But that is what I was saying. Names cannot be copyrighted (they can however be protected other ways, but only in some cases. That's why you can still make unique characters named Link or Zelda and so on). And we don't need to put or use music and art under GPL just because we put the code under it. However, if we truly want a free game we shouldn't for other reasons use music and art which is already copyrighted in a non-free way or in some other way "protected". We wouldn't really *want* to use art from e.g. Nintendo, or at least that's what I'm thinking. Either way, using their art is illegal with or without a license. At most they can demand us to take the art off, and that's all.
It seems like we have already found a lot of artists anyway so it would be kind of pointless to use from Nintendo. And we can make original art based on Nintendo's and still be able to use it (the same way e.g. parodies are legal). I recommend that the art is original and either put under the GPL together with the code, or put under a Creative Commons Attribution Share-Alike license. If the art is under the GPL you will need to release the "source" for the art as well. That might for example be the original vector art, the image separated in the original layers and so on. Such art-"source" could be really good to distribute as well to make it easier for a user to modify them. And if it's easier for them to modify the very original source art it will make contributions a lot easier and it will keep the overall quality of the art.
Yes, we'd better use only original art. But that you've said also applies to music, right? Then I'll have to change the music positions to composing only (instead of also using existent music).
Yes it also applied to music. In fact it applied to any kind of resource <_< >_>
yes, I will compose, I can make a few tracks, .mid or .mp3. BUT I will not lead the composers.
Ok, sorry for being a complete ass here but technically .mp3 is inferior to .mid. Or actually they are both inferior (generally) to anything. Even silence!
Technically when you convert a .mid to a .mp3 you first convert it to raw wave (think a .wav) and then compress it lossy to mp3. While playing a .mid at run-time it is just creating beautiful lossless .wav which is far better quality than .mp3, PLUS it's a smaller size to store because it only has data on how and what to play, not necessarily how it's going to sound!
Oh right, in that last part I shot myself in the foot. The *bad* thing about midi is that it sounds different on most systems, because every sound card or operating system use different sound fonts. Thus a mp3 created from a .mid on a $10000 sound card would sound better than a .mid played on a $10 sound card any day. But there's a solution. Use a software synthesizer with a good sound font installed embedded in the actual game (or link it to a DLL/Shared Library). An example of such a library is
TiMidity++ and it's free software and very well compatible with many operating systems, and sound the same on all of them! However, in theory it would be compatible with GameMaker technically (by using the DLL interface), but legally it isn't (even if your project is free software; remember that GameMaker is not).
wow umm..is one main programmer really going to cut it?
EDIT: I will need one or two people to help with the A.I.. The A.I. will be very difficult in this game, I estimate it will represents about 1/2 of the total code. The problem is that it is difficult to have many people working on the code, it's difficult to explain to the other programmers (specially through the internet) how the code you coded works and vice versa; it's not the same thing of having more than one spriter or composer.
Not to mention that A.I. in GamerMaker is slow as a dehydrated snail trying to move sideways.
You will want to do it in C, C++ or some other standard language if you want to work together. As I said before GM is not made for that task! It's ridiculous to pass around the gm6 and keep track of who has the latest version and so on.
Instead you put up a project in a so called revision control system. From there you download a couple of source code files, edit them, and upload them again (putting your signature and a little comment on what the change do). The management system keeps track of who is doing what, and people editing the same file will in 99.99% cases not ruin for each other. With a click everyone has the latest version through the internet. In almost all major revision control systems you are also able to rewind and create a copy from any version ever made. Just like a wiki it keeps track of every change so you every version still exist even if you apparently overwrite it.
http://en.wikipedia.org/wiki/Revision_controlOf course, if that sounds even more complex, sure go ahead and make it one man in GameMaker. I would however be glad with contributing code if you used the other way *cough* my way, lol *cough* (especially A.I. sounds fun, and is partially a new area for me).