Need help with releasing my games and its source codes.

7 réponses [Dernière contribution]
8bitDev
Hors ligne
A rejoint: 09/27/2015

Hi guys

As you may know i have already wrote about my game series.I did got audience for them on various websites,however since i do not want my software to go to waste and do want to provide the source code back,what would be the best way to go with?

Should i for example,release 2 out of 3 games together with the source code and crowdfund the third one,if i would be releasing source code in general,would dual licence be OK?

I am OK with sharing however where GPL does not go in my case is making money out of it,so for example i would use one of the CC licences to provide sharing while if someone do want to use another type of licence and make an economy out if it he would purchase the rights for licence of his choice.

Can you tell me what you think about the ideas in general and if you can provide me more help regarding this problem.

Here is the link for one of my games
https://8bitdev.itch.io/patformer

Regards and have a nice day

jxself
Hors ligne
A rejoint: 09/13/2010

"GPL does not go in my case is making money out of it"
This is a misunderstanding: All free software licenses, including the GPL, allow for the making of money. If a license did not it would not be free. See https://www.gnu.org/philosophy/selling.html

8bitDev
Hors ligne
A rejoint: 09/27/2015

Sorry if i was not clear enough,when i mentioned that GPL would not bring the revenue,let me explain:
If i would license my code as GPL,people would be able to share my work and make money out of it,while if i would use dual license,they would be able to share the code but not make revenue out of it,where for example for the single license purchase they would be able to use the project in commercial uses.While i would have the game free to play.

Or for example set up crowd funding campaign and license all under GPL if milestone is reached.

This is unique case because games are created in GUI game engine(Haxe and OpenFL)where you can make many ports out of it and easily re skin the games.

While games that i will make in the future will be much more simple.

Now i will offcourse spread the word in the Game engine community ,but i am not sure where should i spread the word besides the trisquel forum?

When it comes to resources in the game,some are taken but modified by my side and some are created by me.

I was thinking about this rather for example leaving flash and html5 ports for free and charging for GNU/linux or Windows(ReactOS)port.

onpon4
Hors ligne
A rejoint: 05/30/2012

> if i would use dual license,they would be able to share the code but not make revenue out of it

If one of the licenses is libre, this is untrue. The GNU GPL does not forbid the licensee from charging for copies or otherwise making commercial use of the program.

> if i would use dual license,they would be able to share the code but not make revenue out of it,where for example for the single license purchase they would be able to use the project in commercial uses.While i would have the game free to play.

That would only be true if you used a proprietary, non-commercial-only license. In that case, the game would be proprietary, plain and simple.

jxself
Hors ligne
A rejoint: 09/13/2010

"they would be able to share the code but not make revenue out of it"
That is called a non-free license because all free licenses allow for this. If it does not then it is non-free. Proprietary. Perhaps you're looking at this from the wrong perspective. Charging for copies doesn't work anymore. It did back when making copies was hard, but that's not the case anymore. Technology has improved and it's very easy for anyone to make copies. It will only ever get easier to make copies.

Instead of selling copies look at other ways to get money that don't depend on that. Crowdfunding is one option. It also has the benefit of reduced risk to you: Instead of doing everything in the "traditional" way where the work is done upfront (only to find out later that it's a flop because no one buys it and so all of the time was wasted), crowdfunding lets you present your idea to the world and -- if people like it -- you'll know in advance. And if no one likes it and the crowdfunding campaign is a total failure then you've just save all that time and effort that would have otherwise been wasted under the "traditional" model and can move on to another idea and see if people like that one. So, not only is crowdfunding good for software freedom but it's also good for business at the same time thanks to the reduced risk. Win win.

Of course that is not the only option - there are others too - but basing it on selling copies is fundamentally an outmoded way.

onpon4
Hors ligne
A rejoint: 05/30/2012

Heck, I even did that with ReTux:

http://retux.nongnu.org

8bitDev
Hors ligne
A rejoint: 09/27/2015

I will definitely check that out fully .Thanks for sharing.

Magic Banana

I am a member!

I am a translator!

Hors ligne
A rejoint: 07/24/2010

Release all the code under the GNU GPLv3+ or AGPLv3+ (no risk that your work ends up in proprietary software, in both cases) and expect redistributions (maybe in GNU/Linux distributions!) and contributions (maybe someone will maintain/improve one of your game). You can choose a different license for purely artistic assets but keep it freely redistributable and be aware that some, e.g., the Debian project, additionally insist on being able to modify them too.

Then point out on a crowd funding platform all that work that you freed and promise a new free software game (giving details about it) if you receive enough donations.