Remix This Game — a Free Software Experiment 152
An anonymous reader writes "REMIX THIS GAME is an experimental game design contest where participants can re-mix and re-cycle my free-software self-published PC game, XONG. XONG is available under permissive licenses allowing remixes and derivative works of the code, graphics, sound effects, and music—even for commercial use. The source code license is the GNU GPL Version 3, and the media is covered by the Creative Commons BY-SA license. No special software or programming experience are needed—XONG has been packaged up so that you can just download the game and edit the graphics/code/music/sounds in place, and re-start the game to see your changes. Plus, it is available for Windows, Mac OS X, and GNU/Linux, so you can remix it on whichever OS you use, using whatever programs you like."
Cool (Score:5, Interesting)
Re:Cool (Score:5, Insightful)
I dare anybody to watch the game in action [youtube.com]" without visiting the website and come to any conclusion about how the game works, or what it is you're controlling, what you have to achieve, how you score or how you die
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Lockout chip (Score:2)
I'll reserve judgement until the DSi version comes out.
Then you'll probably be reserving judgment indefinitely. The DSi firmware is cryptographically secured against the use of free software.
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I'm thinking PacMan + DigDug + BoulderDash + Worms + Too Much Caffeine for the Developer + Graphics that make my old C64 look good.
Really looks like another lame attempt to get hits for a personal web site.
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Reminds me of an old 8-bit Atari game called Firebug Olga. It had weird gameplay because it was a mix of at least Digdug and Pacman that also let you shoot things after gathering enough doodads on the screen. I think it was one of those weird "demo" or magazine games that made its way around enthusiast groups or something, since I couldn't find much in the way of reference to it.
Now if somebody could remake that one 8-bit tank game where you could build walls and had exploding shells that could also ricoche
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Can you figure out chess by just looking at it? Do you care if your chess pieces have 1 trillion triangle detail and facial animation and cutscenes where the queen cries?
God forbid! Next thing you know somebody might actually make a GAME instead of an interactive movie! OMG!
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Well, in case of a chess game then you are right, but uhm...
What would be the best graphical design for this game? Might that not be simplicity? Bevers and battleships with ambiant occlusion and all that isn't realy going to help the overal overview of the game itself and maybe, just maybe, make it a lot worse to play as you have to track a lot that is going on. The simpler, the better your play.
But then again... It can be mashed-up with POVray xD
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Is that a spoof?
It reminded me more of this: http://www.cracked.com/video_17500_a-helpful-tutorial-most-difficult-video-game-ever.html [cracked.com] than a gameplay video.
Re:Cool (Score:4, Interesting)
You control the box. You are trying (among other things?) to kill the things moving around. This seems to be largely done by forcing them into striking bombs (the empty squares). You can use a "puck"--the round circle that bounces back toward the box--to tunnel through the walls, and you can drop "chevrons" that force the enemies to move in the indicated direction. This is especially useful for forcing them to hit a bomb or get trapped in a tunnel.
It's not
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Still this could have some potential if some one makes a more streamlined/faster paced version.
Re:Cool (Score:5, Funny)
Yeah, maybe he should make the code available to the whole world and invite people to change the graphics and sounds.
Come to think of it, I think I remember seeing a story not too long ago about something like that...
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1m21s.
Re:Cool (Score:5, Funny)
have you seen it running?
man, that game is operating in like 7-dimensions - yet without 'height', concurrently in multiple parallel-universes - with grandfather paradox feedback - before, after and even "word doesn't yet exist" the original causation event. my friend played a full game (no trainer) the other week, he finished 106 years ago with a top score of "japan"
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If this is supposed to show off Lisp (Score:5, Insightful)
I don't want to see something you consider needing work in Lisp. This game has to be the most confusing thing I've seen in a long time. Extremely poor design. Now I realize that doesn't mean the language behind it is bad, but it is not a good way to showcase things. "Oh look how extensible Lisp is! You can edit a poorly done extremely complex game!"
I mean I could counter with "Look how extensible C++ is! Go purchase Civ 4 and marvel at the amount of flexibility it has, without ever touching the source code (most of the game is in XML and Python)."
When you want to showcase something, you want a good looking, easy to use demo. You want a polished final product.
