Tiny Glade
Galahed 1 OCT 2024 a las 1:11
Commercial usage of screenshots?
I want make my dnd adventure and takes screenshots from Tiny Glade as illustration of village. And then sell it's on itch.io as pdf - it's possible? Cannot found information about commercial usage of screenshots as in Dungeon Alchemist, for example.
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Mostrando 1-13 de 13 comentarios
SniperESL 17 NOV 2024 a las 10:08 
It is a very good question. I will follow this topic :)
Private117 18 NOV 2024 a las 13:17 
no commercial use. only just as any other game where common fair use applies. for personal stuff yes. But thats it.

Devs usually dont like their work and assets used for other peoples gains. So they would have to make licenses you could buy. Or decide on case by case basis which they dont have time for.
JohnnyBonny 19 NOV 2024 a las 9:41 
Contact the developers through official channels, If you try to profit of other peoples work you can get int a ton of ♥♥♥♥.
Eleven06 26 NOV 2024 a las 20:38 
A large portion of assets (and I think some code as well) used by Tiny Glade are open source. Seems a bit sus that they seem to be so against using it commercially when that's exactly what they're doing already.
Private117 27 NOV 2024 a las 8:00 
Publicado originalmente por Eleven06:
A large portion of assets (and I think some code as well) used by Tiny Glade are open source. Seems a bit sus that they seem to be so against using it commercially when that's exactly what they're doing already.

aight. go ahead. point out your sources. please show us the large portion of assets.
Última edición por Private117; 27 NOV 2024 a las 8:01
Eleven06 27 NOV 2024 a las 15:39 
Publicado originalmente por Private117:
Publicado originalmente por Eleven06:
A large portion of assets (and I think some code as well) used by Tiny Glade are open source. Seems a bit sus that they seem to be so against using it commercially when that's exactly what they're doing already.

aight. go ahead. point out your sources. please show us the large portion of assets.

You can read their credits on their own website.

