My pleasure, you’re welcome. 😘
Arvid ☠️
Creator of
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Thanks for the nice words and you’re welcome. 😘
Oh, you’re right. I never added a license file. Maybe because back then I wasn’t sure about how to deal with the 3rd party assets that are bundled with the level kit. I think I didn’t know how to exclude them from the license.
I’d say, consider everything of the bundle being licensed under CC0 out of the two PNG files because they aren’t mine. Though I think the Imphenzia palette is also CC0 he once said in his YT videos. Not sure about the “Sky Pirate Studios Palette” which is especially required by the exported FBX and GLB files (the Imphenzia color palette is only used in the blend file).
Regardless of the PNG files I can tell you, do whatever you like with the level kit. Redistribute it, sell it, adjust it to your needs (in other words: edit it), print it on paper and then burn it, whatever comes to your mind. This is absolutely fine for me. 😊
To have that said: Although of course I’d be happy about it, you don’t have to credit me. I am happy to have done something good that people enjoy and can freely use. In fact I had a lot fun creating it during the time of the jam. That’s all I wanted to “get back” from creating the level kit: Some practice, experience and fun.
Hope that helps. Have a good one! 👍
Okay, today I tried it and wanted to leave a short note about it.
Long story short, there’s a good reason for not having a MacOS export, Godot Valet is just not ready-to-use for MacOS users.
It needs some adjustments in the version manager part of Valet at least. Selecting the path to Godot executable in the create-godot-version-dialog.tscn
needs to function differently, because the file dialog currently filters by .exe
files which isn’t suitable for MacOS, not to speak about the fact that something like the “Godot.app” file actually isn’t a file on MacOS, but a directory. That would require some more changes under the hood, I guess.
Who knows what else needs to be done to make everything work as expected. So it’s not only the export itself which is missing. (Nonetheless a very cool tool, I think, regardless of the fact I can’t actually use it!)
Before someone asks, unfortunately I am lacking some time to help out fixing that. Thus some other Apple users need to jump in. 🙂
…Oh, yes. Stupid me couldn’t even read the whole description text where the GitHub repo was linked:
https://github.com/graydwarf/godot-valet
Thanks again. 😅
Since I watched your YT videos where you’re using Windows, I assume you’re not having an Apple device, right? Thus I can understand if you just can’t build and test a MacOS version without fearing everything breaks. Let me ask you anyway. Is it likely that Valet will be available for MacOS at some point?
First of all some background about my personal jam history, so that you can understand my question a bit better: Up to now I only joined one (yes, one as in “1” and “uno”) jam ever. That was a local jam at my university. I have been working in a team. We used private Git repositories. And it’s already 6 years ago.
That being said, the KitJam is kinda my first jam ever (that I am joining solo, at least). Also, I am going to use a GitHub repo. It’s currently private, but I will change it to public soon, I think.
So, here’s my question:
What do game dev jammers (is that the right word? or would you rather say jam participants? – whatever, you know what I mean … so, do people joining jams) usually upload their stuff under some certain license like MIT, Apache or even CC0?
What fits best the requirements of joining a jam? As a software developer for a living I love the MIT license, because it’s sort of super open source. When using a lib being licensed under MIT you can do with it whatever you want, you just need to credit the original author, that’s basically everything you have to keep in mind. With CC0 you don’t even have to credit anyone.
What do you guys do when it comes to licensing (in a jam)?
EDIT: The more I think about it the more I am likely to use a Creative Commons license, but the question won’t change (because curiosity 😉).
Just to have that said, a cool idea is to combine two (or even more?) of all suggestions posted above.
I mean, imagine how the level kit you’ll be building should look like if you combined these:
- Abandoned and Cityscape
- Miniature and Airport
- Race Track and Space
- Race Track and Pirate Adventure
- Race Track and circuit board
- Old Western and toy shop
- Steampunk and Garden
There are some exciting combinations! See the three combinations of race track, for example, each of them is absolutely unique and requires you to think totally different about the style, also about the workflows.
Or think of your own categories or places. E.g. think of … I dunno … a sports stadium. Combine it then with a theme suggestion from above:
- Pirate Adventure sports stadium
- Underwater sports stadium
- Dinosaur sports stadium
The same goes for any other thing you’d like to create. Here a few more ideas.
- cars (or single parts to build cars with like different chassis, wheels, bumpers, spoilers etc.)
- traffic structures (streets, traffic lights, bus stops etc.)
- boats
- characters
- weapons
- robots
- war machinery
Just think of combining these with … woah … my head explodes. … Pet shop robots. Dinosaur weapons. Traffic structures in caves. … 🤯
Even though I knew that I’m gonna be the red cube after being hit I somehow had to “recalculate” my brain for being the predator now instead of the prey. The switch between red and blue is a real challenge for the brain. I guess, that’s the actual idea of the game. If yes, then well done!
I like the change in music when changing from blue to red and vie versa. But some visual indicator could support the switch even more.
For instance you could change the background color. Give it a blue tint when being hunted down. When being hit by the red cube and therefore being reborn as red cube yourself you could just fade the background color to something slightly tinted red instead of blue.
That way the player would get some visual feedback of what’s happening (more obvious feedback than the health hearts only).
Or add some “loud screaming” labels when being reborn like: “Get him now!” or “Flee! He’s after you!” … something like that. Maybe also color the labels accordingly.
Other than that, challenging game. Playing the blue cube is easier. Once I thought “hey, that’s almost too easy”, the red one got me instantly (happened twice). Playing the red cube is harder, I think. The blue cube’s AI is pretty good. Or maybe playing the red cube is too slow?
I like however that you managed to implement the kids game “tag” with just two cubes in a small app.