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@bonkmaykr@canithesis.org

20 Male, Missouri, United States
Running Canithesis Interactive
Java / C++ engineer Linux advocate.
Newly an Amiga + Saturn nut.
wipEout and THE FINALS fan

I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter game called "Time Falcon". My posts can range anywhere from deep nerd thoughts to brainless shitposting.

Give me liberty or give me death
XMPP/Jabberbonkmaykr@canithesis.org

57 following, 34 followers

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[?]:bm1::bm2::bm3::bm4::bm5::bm6::bm7::bm8::bm9::bm0: »
@bonkmaykr@canithesis.org

@xianc78@gameliberty.club
You can simply have the code be open while having the assets being proprietary. Anyone using your code but with different assets would effectively have a different game all together.
Thanks for the feedback, and this is already the plan but the only thing really stopping us is that often times something being illegal to do is not enough of a deterrent. So I would prefer to go that route when we are steady enough to take on that risk without concern. The assets might be our IP, but it is still trivially easy for a bootlegger to recycle them for a profit and walk away with the money, especially if they're outside of US jurisdiction.

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    [?]xianc78 »
    @xianc78@gameliberty.club

    @bonkmaykr
    >especially if they're outside of US jurisdiction.

    The vast majority of countries on Earth have signed the Berne Convention, meaning that your copyright is automatically recognized internationally, outside of a few third-world countries. Anyone getting way with violating your copyright has to be either living in one of those countries, remaining relatively obscure, or practicing good OPSEC.

    Though I do understand that delayed open-source might be the best option, but I am reminded of Notch promising to open-source Minecraft and he instead sold it to Microsoft.

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