TO PROTECT OR NOT TO PROTECT, THAT IS THE QUESTION!
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Though it's mostly to hide my horribly inefficient coding that I really don't want people to look at.
If your code runs, runs fast enough and doesn't crash, it's alright.
I'm just not comfortable with the idea of someone editing my games in the editor, I guess.
It's not that I'm overly concerned with being plagiarized (although it does happen). It's just a little tick of mine.
It's not that I'm overly concerned with being plagiarized (although it does happen). It's just a little tick of mine.
post=139310
How often do you see graphics stolen from another RM game, anyway? I mean, a complete (or mostly complete) good game?
I once reviewed a game (not on here) that used a bunch of my custom midis that were composed specifically for my game. To this day, I'm not sure how he got them, since the game itself hadn't seen a release that had these midis in it yet. To top it off, his demo was released before mine was, making his game the first one to use my music.
If I had paid for the music I would've cared a lot more about stealing them, as it was I just berated him for stealing my music in the review. But I can definitely understand how someone would be upset by having their custom resources stolen from them.
I once reviewed a game (not on here) that used a bunch of my custom midis that were composed specifically for my game. To this day, I'm not sure how he got them, since the game itself hadn't seen a release that had these midis in it yet. To top it off, his demo was released before mine was, making his game the first one to use my music.
HOT TUB TIME MACHINE
If someone composed them for you, the original composer probably gave them to the other person, too.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If someone likes a feature of my game - for instance, the party change system, or one of my shitty battle animations, or what have you - and wants to see how it was done, I am honored, and I love that they have the ability to open my game in the editor and use that method to learn.
If they like my dozen or so fully-custom character sprites and faces and want to use them for their own game... well, it doesn't matter if I like it or not. I have absolutely no right to complain. I am using graphics from commercial games without asking the creators of those games. I strongly dislike like the idea of someone taking my maps or resources without my permission, but it would be idiotically hypocritical of me to complain about it or attempt to stop them.
If they like my dozen or so fully-custom character sprites and faces and want to use them for their own game... well, it doesn't matter if I like it or not. I have absolutely no right to complain. I am using graphics from commercial games without asking the creators of those games. I strongly dislike like the idea of someone taking my maps or resources without my permission, but it would be idiotically hypocritical of me to complain about it or attempt to stop them.
People could use my custom resources, but it's hard to pass off a game with my characters mixed in with some sporadic megaman and final fantasy characters as... well anything. If you just draw in some style it will likely clash horribly out of its environment and be an obvious rip especially if you drew everything of something yourself.
post=139315
No, just play it. You don't have to COPY the maps, just learn from how they're made, right? Just observe them while playing.
Yeah... but that just gives you a small picture, there are a ton of other things at work here that you need to know for that map that are not reviled in a simple walk through.
Such as...
1. Is that graphic an event?
2. What animation pattern does it follow?
3. Whats the setting for the background?
4. Is that animation a battle animation or picture... or a combination of both?
5. How did he/she set up the picture animation?
6. Whats the basic eventing look like?
7. How did he/she set up the menu? What graphics did they use? Pictures? Panoramas?
8. How did he/she set up ALL the maps? (Which would be quicker if I didn't have to play through)
9. How did they set up the cloud system for the overmap?
10. What did they do to set up a scrolling BG for a battle scene on a train and the train doesn't scroll with the BG?
11. What custom systems did they use for the random battles?
The list goes on and on, so I do not protect my work because I like to have people actually MAP CORRECTLY, and my way helps quite a few people out. It also teaches them how to make custom systems by following some of my examples. Even learn how to set up scrolling battle scenes. If you want to protect your work, it's cool, but for cripes sake, help them map and event! (sniff) Please, think of the noobs! lol
No, seriously though, if you want to protect your work, it's cool. I prefer not to though. Even if the work would be my own, I'd still like others know how to use it correctly. People are going to do it anyway, no matter what security you place. (even those pesky XYZ files are easy to crack.)
Oh, and as far as copying them goes, taking a screen shot and learning from them, isn't copying. It's the best way to learn how to map now that more and more people are setting up custom EXE files.
I am a strong supporter for this because, for the longest time, after Ebon Scape was released, (a few years ago) a lot of people downloaded the game, but mostly for the resources... :( They never really took the time to learn how I mapped, they basically, didn't play the game. So I saw project after project that used the same resources, but looked like crap. Really, I saw RTP mapping look better. These resources are HARD AS FUDGE to map with, probably the hardest you'll ever encounter for RM2K3. If people took the time to open my project, looked around, they'd know the best way to map from these sets are through example.
It's really how I learned, the original artist was kind enough to allow me to download a few of his sample games (literally, they were called sample), I couldn't play them because they were in Japanese, but I opened up the editor, and learned from his examples. That's really how I learned to map for the very first time, Ebon Scape would never have gotten this far (I wouldn't even let it be downloaded in the previous noobish state it was in) If he wasn't kind enough to let me have his sample games. That's why I spread the editing love around I guess.
I'm a bit uncomfortable with people messing around in my games, mostly because I do everything in very abstract and circular methods, and I don't really want people to know what a horrible event-writer I am. =P Though I doubt I'd ever protect anything from my game, I don't really care if people use my (very few) custom things, or take my confusing codes or whatever. It's not like I'm making money off of this, nor am I likely to ge tons of e-fame for my Blue Magic system or whatever.
Personally, I wouldn't mind someone messing with the insides of my game--notice the tense, as I actually haven't released anything at all. For some people, the best way to learn is by example, and keeping your game open source is a good way to help newbies learn how to use the program. I can understand protecting original resources (seeing as I want to write my own music rather than use the MIDIs from other games), but not the game itself if it's released as freeware.
I actually have a huge problem remembering where I got certain resources from.
I'd love to give credit but... where the hell are my notes?
I'd love to give credit but... where the hell are my notes?




