Open Source
(Thanks to all the authors!) ab_glyph, ab_glyph_rasterizer, addr21ine, adler, ahash, aho-corasick, alloc-no-stdlib, alloc-stdlib, allocator-api2, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, anyhow, append-only-vec, approx, arbitrary-chunks, arboard, arc-swap, arraydeque, arrayref, arrayvec, ascii, ash, ash-window, async-channel, async-compression, async-executor, async-task, async-trait, atomic_float, atty, autocfg, backtrace, base16ct, base64, bevy_app, bevy_core, bevy_derive, bevy_ecs, bevy_ecs_macros, bevy_input, bevy_log, bevy_macro_utits, bevy_math, bevy_ptr, bevy_reflect, bevy_reflect_derive, bevy_state, bevy_state_macros, bevy_tasks, bevy_time, bevy_utils, bevy_utils_proc_macros, binary-merge, bincode, bit-iter, bit-vec, bit _ field, bitflags, blake3, block-buffer, bracket-noise, bracket-random, breakpad-symbols, brotli, brotli-decompressor, bumpalo, bunt, bunt-macros, by_address, byte-slice-cast, bytecheck, bytecheck_derive, bytemuck, bytemuck_derive, byteorder, bytes, c_str_macro, cab, cache_control, cachemap2, cc, cfg-if, cfg_aliases, chunked_transfer, circular, clap, clap_builder, clap_derive, clap_lex, clipboard-win, clone_from, color_quant, colorchoice, colored, concurren -queue, const-fnvla-hash, const_soft_float, constant_time_eq, constgebra, convert_case, cosmic-text, cpp_demangle, cpufeatures, crash-context, crash-handler, crc, crc-catalog, crc32fast, crossbeam, crossbeam-channel, crossbeam-deque, crossbeam-epoch, crossbeam-queue, crossbeam-utils, crypto-common, csv, csv-core, cursor-icon, ddsfile, debugid, deranged, derive_deref, derive_more, difference, digest, dirs, dirs-sys, dolly, downcast-rs, dunce, easy-ext, easy-parallel, ecolor, egui, egui-winit, egui_extras, either, elsa, emath, encoding_rs, enum-iterator, enum-iterator-derive, enum-map, enum-map-derive, enum_primitive, env_logger, epaint, equivalent, erased-serde, error-code, etagere, euclid, event-listener, event-listener-strategy, exr, fallible-iterator, fast-srgb8, fastrand, fern, FidelityFX, filetime, fixedbitset, flate2, flume, fnv, font-types, fontdb, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, framehop, fs4, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, fxhash, generic-array, getrandom, gif, gimli, git-version, git-version-macro, glam, gpu-allocator, gpu-profiler, GPU-Raytracer, grid, half, hash32, hashbrown, hashlink, heapless, heck, hex, hexasphere, hostname, hotwatch, http, http-body, httparse, httpdate, humantime, hyper, hyper-rustls, iced, iced_core, iced_futures, iced_graphics, iced_renderer, iced_runtime, iced_style, iced_tiny_skia, iced_widget, iced_winit, idna, image, indexmap, inplace-vec-builder, instant, intel_tex_2, ipnet, ispc_rt, itertools, itoa, jobserver, jpeg-decoder, kajiya, kamadak-exif, known-folders, kurbo, Iazy_static, Icms2, Icms2-sys, lebe, lerp, libc, libfmod, libloading, libm, linear-map, linux-perf-data, linux-perf-event-reader, litrs, lock_api, log, log-once, Izma-rs, Izxd, macaw, macho-unwind-info, match_cfg, matchers, matrixmultiply, maybe-owned, memchr, memmap2, memoffset, mime, mime_guess, minidump, minidump-common, minidump-unwind, minidump-writer, minidumper, minimal-lexical, miniz_oxide, mint, mio, modular-bitfield, modular-bitfield-impl, msvc-demangler, mutate_once, nalgebra, nalgebra-macros, nohash-hasher, nom, nonmax, notify, nu-ansi-term, num-complex, num-conv, num-derive, num-integer, num-rational, num-traits, num_cpus, num_enum, num_enum_derive, obfstr, Object, obvhs, once_cell, open, option-ext, ordered-float, os_info, overload, owned_ttf_parser, palette, palette_derive, parking, parking_lot, parking_lot_core, parry3d, partition, paste, path-slash, pdb-addr21ine, pdb2, pe-unwind-info, percent-encoding, perchance, petgraph, phf, phf_generator, phf_macros, phf_shared, pin-project-lite, pin-utils, pkg-config, png, polling, powerfmt, ppv-lite86, presser, pretty_env_logger, proc-macro-crate, proc-macr02, procfs-core, ptr_meta, ptr_meta_derive, puffin, puffin_http, qoi, quick-error, quote, rand, rand_chacha, rand_core, rand_xorshift, range-collections, range-map, rangemap, rapier3d, raw-cpuid, raw-window-handle, rawpointer, rayon, rayon-core, rdst, read-fonts, ref-cast, ref-cast-impl, regex, regex-automata, regex-syntax, relative-path, rend, reqwest, rfd, ring, rkyv, rkyv_derive, robust, ron, rspirv, rstar, rustc-demangle, rustc-hash, rustc_version, rustls, rustls-pemfile, rustls-webpki, rustybuzz, ruzstd, ryu, safe_arch, same-file, samply-symbols, scopeguard, scroll, scroll_derive, sct, seahash, self_cell, semver, sentry, sentry-backtrace, sentry-contexts, sentry-core, sentry-types, serde, serde_derive, serde_json, serde_urlencoded, sha2, shader-prepper, sharded-slab, simba, simd-adler32, simple_logger, siphasher, slab, slotmap, smallvec, smart-default, smol_str, socket2, softbuffer, spade, speedy, speedy-derive, spin, spin_on, spin_sleep, spirq, spirv, srcsrv, stable_deref_trait, static_assertions, steamworks, steamworks-sys, strict-num, strsim, suncalc, svg_fmt, swash, symsrv, syn, synstructure, sys-locale, taffy, take-until, tempfile, termcolor, thiserror, thiserror-impl, thread_local, tiff, time, time-core, time-macros, tiny-skia, tiny-skia-path, tiny_http, tinyvec, tinyvec_macros, tokio, tokio-rustls, tokio-util, toml, toml_datetime, toml_edit, tower-service, tracing, tracing-attributes, tracing-core, tracing-log, tracing-subscriber, try-lock, ttf-parser, twox-hash, typenum, unicase, unicode-bidi, unicode-bidi-mirroring, unicode-ccc, unicode-ident, unicode-linebreak, unicode-normalization, unicode-properties, unicode-script, unicode-segmentation, unicode-xid, untrusted, url, ustr, utf8parse, uuid, vectorize, version_check, vk-sync-fork, walkdir, want, web-time, webbrowser, webpki-roots, weezl, wholesym, wide, winapi, winapi-util, window_clipboard, windows, windows-sys, windows-targets, wtndows_x86_64_msvc, winit, winnow, winreg, XeGTAO, xxhash-rust, yaml-rust2, yazi, yoke, yoke-derive, zeno, zerocopy, zerocopy-derive, zerofrom, zip, zstd, zstd-safe, zstd-sys, zune-core, zune-inflate, zune-jpeg


