may have plagiarized, kevin did not once claim that he ever made the resources himself. At least not here, and it doesn't appear that way in the other topic. Yes, he was wrong to take them without permission, and yes he should have explicitly credited LuZi, I, personally, feel that it could have been handled in a better fashion. As you have stated, and as we can see, kevin has come forth with honesty. I am sure, correct me if I am wrong (as this is really the only community I am a part of), he would have gladly removed his topic/stopped using those resources. I feel like a whole topic on each forum was unnecessary at this point. I would think it was necessary IF, kevin did not respect any PMs sent to him (or tried to claim ownership). And to be completely honest, I just feel it's unfair to try and ruin kevin over such things, when your team may or may not be using copyrighted material without permission. Like I said, whether you are or not, I do not really care about. It's mostly the fact that kevin's entire reputation could be completely destroyed over something that is almost EXACTLY what some of your members are doing - using other peoples work without permission. Neither of you are necessarily claiming it as your own, but it's the same nonetheless. I more just wanted to point it out than even really bash on you guys or anything, because, this isn't just LuZi, nearly everyone in the community has a similar viewpoint - It's okay to steal from commercial games, but not amateur games (which is a double-standard, I hate double-standards). I just hope you understand my point, I really don't want to start any wars (especially since this seems to be resolved), I just feel LuZi is trying a little too hard to ruin someone over a bad idea they had at the time. And besides, I dunno if Kevin had run your topic through a translator... maybe he just didn't realize or think about that at the time. Which is another reason why I feel it could've been handled more maturely. So, I hope I don't come off as if I might be trying to attack you, LuZi or your team - I truly mean no harm by it. I am glad you understand my point, and I admire that you can forgive kevin. Because, we all do stupid things, make mistakes. It doesn't mean we are bad people, as long as we learn from the things we do. So, I really do apologize if anyone takes offence to what I have to say, I just wanted to express my opinion on the matter--especially since technically, kevin left this community not too long ago. EDIT: And also, I really don't want LuZi to be angry, because unfortunately, these things are going to happen. You guys obviously have a lot of talent/dedication, and I wouldn't want to see that go to waste over something like this. Remember, people like nice things, and the nicer it is, the more likely someone is going to try and take it. But that shouldn't be a reason to NOT make nice things! -
Stolen resource in Elirium Faith - An Announcement
kellessdee replied to LusiferNazi's topic in General Game Development
FIRST AND FOREMOST: I do not agree with intellectual property theft. By intellectual property theft I mean: taking another person's creation (whatever medium) and using it as their own (i.e. claiming it as their own). From an objective standpoint, kevin did not claim the resources to be his. HOWEVER, judging by the topic of your project (through google translate, unfortunately I do not understand Thai) you included a disclaimer, for people NOT to use ANY resources unless granted permission by you. And kevin should have respected that. Nonetheless, I believe you should have (before getting angry and posting this all over the internet) personally contacted kevin about the matters. Why? Because judging by kevin's post, he would have stopped using your resources. You knew the risks in releasing the demo with your resources (RPG Maker encryption is very poor, and even good encryption wouldn't ensure anything). I am not saying this makes the theft okay, what I am trying to say is: you should not be angry about this or any possible future occurrences. Just make your game, as you will do it more effectively than any other person who steals your resources could. Also, for future reference - if you make a topic like this, you should post the PROOF here, instead of making others do the research themselves. Also: I find it very hypocritical of people to get angry over their creations being stolen, meanwhile no one seems to care about other projects containing DIRECT rips from commercial games. Commercial project or not, intellectual property theft is STILL intellectual property theft. In fact, you say he stole resources from another game, "Treasure of Dragoon" ( http://irpg.in.th/fo...f-Dragoon-VerXP ) Screenshot from Treasure of Dragoon: Dragon Tear artwork from Capcom's "Breath of Fire" series: more info: http://bof.wikia.com/wiki/Dragon_tear For some reason I highly doubt Capcom gave your team permission to use their art. I don't know if you are working on this game, but you did say you were speaking on behalf of "Team Alliance," and this is a "Team Alliance" game as well. Also, your topic for http://irpg.in.th/fo...-Meteor-Crystal doesn't credit anyone for the music you used... Although I might have missed it. I would like to ask you who created the music? But I digress, I don't really want to turn this into a finger-pointing thread; I just feel you should have taken to time to contact kevin, and if you want to talk about intellectual property theft, you probably shouldn't have affiliated yourself with a game that is also stealing intellectual property/infringing on copyrights. In conclusion, I am going to agree with Neoz Kaho (speaking to kevin): We all have to start off somewhere, we learn from our mistakes and grow. And LusiferNazi/LuZi, in life there are always going to be people who will try to take what you do. Hopefully, maybe, one day people will be able to respect the effort required in creation; but until then, don't let these speed bumps get you down - just keep up the good work and press forward. Ps. your game has very beautiful artwork. -
Whoa, very...VERY nice! As usual....I CAN'T WAIT! *bows to the CSS master* :D
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I'm gonna try to keep my actual blog updated more often...only 'cause I LOVE to rant and rave :D http://acollectivedream.blogspot.com/2011/12/still-non-existant-but-back-again.html
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thank goooodness christmas is over. Now things can return to normal....and I can start reading my big book of C++ :D Hope everyone had a good