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niche in a niche in a niche (Score:1, Insightful)
So to actually change something besides the media (wich is something you can do on a lot of games already), you need to know LISP and get to know your custom .pak format. I don't think this will take off.
"Permissive" license (Score:5, Insightful)
Typically, the term "permissive" implies a BSD-like license, i.e. no copyleft. I'm just saying.
Re:"Permissive" license (Score:4, Funny)
Completely agree. I was turned off when I saw it was CC BY-SA and GPLv3'd. Hate both licenses. Hate.
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That's only because you hate freedom [gnu.org].
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Yes because freedom is having one person define what freedom means.
OMFG, You Just Said... (Score:1, Offtopic)
OMFG, in the last 18 years or so, something has been itching at the back of my head after hearing RMS speak. I've been following the whole GPL, BSD, etc. BS for awhile. Something kept nagging at me and I couldn't find the words for it.
You're post, screaming for a true implementation of a sarcasm tag, just wrapped up the whole thing for me. You have provided my new sig line.
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OMFG, in the last 18 years or so, something has been itching at the back of my head after hearing RMS speak. I've been following the whole GPL, BSD, etc. BS for awhile. Something kept nagging at me and I couldn't find the words for it.
You're post, screaming for a true implementation of a sarcasm tag, just wrapped up the whole thing for me. You have provided my new sig line.
To be honest, it's a weak argument against the FSF's version of freedom.
There are other licenses outside of the GPL that the FSF considers fully free, in that they force users of the code to extend the same freedom they were given unto others.
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There are other licenses outside of the GPL that the FSF considers fully free, in that they force users of the code to extend the same freedom they were given unto others.
Again freedom only what the FSF defines as freedom.
Your point? The FSF considers BSD licenses free as well, but their preference is for the GPL and its ilk.
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That's only because you hate freedom [gnu.org].
I decided to use the GPL instead of a dog license, now my dog has run away.
Re:"Permissive" license (Score:4, Informative)
maintain the updates and the original code for x amount of years
I'm not aware that either licence requires you to do either of these things - under GNU GPL v3, the licence for the code, you have a number of options if you wish to distribute the covered code in binary form (article 6, GNU GPL 3.0) on a commercial basis, including:
In neither case are you required to host / distribute the source code at any point after you cease to distribute the binary.
Similarly, in terms of "maintenance", your code can be as buggy as you wish - there is no obligation maintain, release new versions, merge patch submissions etc., unless you wish to do so.
(IAAL, doing quite a lot of open source work, but this is not legal advice :))
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http://blogs.computerworld.com/15254/sflc_hammers_gpl_violators [computerworld.com]
http://www.fsf.org/news/2008-12-cisco-suit [fsf.org]
Re:"Permissive" license (Score:4, Informative)
Yes, those are examples of copyright infringement claims brought against those who fail to comply with licence requirements. However, those links do not support your position that GNU GPL 3.0 includes an obligation to maintain code, as your original post comments, but rather reflect that the code is licensed, rather than freely usable works in the public domain, and that, to use the code, one must comply with the licence requirements.
Cisco could have complied with the licensing terms, using either of the options above, without a need to provide access to source code after distribution of the binary / embedded product. However, if Cisco chose to make use of the "written offer" (s6(b) GNU GPL 3.0, s3(b) GNU GPL 2.0) route, and did not accompany distribution with source, then, yes, it has an obligation to make it available after the point of distribution. But, since this mechanism is optional, it is not a requirement - maintenance of code is only a requirement if one chooses to release binaries in this particular manner.
(There are obligations other than just source distribution, but, not the point of the discussion here - referenced just for completeness)
Re:"Permissive" license (Score:4, Informative)
You don't, only if you republish the code in binary form.
Complete lie.
Good on you, that's exactly what you can do with both GPL and BSD.
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I have read the license text, I have read the actual court cases where the GPL folks have sued companies for not providing access to their code for x amount of years.
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I don't hate Jesus, but I imagine he doesn't like the GPL either as it removes freely receiving and freely giving.
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I think Jesus is supposed to mean RMS, based solely on appearance.
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RMS != Jesus
RMS != any known diety
RMS == sad, pathetic man with a need to force his insane vision on everyone with his infectious license
True open-source means you don't have to license your contributions the way someone else says
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Tell that to the GPL folks (whom have successfully sued in court that the terms of the license be upheld).
