[RMVX ACE] A LOT OF THE RECENT PROJECTS LACK A RVPROJ2 FILE (.RVPROJ2), WHY IS THIS?

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Craze
why would i heal when i could equip a morningstar
15170
Archeia_Nessiah
Craze
There's nothing in the EULAs stating such a thing, for either audio or graphics. I just checked several.
Isn't it this one?
2.1 Your game must include additional documentation that clearly indicates the use of the Resource Pack and the following copy:
2.2 Solely used for the creation of your game, you can edit, process, and modify the materials contained in the Resource Pack.
2.3 Do not sell, distribute, lease, or transfer the Resource Pack itself (even if the materials were edited, process, or modified by the User).

By not encrypting, you're distributing the game resources.

I was looking for references to encryption itself. that's pretty silly, maybe have encryption not bug out or lock up the game project itself then because i pretty much refuse to lock up games
unity
You're magical to me.
12540
Now I'm really confused. So I do need to lock games if I used paid resources?
Craze
why would i heal when i could equip a morningstar
15170
only if allowing people to play your game is considered "distribution". except i'm not a warehouse =P
I think it depends on the pack. Some people are more detailed about how they want their resources handled than others. I think Celianna and/or Lunarea prefers that you lock your projects if you use their commercial assets.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=unity
Now I'm really confused. So I do need to lock games if I used paid resources?


I haven't seen any EULA or anything so I may be talking out of my ass here, but I would think so. I mean, if you don't, you're essentially handing out free copies of paid resources, and I'm sure that's like painting a big target on your head. If someone decrypted the game files and took the resources, I think that's a different scenario than you just posting the original assets for any random person to download?

About your particular situation, unity: I don't know about your dealings with M-3-1, but in the case of Luxaren Allure, I'd definitely check with her if it's okay for you to leave files unencrypted. As I said, I haven't seen any EULA, but I would guess that the word of the original creator overrides anything else. Plus, if anyone pulls a fast one and tries to claim that you distributed the assets without permission, you have electronic correspondence from them saying it's okay.

My only experience with this issue is IMMI, the one who drew the title screen for Soul Sunder, has asked that I encrypt the files so that no one steals her work. Granted, IMMI was kind enough to do it for free, so there's nothing really binding me to my word, but I do it anyway out of respect for our agreement. Because of this, I didn't even put the title screen up on RMN. You have to actually download the game to see her art.

Personally, I don't think any less of devs who encrypt their work unless there's absolutely nothing custom in the game.
unity
You're magical to me.
12540
Gotcha, I just have to check with who made it. Okay, thanks!
author=unity
Gotcha, I just have to check with who made it. Okay, thanks!


That's always the best option. Ask about them politely and Word of God wins out.
Keep in mind, not everybody wants to lock their project, but they're sort of forced to when they purchase anything from the store. And yes, even non-commercial developers gladly purchase packs from the store to further invest in their hobby.

While other sites may not care too much, if you put your game up at RMW with store assets in them, they expect you to lock your game, and can hold you liable if it's not. Which is silly, because it seems they're more concerned about people stealing tilesets, but seem to ignore the fact that store purchased music still can't be locked by the default encryption method.

Edit: Somehow missed that spill when I wrote this, but already discussed.

Adding more to this:

author=nhubi
Also how would that work for some of the older engines which didn't have an encryption option?

If you're buying resources from the store, you're not allowed to use them in anything except for RMXP, VX, Ace, and IGM (for the most part) without buying other licenses for outside use. I don't think you are allowed to use them in 2K and 2K3 regardless if you have a legal version or not.

There was even a post awhile back where somebody asked about using 2K/3 resources in something like Ace for a commercial game as long as they owned a legal Japanese version of 2K/3. Afterall, you can use XP resources in Ace if you own both XP and Ace. But in this case, they were to told to avoid doing that, probably because of the mess it would create trying to prove you do own a legal version of 2K/3, and everybody else wondering why they can't do the same, even though they don't have legal versions.

But then there is the question of how stable some of the older games really are. I believe VX had a certain size the encryption allows before bugging out. So if you're using paid resources in a VX game that's over the size, what then? Either not use the resources you purchased or try and find a better encryption method beyond the default, and then have the programming knowledge to get it to work.

A New Edit:

author=Archeia_Nessiah
author=Craze
There's nothing in the EULAs stating such a thing, for either audio or graphics. I just checked several.
Isn't it this one?
2.1 Your game must include additional documentation that clearly indicates the use of the Resource Pack and the following copy:
2.2 Solely used for the creation of your game, you can edit, process, and modify the materials contained in the Resource Pack.
2.3 Do not sell, distribute, lease, or transfer the Resource Pack itself (even if the materials were edited, process, or modified by the User).

By not encrypting, you're distributing the game resources.

I'm going to throw a wrench into this whole thing by mentioning the Steam Workshop for VXA. You can lock the game by a sort of "Play Only" option, but you can't encrypt the resources, even when "Play Only" (or whatever it's called) has been selected.

When this issue first came about, artists tried saying you weren't allowed to use paid resources in the workshop until they could be encrypted. But this led to an uproar in the Steam community. Afterall, even non-comm developers purchase the resources for their projects, but why would they when they can't post their games where they want?

So from last I checked, people can still host their games using paid resources on the workshop (even if the resources can't be encrypted), so long as it's clear the resources aren't to be pulled and used.

So why is it a violation of the EULA to post an open game on an RM site that uses paid resources, but it's not a violation to post the same game with the same resources on the workshop?
Max McGee
with sorrow down past the fence
9159
2.3 Do not sell, distribute, lease, or transfer the Resource Pack itself (even if the materials were edited, process, or modified by the User).