If you look at the actual license files in the demo, you'll see all the open source licenses they are required to share as terms of the use of the open source licenses. There are A LOT of them in there and keep in mind they don't have to share all the stuff they used.
Private117 28 NOV 2024 a las 9:49 
Publicado originalmente por Eleven06:
Publicado originalmente por Private117:

aight. go ahead. point out your sources. please show us the large portion of assets.

You can read their credits on their own website.

Open Source
(Thanks to all the authors!) ab_glyph, ab_glyph_rasterizer, addr21ine, adler, ahash, aho-corasick, alloc-no-stdlib, alloc-stdlib, allocator-api2, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, anyhow, append-only-vec, approx, arbitrary-chunks, arboard, arc-swap, arraydeque, arrayref, arrayvec, ascii, ash, ash-window, async-channel, async-compression, async-executor, async-task, async-trait, atomic_float, atty, autocfg, backtrace, base16ct, base64, bevy_app, bevy_core, bevy_derive, bevy_ecs, bevy_ecs_macros, bevy_input, bevy_log, bevy_macro_utits, bevy_math, bevy_ptr, bevy_reflect, bevy_reflect_derive, bevy_state, bevy_state_macros, bevy_tasks, bevy_time, bevy_utils, bevy_utils_proc_macros, binary-merge, bincode, bit-iter, bit-vec, bit _ field, bitflags, blake3, block-buffer, bracket-noise, bracket-random, breakpad-symbols, brotli, brotli-decompressor, bumpalo, bunt, bunt-macros, by_address, byte-slice-cast, bytecheck, bytecheck_derive, bytemuck, bytemuck_derive, byteorder, bytes, c_str_macro, cab, cache_control, cachemap2, cc, cfg-if, cfg_aliases, chunked_transfer, circular, clap, clap_builder, clap_derive, clap_lex, clipboard-win, clone_from, color_quant, colorchoice, colored, concurren -queue, const-fnvla-hash, const_soft_float, constant_time_eq, constgebra, convert_case, cosmic-text, cpp_demangle, cpufeatures, crash-context, crash-handler, crc, crc-catalog, crc32fast, crossbeam, crossbeam-channel, crossbeam-deque, crossbeam-epoch, crossbeam-queue, crossbeam-utils, crypto-common, csv, csv-core, cursor-icon, ddsfile, debugid, deranged, derive_deref, derive_more, difference, digest, dirs, dirs-sys, dolly, downcast-rs, dunce, easy-ext, easy-parallel, ecolor, egui, egui-winit, egui_extras, either, elsa, emath, encoding_rs, enum-iterator, enum-iterator-derive, enum-map, enum-map-derive, enum_primitive, env_logger, epaint, equivalent, erased-serde, error-code, etagere, euclid, event-listener, event-listener-strategy, exr, fallible-iterator, fast-srgb8, fastrand, fern, FidelityFX, filetime, fixedbitset, flate2, flume, fnv, font-types, fontdb, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, framehop, fs4, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, fxhash, generic-array, getrandom, gif, gimli, git-version, git-version-macro, glam, gpu-allocator, gpu-profiler, GPU-Raytracer, grid, half, hash32, hashbrown, hashlink, heapless, heck, hex, hexasphere, hostname, hotwatch, http, http-body, httparse, httpdate, humantime, hyper, hyper-rustls, iced, iced_core, iced_futures, iced_graphics, iced_renderer, iced_runtime, iced_style, iced_tiny_skia, iced_widget, iced_winit, idna, image, indexmap, inplace-vec-builder, instant, intel_tex_2, ipnet, ispc_rt, itertools, itoa, jobserver, jpeg-decoder, kajiya, kamadak-exif