Rotary Competition - Official Discussion

Discussion and feedback on Construct 2

Post » Sun Jan 08, 2012 6:30 pm

is there any problem to use copyrighted songs, just for the competition?valdarko2012-01-08 18:33:44
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Post » Sun Jan 08, 2012 6:48 pm

There are problem using copyrighted songs all the time.
I mean it doesn't belong to you so to use it you need the permission of the owners.
So no, don't use any kind of copyrighted material, use yours, and some that is licensed so that it can be freely/without notice to the owner used.

In the "Game design" forum, there are a few music sites and musicians listed.
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Post » Sun Jan 08, 2012 6:52 pm

ok,thnx for the reply, Kyatric...
so i think i'll have to learn how to play my hairy banjo if i want some sound...
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Post » Mon Jan 09, 2012 2:03 am

I've tried making a game based on this concept a few months ago (video here: http://www.youtube.com/watch?v=TwZAURu1HSM) I may try something for this, the prizes are cool7Soul2012-01-09 02:03:35
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Post » Mon Jan 09, 2012 3:54 pm

I know Kyatric said about copyrighted resources, but i whant to know out and loud.

Can copyrighted resources be used on a game for the competition?
And i mean 100% of copyrighted resources.

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Post » Mon Jan 09, 2012 6:04 pm

No, unless you own the copyrights.
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Post » Mon Jan 09, 2012 8:29 pm

Am I correct in saying that arcade games are limited to 10mb?
This is a rather large limitation for games that are level-based. Perhaps a good idea would be to allow those with a licence more space on the arcade? I am just worried that the quality of my entry may suffer for it.
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Post » Mon Jan 09, 2012 10:43 pm

I am with sqiddster
we are willing to make long games
and a long game need space (naturally)
I think than 10 mb is a little little
or if you accept
the games with 10 mb or + can be on dropbox
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Post » Mon Jan 09, 2012 11:00 pm

I kind of disagree a bit here.

Remember, 10 Mb is already a lot to download on a little internet connexion. (mine for example => 60 Kb/Sec AT BEST)
Such a game already takes quite some time for me to download. And often, when I want to test a game in the arcade, I don't want to have to wait 15 minutes for it.

Also, more space doesn't mean more levels.
You can very well reuse the same textures/objects and still provide long and interresting content.

It's also part of a good coding practice to be able to reuse code and ressources at the maximum so that in the end the user is the winner (I'm provided with 10 levels, even if they use the same textures, but I only downloaded 1 set of textures once, quickly)
I hope you see the point I'm trying to make here.

Also, with image compression in C2 it is possible to stock a great deal of textures in 10 Mo.

Finaly, it's not because you propose a 15 hours long game with full HD pictures switching at every level that it will be necessary a good experience for the user (keeping in mind the downloading factor from earlier for example)

Space/size isn't really an issue here.
Also remember it's 10 Mo ZIPPED.
Even if you can't win much over already compressed files, it reduces the size of your event sheets/levels greatly.
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Post » Mon Jan 09, 2012 11:06 pm

I usually find that the size is largely down to large music/sound files. I for one really don't like music in games and look for the 'Off' key as soon as possible. Sound effects yes - music 'hell no' :)

Seriously, though, if there are no stupidly large music files and tiles/images are used/reused effectively, 10MB is plenty.

My 2 cents :/
If your vision so exceeds your ability, then look to something closer.
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