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Wait, what? The GPL doesn't work that way. All it does it provide you with a shield against copyright infringement. You can't sue to force compliance, you can only sue for copyright damages.
Straight up now, I can't find any evidence of a GPL-violation copyright case being decided in court, let alone that licensing compliance has been enforced. Your claim, your [citation needed].
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http://blogs.computerworld.com/15254/sflc_hammers_gpl_violators [computerworld.com]
http://www.fsf.org/news/2008-12-cisco-suit [fsf.org]
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WTF are you talking about??? You appear to be drawing a fine distinction where none is needed. If you violate the terms of the GPL, the license ceases to exist and you can be sued for copyright infringement.
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oh yeah. I guess I should change that. ):
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If you don't mind me asking, why do you "hate" them?
The only reason I see to hate them is if you want to ship a closed source derivative of some software released under such licenses. Otherwise, how do they affect you in any way, so much that you hate them?
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Besides being infectious (mainly aimed at the GPLv3 as I'm most well versed on the GPL (at least up until GPL2))? Limiting? Nah, I'll take a BSD or almost any other copyfree [copyfree.org] license over the GPL any day.
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Yes, you can combine his BSD code with your GPL code and release it as GPL. That's what the term GPL-compatible means.
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No, as a matter of fact I'm not, but I prefer copyfree licenses [copyfree.org] (like the Apache and BSD licenses) over copyleft.
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You're not an entitlement bitch, are you?
You're god-damned right I'm an entitlement bitch. I'm entitled to write my own code and not have to release the source of the code that I write.
But if code I write cooperates with code that is GPL, then it is illegal for me to distribute my code along with the GPL code, even if I follow the GPL licencing requests to re-distribute the source of the GPL code.
If I create an image viewer, and don't care to share it's source, that should be my business. I mean, I am the author and all, right? And lets say to ena
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If you want to build a closed source thing, RMS (and, implicitly, the author of the hypothetical codec) thinks it should be difficult for you.
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I should have known better than to click a link to anything on Encyclopedia Dramatica, doubly so since it's a link from a /. AC, triply so considering it was labeled a "man train". Epic fail on my part. You sir/ma'am, otoh, have won, but only this round.
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No, it's more of ARM (analog rights management). There is no digital software keeping the source code open.
Also, whereas DRM pro-actively prevents you from using the software in an undesired way, copyleft retroactively does so (through legislation). You can go ahead and use the software in a commercial closed-source application, but if you get caught you must pay the consequences.
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Do I have the option to ignore the license (especially the non-distribution and non-reverse engineering clauses) of a closed source application just because I want to use them?
Yes, but you'll get sued. Hence it's retroactive.
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Re:How is this different from the mod scene? (Score:5, Funny)
Is it on slashdot because it is news, or is it news because it's on slashdot?
This discussion is now about philosophy.
Re:How is this different from the mod scene? (Score:4, Funny)
Hitler also had a philosophy.
Check and mate.
Re:How is this different from the mod scene? (Score:5, Funny)
Check and mate.
Well, this match is over. God wins!
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Well, this match is over. God wins!
"God is dead."
- Friedrich Nietzsche, 1882
"Nietzsche is dead."
- God, 1900
God always wins.
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Is that a clever pun on Godwins' law, or is it just a very fortunate coincidence?
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Yes.
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Hitler also had a philosophy.
Check and mate.
Once again, introducing Heidegger makes the discussion incomprehensible.
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how is this project different from the usual mod scene for your typical run-of-the-mill game?
The mod-scene doesn't generally do attention whoring on /.
Re:How is this different from the mod scene? (Score:5, Insightful)
usually on the mod scene you do not have access to the whole game engine. Heck, when tho id software open source their game engines, they still retain copyright on the models and graphics.
Re:How is this different from the mod scene? (Score:4, Funny)
It is different because the mod scene generally works on games that are good and that people care about.
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Because this game sucks, and is open source (Score:1, Flamebait)
Slashdot doesn't comment on the mod scene much because it is mostly limited to commercial software since it is mostly limited to good games. You take a game that has a solid engine, with lots of good looking assets, and then add to that the ability to customize it easily through XML or included editors or what not and you find that people often flock to modifying it. They start from a strong base, making it much easier to create a useful, fun, mod. You don't have to redo everything, the game is already good
Re:Because this game sucks, and is open source (Score:5, Informative)
Slashdot doesn't comment on the mod scene much because it is mostly limited to commercial software since it is mostly limited to good games. You take a game that has a solid engine, with lots of good looking assets, and then add to that the ability to customize it easily through XML or included editors or what not and you find that people often flock to modifying it. They start from a strong base, making it much easier to create a useful, fun, mod. You don't have to redo everything, the game is already good. You just, well, modify.