, known-folders, kurbo, Iazy_static, Icms2, Icms2-sys, lebe, lerp, libc, libfmod, libloading, libm, linear-map, linux-perf-data, linux-perf-event-reader, litrs, lock_api, log, log-once, Izma-rs, Izxd, macaw, macho-unwind-info, match_cfg, matchers, matrixmultiply, maybe-owned, memchr, memmap2, memoffset, mime, mime_guess, minidump, minidump-common, minidump-unwind, minidump-writer, minidumper, minimal-lexical, miniz_oxide, mint, mio, modular-bitfield, modular-bitfield-impl, msvc-demangler, mutate_once, nalgebra, nalgebra-macros, nohash-hasher, nom, nonmax, notify, nu-ansi-term, num-complex, num-conv, num-derive, num-integer, num-rational, num-traits, num_cpus, num_enum, num_enum_derive, obfstr, Object, obvhs, once_cell, open, option-ext, ordered-float, os_info, overload, owned_ttf_parser, palette, palette_derive, parking, parking_lot, parking_lot_core, parry3d, partition, paste, path-slash, pdb-addr21ine, pdb2, pe-unwind-info, percent-encoding, perchance, petgraph, phf, phf_generator, phf_macros, phf_shared, pin-project-lite, pin-utils, pkg-config, png, polling, powerfmt, ppv-lite86, presser, pretty_env_logger, proc-macro-crate, proc-macr02, procfs-core, ptr_meta, ptr_meta_derive, puffin, puffin_http, qoi, quick-error, quote, rand, rand_chacha, rand_core, rand_xorshift, range-collections, range-map, rangemap, rapier3d, raw-cpuid, raw-window-handle, rawpointer, rayon, rayon-core, rdst, read-fonts, ref-cast, ref-cast-impl, regex, regex-automata, regex-syntax, relative-path, rend, reqwest, rfd, ring, rkyv, rkyv_derive, robust, ron, rspirv, rstar, rustc-demangle, rustc-hash, rustc_version, rustls, rustls-pemfile, rustls-webpki, rustybuzz, ruzstd, ryu, safe_arch, same-file, samply-symbols, scopeguard, scroll, scroll_derive, sct, seahash, self_cell, semver, sentry, sentry-backtrace, sentry-contexts, sentry-core, sentry-types, serde, serde_derive, serde_json, serde_urlencoded, sha2, shader-prepper, sharded-slab, simba, simd-adler32, simple_logger, siphasher, slab, slotmap, smallvec, smart-default, smol_str, socket2, softbuffer, spade, speedy, speedy-derive, spin, spin_on, spin_sleep, spirq, spirv, srcsrv, stable_deref_trait, static_assertions, steamworks, steamworks-sys, strict-num, strsim, suncalc, svg_fmt, swash, symsrv, syn, synstructure, sys-locale, taffy, take-until, tempfile, termcolor, thiserror, thiserror-impl, thread_local, tiff, time, time-core, time-macros, tiny-skia, tiny-skia-path, tiny_http, tinyvec, tinyvec_macros, tokio, tokio-rustls, tokio-util, toml, toml_datetime, toml_edit, tower-service, tracing, tracing-attributes, tracing-core, tracing-log, tracing-subscriber, try-lock, ttf-parser, twox-hash, typenum, unicase, unicode-bidi, unicode-bidi-mirroring, unicode-ccc, unicode-ident, unicode-linebreak, unicode-normalization, unicode-properties, unicode-script, unicode-segmentation, unicode-xid, untrusted, url, ustr, utf8parse, uuid, vectorize, version_check, vk-sync-fork, walkdir, want, web-time, webbrowser, webpki-roots, weezl, wholesym, wide, winapi, winapi-util, window_clipboard, windows, windows-sys, windows-targets, wtndows_x86_64_msvc, winit, winnow, winreg, XeGTAO, xxhash-rust, yaml-rust2, yazi, yoke, yoke-derive, zeno, zerocopy, zerocopy-derive, zerofrom, zip, zstd, zstd-safe, zstd-sys, zune-core, zune-inflate, zune-jpeg


