Re: SCPCB on Xbox360?

#21
infinity421 wrote:
Soulzarath wrote:This would be an extremely great idea. However I understand that Containment Breach runs under a free license agreement therefore Regalis would have to set up some different agreement and maybe create another license for Xbox. On the xbox360 marketplace you can find an indie market whichi indie games (like CB) are there to download and play for just 80 Microsoft points (1 dollar). It'd be great for people with out a computer who'd like to play CB on their xbox. Anyone agree? I know most of you are console players but I'd prefer my xbox over PC sense you can communicate with players online while playing all these games with out have to join steam or anything like that. Add ArchDevil808 if you want to play w/ m via xbox live.

*EDIT*

I apoligize for any vocabulary mistakes I may have made. I'm using my xbox internet explorer which doesn't correct anything.
So, about that...
Regalis doesn't own the SCP objects. He didn't make them. The authors at the actual SCP website did, and let me tell you, the creative commons license comes to bite us in the arse at almost every opportunity, as it would if he tried to port it over onto the xbox. Theoretically, if we were to port it over to the xbox, royalties would need to be paid to the authors of each and every SCP object appearing in the game, which would be extremely difficult with173 as it was posted anonymously on 4chan in 2007.

So, yeah.
Not gonna happen.
To be fair, that's the same way as saying that we have to credit everyone on Wikipedia who's ever written something we copied and pasted. The SCP Wiki is just that: a wiki. If they're too stupid to know what a wiki is and the legal ramifications of that, that's their problem.
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Re: SCPCB on Xbox360?

#22
First of all, everything in the SCP wiki is licensed under Attribution-ShareAlike 3.0 Unported-license, which allows making commercial use of the work. So yes, SCPCB could be sold and it would be perfectly legal. The authors would probably not be very happy about it though.

I think you've ignored the biggest issue about porting SCPCB to another platform: how to do it? Porting a game that's designed to run only on PC to Xbox isn't an easy task. I don't know much about programming Xbox games, but I'm quite confident that it would at least require rewriting the entire game in some other language and using some graphics library that is compatible with Xbox360. I don't think I have enough programming skills to do the port, and I'm not very eager to start remaking the game almost from scratch, but if someone is willing and capable of doing it, you have my approval.

Re: SCPCB on Xbox360?

#23
[/quote]To be fair, that's the same way as saying that we have to credit everyone on Wikipedia who's ever written something we copied and pasted. The SCP Wiki is just that: a wiki. If they're too stupid to know what a wiki is and the legal ramifications of that, that's their problem.[/quote]

Before i forget, Mackenzie is busy working on an entirely new site for SCP, and it should be up by christmas. From what i've heard, it looks pretty good so far. If you want to know anything about it, ask her about Project Foundation, as i'm pretty sure she's the chief coder or something similar.
Nuke ALL the SCiPs!

Re: SCPCB on Xbox360?

#24
Regalis wrote:First of all, everything in the SCP wiki is licensed under Attribution-ShareAlike 3.0 Unported-license, which allows making commercial use of the work. So yes, SCPCB could be sold and it would be perfectly legal. The authors would probably not be very happy about it though.

I think you've ignored the biggest issue about porting SCPCB to another platform: how to do it? Porting a game that's designed to run only on PC to Xbox isn't an easy task. I don't know much about programming Xbox games, but I'm quite confident that it would at least require rewriting the entire game in some other language and using some graphics library that is compatible with Xbox360. I don't think I have enough programming skills to do the port, and I'm not very eager to start remaking the game almost from scratch, but if someone is willing and capable of doing it, you have my approval.
So you don't need the approval of the people who created the articles n stuff?
Don't put the gas away yet...

Re: SCPCB on Xbox360?

#25
Juicy wrote:
Regalis wrote:First of all, everything in the SCP wiki is licensed under Attribution-ShareAlike 3.0 Unported-license, which allows making commercial use of the work. So yes, SCPCB could be sold and it would be perfectly legal. The authors would probably not be very happy about it though.

I think you've ignored the biggest issue about porting SCPCB to another platform: how to do it? Porting a game that's designed to run only on PC to Xbox isn't an easy task. I don't know much about programming Xbox games, but I'm quite confident that it would at least require rewriting the entire game in some other language and using some graphics library that is compatible with Xbox360. I don't think I have enough programming skills to do the port, and I'm not very eager to start remaking the game almost from scratch, but if someone is willing and capable of doing it, you have my approval.
So you don't need the approval of the people who created the articles n stuff?
Only if you want to be polite.
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Atheros drivers SUCK!

Re: SCPCB on Xbox360?

#26
Regalis wrote:First of all, everything in the SCP wiki is licensed under Attribution-ShareAlike 3.0 Unported-license, which allows making commercial use of the work. So yes, SCPCB could be sold and it would be perfectly legal. The authors would probably not be very happy about it though.

I think you've ignored the biggest issue about porting SCPCB to another platform: how to do it? Porting a game that's designed to run only on PC to Xbox isn't an easy task. I don't know much about programming Xbox games, but I'm quite confident that it would at least require rewriting the entire game in some other language and using some graphics library that is compatible with Xbox360. I don't think I have enough programming skills to do the port, and I'm not very eager to start remaking the game almost from scratch, but if someone is willing and capable of doing it, you have my approval.
Oh good. If the C++ port goes well, I might attempt a port to PS Vita.
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Re: SCPCB on Xbox360?

#27
InnocentSam wrote:
Regalis wrote:First of all, everything in the SCP wiki is licensed under Attribution-ShareAlike 3.0 Unported-license, which allows making commercial use of the work. So yes, SCPCB could be sold and it would be perfectly legal. The authors would probably not be very happy about it though.

I think you've ignored the biggest issue about porting SCPCB to another platform: how to do it? Porting a game that's designed to run only on PC to Xbox isn't an easy task. I don't know much about programming Xbox games, but I'm quite confident that it would at least require rewriting the entire game in some other language and using some graphics library that is compatible with Xbox360. I don't think I have enough programming skills to do the port, and I'm not very eager to start remaking the game almost from scratch, but if someone is willing and capable of doing it, you have my approval.
Oh good. If the C++ port goes well, I might attempt a port to PS Vita.
DO EET
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I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: SCPCB on Xbox360?

#28
InnocentSam wrote: snip
Oh good. If the C++ port goes well, I might attempt a port to PS Vita.
lol I was starting to think people had forgotten I was doing that.

While my source would obviously have to be tweaked to remove the dependency on SFML, I THINK that Microsoft allows use of C++ for games made for the Xbox, but I can't remember, I know that C# is the main one they like for the console, but I'm not sure about C++. So far, all the libraries I've used have ports available for the different mobile and gaming platforms (except PS3, one library I'm using doesn't have a port for that system yet).

Been extremely busy lately so I haven't gotten in much work on it. I've been reading tutorials on Assimp to figure out all the stuff I need to do to get the models in the game and usable with their textures, animations, bones and whatnot. And tuts on OpenGL too.
If it isn't broken, it doesn't have enough features...

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