Such a game (which is open source) already exists. It's called Wesnoth [wesnoth.org]
P.S. Was this flame/troll?
Suggestions for XONG remixers (Score:5, Funny)
This game at first glance appears to be a take on an early roguetype; however in truth it's less adventureish, gear-based or as rich with chance taking. It's quirky though:
You control a vulnerable white square attempting to infiltrate a semi-randomly generated abstract color field environment infested with robots. You are armed with a paint-absorbent hockey puck that can pick up color and transfer it to other objects. If you lose your puck, you have to find another; these are scattered through the environment and look like the letter P. There are no hit points; any hit kills you, and completely ends your game. You cannot shoot enemies; instead you drop direction-changing arrows called "chevrons" to guide them to their doom in one of XONG's many black holes. But your puck will also follow the arrows, so be careful where you fire; otherwise you'll lose it down a black hole.
I can imagine any number of possibilities for this game so here are my suggestions...
You could attach a consistently looping 8-bit track, and perhaps add a purple 'M' character that changes said track between a selection of five inbetween your fight for survival. XONG: SONG Edition.
You could append a boss enemy with a brown capital 'K' - this will spawn periodically in the game to increase the challenge difficulty. However you can destroy him by luring him to the red 'M' which insta-deaths the K. XONG: KONG Edition.
You could attach an RPG element with a short text preamble which says you're a stoner who's attempting to work his way up the hockey league and must find a bong in under 200 move intervals to survive - upon 10,000 moves (progressive difficulty) and then you win hockey stardom...it could be called XONG: BONG Hockey Master Edition.
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This game at first glance appears to be a take on an early roguetype; however in truth it's less adventureish, gear-based or as rich with chance taking. It's quirky though:
You control a vulnerable white square attempting to infiltrate a semi-randomly generated abstract color field environment infested with robots. You are armed with a paint-absorbent hockey puck that can pick up color and transfer it to other objects. If you lose your puck, you have to find another; these are scattered through the environment and look like the letter P. There are no hit points; any hit kills you, and completely ends your game. You cannot shoot enemies; instead you drop direction-changing arrows called "chevrons" to guide them to their doom in one of XONG's many black holes. But your puck will also follow the arrows, so be careful where you fire; otherwise you'll lose it down a black hole.
Oh, so THAT's what's going on... I went to see their "Gameplay video with commentary, at youtube" and I had no clue as to what the hell I was looking at. This is some very, very nerdy stuff, and that's coming from a fairly nerdy guy. ASCII characters as game sprites... party like it's 1989!
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Yeah I used to play Nethack a lot some time ago; learning a roguelike game gives one enough insight to spot any other game of the sort easily. Infact any young nerd who creates a game like XONG is very, very likely to have experience with a rogue-type game dating to the 1980s.
Nethack is common among nerds - and if you tire of the ASCII stuff you can commit a mild act of sacrilige and play a version more conventional in appearance one of which is included with the standard Nethack package that one can downlo
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Also I got a Rogue port for my iPhone, but I can't say that touch is the way to go for that style of game.
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Those are all fine ideas, but when modding any new game you have to get the basics out of the way first. So we should start with a white square no panties mod.
One thing (Score:1)
How hard is it to rewrite the code and wouldn't this just be the equivalent of passing on the brunt of the game development to someone else?
Can anyone tell me (Score:3)
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Yup, and that's the problem with Slashdot. It and its readers are increasingly evaluating stories and comments as this were primarily an open-source advocacy site, as opposed to a nerd/news site with a special focus on the open source movement. So what really has to be describe as an advertisement for an obscure (google "Xong review" if you think that's not fair) self-published game gets stuck on the front page by including a few buzzwords (GPL, Creative Commons), and the editing decision gets endorsed--e
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If this is advertising or genuine news?
Whoa. That's like, a zen koan.
Maybe what you must realize is: There is no news.