Disclaimer: IANAL

See, the problem (not actually a problem) with their BS EULA is that it forbids the distribution of the Resource Pack itself

A game containing resources from the Resource Pack is OBVIOUSLY not the Resource Pack itself and any argument otherwise is basically indefensible from a legal standpoint, and the parenthetical clause does nothing to change this.

And fuck it, I'll just say what's on my mind anyway: information wants to be free.
author=Max McGee
A game containing resources from the Resource Pack is OBVIOUSLY not the Resource Pack itself and any argument otherwise is basically indefensible from a legal standpoint, and the parenthetical clause does nothing to change this.

And fuck it, I'll just say what's on my mind anyway: information wants to be free.

I know for a fact that I don't want my resources that I worked hard for to be sold in the store to be distributed for free (e.g. RMDS/RMDS+/Retro Scifi/Luna Engine) when people can just use an open project and get it from there. Especially when we still own the rights for the packs we released.

You are technically redistributing the resource pack itself by including it in an open project. Can you imagine if you distributed a game under MIT license with the resources in it? That's basically redistributing it. It's one thing to release a game but still retain the license that the resources have, but outside of RM community, people have different licenses for games. It doesn't help that most RM games are unclear about the 'license' their games are distributed. Open Source isn't the most clearest of terms. :V

Granted Audio encryption is impossible in RM, but graphics and script data is totally possible (by default standards). Unless you can somehow stop people from getting it that easily. Which is possible btw. You can have some resources only encrypted by isolating them and then just put the other folders outside the encrypted archive and it'll work. I do it sometimes ._.

author=amerk
So why is it a violation of the EULA to post an open game on an RM site that uses paid resources, but it's not a violation to post the same game with the same resources on the workshop?

Workshop handles files differently. You don't have direct access to the game's files and play it through a client. You can't even open it through the editor and just 'play it only.' That's why. It's obviously not fool proof but unless you're slightly computer savvy, it's easily taken. I know that the workshop is flawed as hell due to how RM is built though. And it also makes it hard as hell to redistribute resources without having to deal with bs with ReStaff materials.
Craze
why would i heal when i could equip a morningstar
15170
so, where is this information ("you need to encrypt stuff") posted? because until this topic i had never seen that before. yes yes the eula says "don't distribute the pack" but as somebody who has purchased many graphics/audio packs on both Steam and the RMW website, i had, again, never heard of the encryption requirement until this topic.

also, is there a tutorial for getting graphics encrypted but not data like i think you were saying you do sometimes, nessy? i have no real desire to encrypt ANYTHING but w/e, if i can at least make it possible for people to look at code and events then that's better than nothing
Craze I think you can just have the raw .rpgproj2 file along with the encrypted game and put them both in the same zip file. So technically, you're shipping the game with two .rpgproj2 files: an encrypted one, and an unencrypted one. It's crude, and I'm not really sure if it'll work, but it's worth a shot.

There might be a script out there that can do this, but I'm not really sure. I, for one, never saw any.
unity
You're magical to me.
12540
I think the big problem here is clarity. I would urge resource-makers to actually put "Please encrypt games using these resources" in the instructions, as I think the information given out now is way too much of a gray area.
Craze
why would i heal when i could equip a morningstar
15170
send that in the confirmation email/link to it in steam descriptions/etc., i guess?
good to know. i'm 100% against project encryption but i've bought luna and i'm totally using it on all and every project from now on so I guess i'll just have to deal with it (and document design choices / fundamentals of whatever game I make to make up for the loss)
unity
You're magical to me.
12540
author=Craze
send that in the confirmation email/link to it in steam descriptions/etc., i guess?

Yeah. I was specifically hoping "Please encrypt files" would be put in the readme of the resources. I'm not sure people will search for the specifics, and may look and assume that they don't need to lock their games, as some here assumed.
I don't understand why the concept of protecting stuff you bought from free distribution is a hard concept to grasp. They're being sold for a reason. If the store creators wanted to give them for free then they would've done that.
unity
You're magical to me.
12540
author=Archeia_Nessiah
I don't understand why the concept of protecting stuff you bought from free distribution is a hard concept to grasp. They're being sold for a reason. If the store creators wanted to give them for free then they would've done that.

In a perfect world, yes, but it's easy for people to get confused or just be plain dumb (it happens to me more often than I'd like to admit XD) so I think actually spelling it out and saying "Hey! Please encrypt this!" in the readme would make the issue a lot clearer. Especially when it comes to people using the creator's hard work, being absolutely clear on what's cool and what's not is important.

I also have the problem of assuming people will be decent and won't just pilfer graphics from other projects, which is why I was confused in the first place. Once it was pointed out, I was like "duh," but before that, I seriously wasn't thinking about it (which may say a lot about me >.<;; )
author=Archeia_Nessiah
I don't understand why the concept of protecting stuff you bought from free distribution is a hard concept to grasp. They're being sold for a reason. If the store creators wanted to give them for free then they would've done that.

nah, you know it's not that and nobody here is against that xD

btw I think I just got how partial encryption works. That sounds pretty awesome. So I basically remove every graphic file but the pack, encrypt it and put the rest of the graphics back?

If it's that, then I'm totally happy with it, because i'd be then protecting the pack while still allowing people to learn from my mess of a project!

Is it the same for scripts? you encrypt it then pop in a scripts.rvdata with the rest of the files? ;_;

I think this would do a nice tutorial >.<
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