As far as commercial games, I believe in a high level of freedom for the user while hoping they respect that the game is part of my livelihood. I wrote a license a few months ago called the " Give it Your Own License, License" which sums up to "use under whatever terms you want" and I like that so that's probably what I'll use from now on. I want to give people liberty to use it any way they want, even in closed source projects (I guess I'm not a FOSS purist). I don't really like GPL for my games, but I'm still not sure what part I don't like. How do you go about selecting licences, both for source releases and commercial games? It's really hard to call it a negative, because he added it to Allegro 5 which is zlib licensed so I now use it in my games. The only person interested in it then rewrote his own triangulation which turned out to be leaps and bounds better than mine. It worked very well for me but then turned out to have lots of bugs that happened under certain conditions. The biggest "negative" I found was with a little library I made for polygon triangulation. I think an apt-get install stax will do it. It's still there I think (last time I checked) and you can download and play it on Debian or Ubuntu. The biggest positive surprise was that a game I made in high school made it into the Debian repositories somehow, and I didn't find out about it until years later (see: manual labor, girls). What have been the biggest surprises (both positive and negative) to come out of the games, libraries and tools that you've released source for? But I still love open source software and ideally I want to see myself open sourcing all of our games, maybe as each new one comes out, the last one gets open sourced. I had to pay artists and composers and licensing fees and whatnot, so I needed money from sales to do that. But that didn't stop me from making Monster RPG 2 closed source. I was a Linux zealot since high school and always liked open source software and philosophies. Since I began making games I've always sort of gravitated toward open source libraries and communities. Was this something that has always been a priority, or did it happen over time? Nooskewl has a history of releasing source code, not only for games, but also for libraries and tools. I kept in contact with the people I worked with on Monster RPG 2, and we added a few people to round out the team we have now of about 7 people working on "Baryon" and that's where we stand now. That got ported back to PC (and other platforms) and finally I found some people were liking it (though I still get a lot of negative feedback as well). So I teamed up with a couple artists and a music composer and made the iPhone version. I decided one day that I wanted to make Monster 2 into a really good game, just like my vision, because it had a pretty solid foundation. I then made Monster 2 which again people didn't seem to like because of the poor graphics. I thought it was great, but other people saw the (many) flaws in it, so I wanted to do better. I made a few games for various platforms and then made " Monster" which was the first game I released under the Nooskewl banner. One day when I was in the hospital I got the urge to start making games again so I looked through some computer magazines and when I got out of the hospital I bought a laptop. After high school I got involved in other things besides computers for a few years (manual labor, girls, etc.). I wanted to make RPGs like Final Fantasy or Breath of Fire, but with a modern twist, so the name Nooskewl was meant to mean that (old school with a new school twist). Nooskewl was the company I wanted to create since high school. I'm good at programming but not very good at making music and terrible at making graphics. In this interview, we discuss Nooskewl's history of releasing games under the "Give it Your Own License, License", the responses they've received from their in-progress crowdfunding campaign to release the Monster RPG 2 source, and touch on the in-development action-RPG Baryon.įirst up, can you tell us a little bit about yourself and give us a recap of Nooskewl's history? Recently, I've been talking with Trent Gamblin from Nooskewl, developers of old-school Japanese style RPG Monster RPG 2. Assault Android Cactus Launch Reflections.The Interactive Adventures of Dog Mendonça & Pizzaboy.Linux game porting & Day of the Tentacle.
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