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It's advertising. I'm making a simple game right now that's taken me all of 5 evenings, using entirely open source software. I haven't played XONG, but the technology doesn't look all that advanced. My own code is composed of a few simple libraries:
Ogre (Graphics)
Lua (Scripting)
ToLua (Script Bindings)
OpenAL (Audio)
All of this is open source, and aside from OpenAL is a BSD or similar license. I could probably release my code right now, after 5 days of work, and let users have their own sandbox to play in
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It's called slow news day [youtube.com].
how is this any better than the Quake3 source code (Score:1, Insightful)
I don't understand why this guy should get some attention for what is basically an invitation to do and old fashiond "total conversion" of a game... you know... games that are more advanced that glorified ASCII games or 16 color X11 graphics?
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Why is this insightful. This anonymous coward has no insight at all. Quake3 is actually very hard and time consuming to modify. Try adding a new character, a new skin, a new model, a new object, a new weapon.
All of these things require a lot of assets and often actual coding. It is very difficult to do much with quake3 and the fact that it is 3D knocks out anyone who is doesn't under linear algebra.
A 2D roguelike is very simple.
Some comments from XONG's author (Score:5, Informative)
Re:Some comments from XONG's author (Score:5, Insightful)
So if the videos seem inscrutable, try reading the instructions. I make no claim to the engine or game being the greatest ever, but I hope the contest will be fun and get people possibly involved with creative commons licensed art, or free software, or lisp game dev
Oh, don't mind us, we just love to shit all over someone's hard work, you know? Call it a hobby, if you will. Never mind the fact that 90% of us here couldn't construct a game to save our miserable lives, let alone make one you can remix.
Re:Some comments from XONG's author (Score:4, Interesting)
Hello folks, I have addressed the originality (or alleged lack thereof) of the remix contest in another message here.
I chose XONG because it's a small and relatively simple game, so it would be easier to get started remixing. There is a review of Xong here: http://playthisthing.com/xong [playthisthing.com]
And, folks, the game includes a thorough HELP screen on the F1 key, and an interactive in-game tutorial. So if the videos seem inscrutable, try reading the instructions.
I make no claim to the engine or game being the greatest ever, but I hope the contest will be fun and get people possibly involved with creative commons licensed art, or free software, or lisp game dev. Who knows?
While I do really appreciate your effort and ideas, theres a few things you should look at first.
1) The game looks like from the 80's. It doesn't make a good impression and is hard to get people involved. Hell, some of the games I coded at 12-13 year old had a lot better graphics and ideas (no offense to you, just good old critical comment if you want it!)
2) Are there any tools to help change the game? There is and have been already immersive modding community out there. You have to provide similar tools, just being "open source" doesn't really do much.
As a person working in the games industry, and who has coded since 8 years old and working in freeware/shareware, indie, and commercial industry, I really think you need more to accomplish your goals.
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While not every game needs the latest and greatest 3D graphics, I find every game should at least work towards at least the graphics of a Zelda1 or Boulderdash, as no matter how good the game is, a few proper tiles can always make the game not only look better, but also make it easier to understand. In Xong for example the way the way trails are represented as - and | without proper tiles for curves is confusing. Another example would be nethack, where in most clients you can't tell the difference between a
Author explains XONG gameplay (Score:4, Informative)
Best! (Score:1, Funny)
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Greatest rootkit delivery system EVER!
If you weren't worried about copyright infringement you could remix Sony's rootkit delivery system as well. ;)
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No claim to uniqueness of license was made, in fact the page links to the stock gplv3 and cc-by-sa 3.0 usa.
In slashdot where everything is free this might not seem like news, but in the Indie Game Development world source is often closed and assets are very rarely licensed to allow derivative works, let alone commercial use. As an INDIE contest I actually consider this relatively unique.
"Edit in place" works here because we ship the SBCL compiler in the binary----so remixers changes to the .lisp files are r
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List sucks.
Are you sure it's the language and not your own personal problem?
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...apart from the need to learn LISP.
Yeah, that'll be a useful skill for game programmers later on in life.
Jak and Daxter (Score:3, Informative)
...apart from the need to learn LISP.
Yeah, that'll be a useful skill for game programmers later on in life.
I can't tell if that was sarcasm or not. Jak and Daxter was written in Lisp [c2.com].