If you look at the actual license files in the demo, you'll see all the open source licenses they are required to share as terms of the use of the open source licenses. There are A LOT of them in there and keep in mind they don't have to share all the stuff they used.

yes thats all code. because rust and bevy are open source, so peopel already made multiple plugins and tools for it, that also are open source. And you can just go and grab them and make your own game.

but i dont see any 3d models in there as you stated and what the topic of this post was. using their assets and models not the code.
so please...again...show me the 3d models that they use. you claimed most of them are free.

also the code for procedural wall system that the buildings and the walls are made of is made by ana and tom.
Última edición por Private117; 28 NOV 2024 a las 9:55
Eleven06 29 NOV 2024 a las 19:54 
Publicado originalmente por Private117:
Publicado originalmente por Eleven06:

You can read their credits on their own website.

Open Source
(Thanks to all the authors!) ab_glyph, ab_glyph_rasterizer, addr21ine, adler, ahash, aho-corasick, alloc-no-stdlib, alloc-stdlib, allocator-api2, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, anyhow, append-only-vec, approx, arbitrary-chunks, arboard, arc-swap, arraydeque, arrayref, arrayvec, ascii, ash, ash-window, async-channel, async-compression, async-executor, async-task, async-trait, atomic_float, atty, autocfg, backtrace, base16ct, base64, bevy_app, bevy_core, bevy_derive, bevy_ecs, bevy_ecs_macros, bevy_input, bevy_log, bevy_macro_utits, bevy_math, bevy_ptr, bevy_reflect, bevy_reflect_derive, bevy_state, bevy_state_macros, bevy_tasks, bevy_time, bevy_utils, bevy_utils_proc_macros, binary-merge, bincode, bit-iter, bit-vec, bit _ field, bitflags, blake3, block-buffer, bracket-noise, bracket-random, breakpad-symbols, brotli, brotli-decompressor, bumpalo, bunt, bunt-macros, by_address, byte-slice-cast, bytecheck, bytecheck_derive, bytemuck, bytemuck_derive, byteorder, bytes, c_str_macro, cab, cache_control, cachemap2, cc, cfg-if, cfg_aliases, chunked_transfer, circular, clap, clap_builder, clap_derive, clap_lex, clipboard-win, clone_from, color_quant, colorchoice, colored, concurren -queue, const-fnvla-hash, const_soft_float, constant_time_eq, constgebra, convert_case, cosmic-text, cpp_demangle, cpufeatures, crash-context, crash-handler, crc, crc-catalog, crc32fast, crossbeam, crossbeam-channel, crossbeam-deque, crossbeam-epoch, crossbeam-queue, crossbeam-utils, crypto-common, csv, csv-core, cursor-icon, ddsfile, debugid, deranged, derive_deref, derive_more, difference, digest, dirs, dirs-sys, dolly, downcast-rs, dunce, easy-ext, easy-parallel, ecolor, egui, egui-winit, egui_extras, either, elsa, emath, encoding_rs, enum-iterator, enum-iterator-derive, enum-map, enum-map-derive, enum_primitive, env_logger, epaint, equivalent, erased-serde, error-code, etagere, euclid, event-listener, event-listener-strategy, exr, fallible-iterator, fast-srgb8, fastrand, fern, FidelityFX, filetime, fixedbitset, flate2, flume, fnv, font-types, fontdb, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, framehop, fs4, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, fxhash, generic-array, getrandom, gif, gimli, git-version, git-version-macro, glam, gpu-allocator, gpu-profiler, GPU-Raytracer, grid, half, hash32, hashbrown, hashlink, heapless, heck, hex, hexasphere, hostname, hotwatch, http, http-body, httparse, httpdate, humantime, hyper, hyper-rustls, iced, iced_core, iced_futures, iced_graphics, iced_renderer, iced_runtime, iced_style, iced_tiny_skia, iced_widget, iced_winit, idna, image, indexmap, inplace-vec-builder, instant, intel_tex_2, ipnet, ispc_rt, itertools, itoa, jobserver, jpeg-decoder, kajiya, kamadak-exif, known-folders, kurbo, Iazy_static, Icms2, Icms2-sys, lebe, lerp, libc, libfmod, libloading, libm, linear-map, linux-perf-data, linux-perf-event-reader, litrs, lock_api, log, log-once, Izma-rs, Izxd, macaw, macho-unwind-info, match_cfg, matchers, matrixmultiply, maybe-owned, memchr, memmap2, memoffset, mime, mime_guess, minidump, minidump-common, minidump-unwind, minidump-writer, minidumper, minimal-lexical, miniz_oxide, mint, mio, modular-bitfield, modular-bitfield-impl, msvc-demangler, mutate_once, nalgebra, nalgebra-macros, nohash-hasher, nom, nonmax, notify, nu-ansi-term, num-complex, num-conv, num-derive, num-integer, num-rational, num-traits, num_cpus, num_enum, num_enum_derive, obfstr, Object, obvhs, once_cell, open, option-ext, ordered-float, os_info, overload, owned_ttf_parser, palette, palette_derive, parking, parking_lot, parking_lot_core, parry3d, partition, paste, path-slash, pdb-addr21ine, pdb2, pe-unwind-info, percent-encoding, perchance, petgraph, phf, phf_generator, phf_macros, phf_shared, pin-project-lite, pin-utils, pkg-config, png, polling, powerfmt, ppv-lite86, presser, pretty_env_logger, proc-macro-crate, proc-macr02, procfs-core, ptr_meta, ptr_meta_derive, puffin, puffin_http, qoi, quick-error, quote, rand, rand_chacha, rand_core, rand_xorshift, range-collections, range-map, rangemap, rapier3d, raw-cpuid, raw-window-handle, rawpointer, rayon, rayon-core, rdst, read-fonts, ref-cast, ref-cast-impl, regex, regex-automata, regex-syntax, relative-path, rend, reqwest, rfd, ring, rkyv, rkyv_derive, robust, ron, rspirv, rstar, rustc-demangle, rustc-hash, rustc_version, rustls, rustls-pemfile, rustls-webpki, rustybuzz, ruzstd, ryu, safe_arch, same-file, samply-symbols, scopeguard, scroll, scroll_derive, sct, seahash, self_cell, semver, sentry, sentry-backtrace, sentry-contexts, sentry-core, sentry-types, serde, serde_derive, serde_json, serde_urlencoded, sha2, shader-prepper, sharded-slab, simba, simd-adler32, simple_logger, siphasher, slab, slotmap, smallvec, smart-default, smol_str, socket2, softbuffer, spade, speedy, speedy-derive, spin, spin_on, spin_sleep, spirq, spirv, srcsrv, stable_deref_trait, static_assertions, steamworks, steamworks-sys, strict-num, strsim, suncalc, svg_fmt, swash, symsrv, syn, synstructure, sys-locale, taffy, take-until, tempfile, termcolor, thiserror, thiserror-impl, thread_local, tiff, time, time-core, time-macros, tiny-skia, tiny-skia-path, tiny_http, tinyvec, tinyvec_macros, tokio, tokio-rustls, tokio-util, toml, toml_datetime, toml_edit, tower-service, tracing, tracing-attributes, tracing-core, tracing-log, tracing-subscriber, try-lock, ttf-parser, twox-hash, typenum, unicase, unicode-bidi, unicode-bidi-mirroring, unicode-ccc, unicode-ident, unicode-linebreak, unicode-normalization, unicode-properties, unicode-script, unicode-segmentation, unicode-xid, untrusted, url, ustr, utf8parse, uuid, vectorize, version_check, vk-sync-fork, walkdir, want, web-time, webbrowser, webpki-roots, weezl, wholesym, wide, winapi, winapi-util, window_clipboard, windows, windows-sys, windows-targets, wtndows_x86_64_msvc, winit, winnow, winreg, XeGTAO, xxhash-rust, yaml-rust2, yazi, yoke, yoke-derive, zeno, zerocopy, zerocopy-derive, zerofrom, zip, zstd, zstd-safe, zstd-sys, zune-core, zune-inflate, zune-jpeg


If you look at the actual license files in the demo, you'll see all the open source licenses they are required to share as terms of the use of the open source licenses. There are A LOT of them in there and keep in mind they don't have to share all the stuff they used.

yes thats all code. because rust and bevy are open source, so peopel already made multiple plugins and tools for it, that also are open source. And you can just go and grab them and make your own game.

but i dont see any 3d models in there as you stated and what the topic of this post was. using their assets and models not the code.
so please...again...show me the 3d models that they use. you claimed most of them are free.

also the code for procedural wall system that the buildings and the walls are made of is made by ana and tom.

Like I said, go read the credits. Facts are facts. You can be in denial, doesn't matter to me. You even said in your response that you acknowledge they used open source code, and yet here we are how many posts or threads into the life of Tiny Glade but we've got no confirmation on even a limited commercial license. The spirit of using open source resources commercially and then telling people they can't even use screenshots of their creations in any commercial capacity is absurd.

I won't be buying this game and de-wishlisted it precisely because of this attitude.
JungleJollies[] 29 NOV 2024 a las 20:50 
Publicado originalmente por Private117:
no commercial use. only just as any other game where common fair use applies. for personal stuff yes. But thats it.

Devs usually dont like their work and assets used for other peoples gains. So they would have to make licenses you could buy. Or decide on case by case basis which they dont have time for.

Could you link to a source where the Devs says that?

Tiny Glade is literally pitched as "small diorama builder" which sounds more tool-like than game-like. It has has built in a screenshot capacity, and in many ways seems more like Hero Forge or Dungeon Draft, both of which have explicit language regarding commercial use of user-generated content (albeit in opposing directions).

It is fundamentally unclear to me that static 2D images made using their toolset compete with the toolset itself. Arguably Tiny Glade would benefit from attributed use, as it would drive others towards their product.

If you speak for them in some official capacity, that's different. Ditto if you have a source.
Absent that, this is an issue that they may need/want to weigh in on and make explicit...
Última edición por JungleJollies[]; 29 NOV 2024 a las 22:04
Private117 30 NOV 2024 a las 2:08 
Publicado originalmente por JungleJollies:
Publicado originalmente por Private117:
no commercial use. only just as any other game where common fair use applies. for personal stuff yes. But thats it.

Devs usually dont like their work and assets used for other peoples gains. So they would have to make licenses you could buy. Or decide on case by case basis which they dont have time for.

Could you link to a source where the Devs says that?

Tiny Glade is literally pitched as "small diorama builder" which sounds more tool-like than game-like. It has has built in a screenshot capacity, and in many ways seems more like Hero Forge or Dungeon Draft, both of which have explicit language regarding commercial use of user-generated content (albeit in opposing directions).

It is fundamentally unclear to me that static 2D images made using their toolset compete with the toolset itself. Arguably Tiny Glade would benefit from attributed use, as it would drive others towards their product.

If you speak for them in some official capacity, that's different. Ditto if you have a source.
Absent that, this is an issue that they may need/want to weigh in on and make explicit...

Yes ofc.

i would advise to just go to the discord. steam forums are not where tom and ana are haning out as much... so see the screenshot

https://prnt.sc/bXNhn5b68Unh

edit: before that statement this was the discussion:
https://prnt.sc/QRucYrNfnxIo

The conclusion of this is the first screenshot: FAIR USE. no reselling. Its literally just as any other game or software out there.
Otherwise i dare you make a screenshots of Super Mario and then Sell it. Go on.

It is fundamentally unclear to me that static 2D images made using their toolset compete with the toolset itself." Thats such a strawman statement.
a screenshot dosnt compete with the toolset/game nobody ever said that or would believe that.
see it like this, and im going with my initial example, screenshots of super mario dont compete with the game itself but its intellectual propety. People created that, companies created that visual destinct artstyle and the assets and using those assets even as a screenshot and making money of it is enriching yourself on other peoples work. Its not about that the screenshot is interchangable with the toolset/game, nobody said that. But its usage of intellectual property.
In the same vein you could say. well i took a photo of the mona lisa end selling that photo, because the photo dosnt compete with the toolset of brush and paint.
Última edición por Private117; 30 NOV 2024 a las 2:32
Don Lobo 30 NOV 2024 a las 2:35 
Publicado originalmente por Eleven06:
I won't be buying this game and de-wishlisted it precisely because of this attitude.

Good riddance.
JungleJollies[] 30 NOV 2024 a las 8:48 
Publicado originalmente por Private117:
i would advise to just go to the discord. steam forums are not where tom and ana are haning out as much... so see the screenshot

https://prnt.sc/bXNhn5b68Unh

edit: before that statement this was the discussion:
https://prnt.sc/QRucYrNfnxIo

The conclusion of this is the first screenshot: FAIR USE. no reselling...

see it like this, and I'm going with my initial example, screenshots of super mario don't compete with the game itself but its intellectual property. People created that, companies created that visual distinct artstyle and the assets and using those assets even as a screenshot and making money of it is enriching yourself on other peoples work.

Thanks for the source. Their underlying concern that they don't have the capacity legally protect their own assets (e.g. textures) without jumping through additional hoops, makes sense. Other Devs sometimes create pro-versions of the software, where folks pay a little extra for commercial use. Not Tom & Ana's priority right not, nor does it really need to be.

I'd wager they would be less concerned with a more transformative use (e.g. screenshot as basis for image trace, subsequently modified/developed through illustration software), which would honestly be the better way to develop (stylistically consistent) assets for homebrew RPG. As, at that point, it's no longer a screenshot.

Regardless, that's a question one could ask in Discord. Again, thank you for the clarification.
Última edición por JungleJollies[]; 30 NOV 2024 a las 8:50
Private117 30 NOV 2024 a las 10:37 
Publicado originalmente por JungleJollies:
Publicado originalmente por Private117:
i would advise to just go to the discord. steam forums are not where tom and ana are haning out as much... so see the screenshot

https://prnt.sc/bXNhn5b68Unh

edit: before that statement this was the discussion:
https://prnt.sc/QRucYrNfnxIo

The conclusion of this is the first screenshot: FAIR USE. no reselling...

see it like this, and I'm going with my initial example, screenshots of super mario don't compete with the game itself but its intellectual property. People created that, companies created that visual distinct artstyle and the assets and using those assets even as a screenshot and making money of it is enriching yourself on other peoples work.

Thanks for the source. Their underlying concern that they don't have the capacity legally protect their own assets (e.g. textures) without jumping through additional hoops, makes sense. Other Devs sometimes create pro-versions of the software, where folks pay a little extra for commercial use. Not Tom & Ana's priority right not, nor does it really need to be.

I'd wager they would be less concerned with a more transformative use (e.g. screenshot as basis for image trace, subsequently modified/developed through illustration software), which would honestly be the better way to develop (stylistically consistent) assets for homebrew RPG. As, at that point, it's no longer a screenshot.

Regardless, that's a question one could ask in Discord. Again, thank you for the clarification.

Yes exactly. Your welcome.

iirc they said that it's fine if you use it for tracing and then add you own textures and drawings. Since then you not just take stuff and resell it. But you make it your own. Again that's where Fair use comes into play.
So you can use your builds in tiny glade as inspiration and to drive your image and help you get perspective and scale right. And then make your own from it.
Like, you build your dungeon or world and then you can use that Layout to make your own illustration from it. That's totally fine.
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